Charge Yr Pikes! English Civil War Rules

Charge Yr Pikes is a set of free English Civil War miniatures rules. They use a card driven turn mechanism.

Beyond The River Don Campaign Rules

The Perfect Captain has released a campaign system for his Red Actions! rules set. From the Captain:

We have completely outdone ourselves this time! What if I told you this was a campaign game that takes maybe 30 minutes to create from scratch, with limitless scenarios, a different map each and every time, and has counters representing the following armies and their equipment: Reds (All over Russia), Whites (Kolchak, Deniken, Wrangel, Yudenich, Komuch, Kappelites etc), Greens (Mahknovists), Estonians, Latvians, Finns, Lithuanians, Ukrainians, Poles, Armenians, Turks, French, Greeks, Japanese, American, British Empire (Including Canadians, Australians, and Indians), and Freikorps.

Celtic Skirmish Game

From Warspawn Games: Celtic Skirmish, a combination miniatures / board game.

Medieval Castle Siege Rules

Junior General has a simple set of Medieval Castle siege rules. The site also has links to appropriate paper figures, castle models and siege equipment.

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: