Bob Berman offers a set of free fast play wargames rules for the Indian Mutiny, based on “a number of sources, including “From MacDuff to the Frontier” and “The Sword and the Flame.” They are designed for fast play, with all players on one side.”
fast play
D3 Norman Conquest Rules
The D3 Norman Conquest rules are designed as a set of low-complexity rules based on One Hour Wargaming rules and Dux Bellorum. It uses a square gridded tabletop.
Simple Colonial Wargaming Rules
Robert Cordery offers “Simple Colonial Wargaming Rules.” He writes
SCWaRes � pronounced “squares” � began life as a simple set of �fast play� rules for use with teenagers who had never played a traditional figure wargame before. The design parameters were: To have a turn sequence that kept the players involved throughout each turn; To have simple morale systems that dealt with unit and formation morale; To reduce the measuring of movement and weapon ranges to zero; To have simple systems for resolving fire combat and close combat; To include an element of uncertainty into the outcome of each game To produce a game that could be played to a conclusion in about an hour.
Battle of Verdun Fast Play Rules
From the Junior General comes the Battle of Verdun Fast Play Rules. Designed for use with students, the rules are simple and fast. Paper figures also are available.
Clif’s 1490-1690 Rules
Clif Castle offers a set of free wargames rules for the pike and shot era. Clif writes:
These rules were designed with a couple of purposes in mind neither of which is to refute or downgrade any other rules set for this period. The authors of other rules sets for this era have my greatest admiration and gratitude. Dave Millward and George Gush are unquestionably the Fathers of gaming in this period. Their rules have given me 20 years of fun and history. Trevor Halsall of Newbury and Phil Barker’s DBR have added to this legacy. I hope to add to this in some small way with these rules. This period is by far the most colorful and difficult to wargame. These rules use cards and action points for movement and combat and the most popular basing system. They are designed for ease of play and, I hope, to reflect your vision of this era.
The rules use event cards, and include provisions for that most fun of the weapons of the era: the war wagon.