Into The Dark Rules

Into the Dark is a set of free wargames rules by Dan Abbott for mass combat in the Medieval period. Designed for 25mm to 30mm figures, the rules seem designed to allow players to easily manage large numbers of figures. In combat, 1d6 is thrown for every four figures in combat. Modifiers are kept to a minimum.

More from Dan:

I’m aware that there are many rule sets on the market designed to deal with medieval armies. However most of these sets are meant to deal with skirmish fighting. Even some of the better known rules for armies are really just skirmish rules done on a giant scale. The rules you see before you are designed for battles between armies, similar to those found in history or heroic literature. Large scale battles can be fought to a conclusion in a reasonable amount of time.

These rules were originally designed for 25mm/30mm figures, although they can easily be used for 15mm by dividing all ranges in half, or by using centimetres instead of inches. Don’t be put off by the size of the rules, use only the basic rules until you are comfortable with play, then add whatever optional rules you like. The section on game preparation takes up a lot of room, but is only needed when first creating your army.

Danegeld and Dragonships Dark Age Skirmish Rules

Danegeld and Dragonships is a set of free wargames rules for dark ages skirmishes. It has an interesting turn mechanism in that the side that gets the most kills has the initiative the next turn.

Minimal Melee Combat

Minimal Melee Combat is a set of free wargames rules designed to depict combat between sword armed adversaries.

Shields and Blades Dark Ages rules

Shields and Blades is a set of free wargames rules by Jackson Gamer Eric Wood. It is designed as a “squad level” game, with each casting representing 10 to 15 men.

From the introduction:

Overview
This rule set is a squad-level scale using side move / countermove system. The rule set has opportunity fire (with both standing and moving fire). Since these rules are not skirmish level, the shield facing and facing of the castings is not a problem.

Squad Scale
This rule set deals with each casting representing a squad of a fifteen men rather than tactical or grand tactical scales. As a result the formation and movement rules are very fluid and the distance ranges might seem wrong to some one, until they realize that the battles are “zoomed in”.
Since we are not skirmish level, shield facing and facing of the castings is not a problem. One can do a skirmish level game with these rules easily by worrying about the shield facing and increasing the weapon 3” and movement ranges an additional d6”.

Scale
1:15 thus 1 casting represents 15 men. 1′ = 120 yards, 1″ = 10 yards. Time frame is 1 minute. 2 fire phases. Infantry unit has 180 men; cavalry has 90 riders and 90 horses. Minute walk moves 1’ (12”).
Infantry base is 3/4″ x 3/4″. Assume each infantryman wants 4′ front x 7′ back. Fits 15 castings with 5 along the front and 3 ranks deep.

Age of Blood — Second Edition Miniatures Rules

Age of Blood is one of the best set of rules available for free on the internet. Heck, its one of the best available at any price. Designed by Tom Hinshelwood, the second edition rules offer a complete game and campaign system for the age of Vikings.

Age_of_Blood_2nd_Edition

Tom writes:

Age of Blood is a skirmish-level battle game in which players take control of bands of Vikings and lead them on bloody adventures in search of loot and glory. These rules contain all the information you will need to know in order to play either one off games or complete campaigns. The game is designed for use with 25mm or 28mm miniatures, though any individual based model from 15mm to 40mm can be used. Play is possible with any scale but distances and measurements would need to be proportionately reworked. Age of Blood�s focus is on the fantastical aspects of Viking history and as such is more concerned with the legends and heroic sagas then trying to depict a realist view of the era. These rules are loosely set in the 9th Century, though the supernatural is prevalent in many aspects of the game including fate, magic and monsters. If desired though the supernatural elements to the rules can easily be ignored so that the game can be played as a purely historical wargame.

Other Age of Blood Resources: