Seven Years War Rules

Richard Bradley of the Tyneside Wargames Club offers a set of free wargames rules for the Seven Years War. The rules are designed for 15mm figures, where a battalion is represented by 3-4 bases.

French and Indian War Skirmish Rules

Richard Bradley of the Tyneside Wargames Club offers a set of free wargames rules for skirmishes in the French and Indian War. The rules have a nice touch with the use of NCOs in command.

Island Mayhem Pirate Rules

Island Mayhem is a set of rules for playing games in which 25mm – 28mm Pirates are searching for treasure.

Beyond the Saale Seven Years War Campaign System

Beyond the Saale is a set of campaign rules for the Seven Years War.

Toy Soldiers Horse and Musket Wargames Rules

Toy Soldiers is a set of free wargames rules for the Horse and Musket period. The author writes:

Abstracted rules for battalion combats in Horse and Musket period. A unit is a battalion. A single player might have 2-5 units under his command but only one commander. The intent of the rules is to allow players to bring a small command to the table of generic troops with no points system or national characteristics. The balance that I am aiming for is that a cavalry unit = an infantry unit = an artillery battery.

Infantry battalions are represented by 6 stands of several miniatures. In 15mm, 4 wide seems to work. Artillery batteries are represented by 3 stands. Limbers should also be included.

Units and commanders will always have at least a single D6 placed behind them. For units, this represents their disorder value (1 is well ordered, 6 being disordered). Commanders will have a Chaos dice which will always be at least 1 (well coordinated command) and may go as high as 6 (Ineffective command control). Often, units will also be marked by a single red die marking their stress. Stress goes from 0 to 6.