King George’s Northwest Passage Skirmish Rules

King George’s Northwest Passage is a set of free wargames rules for skirmishes in the horse and musket period of 1680 – 1815. There are rules for special characters such as Hawkeye, Sharp and Blackbeard.

To Glory We Steer Fighting Sail Rules

To Glory We Steer is a well-done set of rules for the age of fighting sail:

From the period where the mighty multi-oared Galleys had almost faded from memory other than a coastal raider, to the days where black funnelled Ships of the line belched out sparks and smoke, there existed two hundred years of an Age of Sail. …

This set of rules takes from many contemporary accounts of battle, to gain a whiff of the sea air in themechanics, Hopefully threading through it enough realism without baffling a Landsman who knows little of the Age of Sail.

As you give your crew orders to “Man the Halyards” or unleash a perfectly timed broadside, I hope that some of this may come across and that those who know their foretops from their gaff sails might gain some pleasure from commanding. This said, many compromises have been made in the way of a playable game that is challenging and involving for players.

You are not pushing a model and rolling dice. You are a Master and Commander in the Heat of Battle!

Les Trois Mosquetaires Musketeer Rules

Les Trois Mosquetaires is a set of free wargames rules for skirmishes in the world of Alexandre Dumas’ Three Musketeers

Wargames Research Group Rules: 1685 – 1845

For many years, Wargames Research Group rules were the standard in miniature wargaming. The Wargames Rules: 1685 – 1845 cover the entire horse and musket period, and include useful army lists for Malburian and Seven-Years-War armies as well as the campaigns in India which preceded the Napoleonic Wars. I actually own a print copy of these.

Two Page Tricorn

Two Page Tricorn is a set of rules for 18th century warfare. It is designed for the quick resolution of large scale battles, ideally using 6mm figures.