Rules

These are wargaming rules that I have designed. By "designed" I mean, in most cases, that I took a useful mechanic from another ruleset and reconstructed it (please keep in mind that simple gaming mechanisms and mathematical solutions are not subject to copyright).
There are some original ideas, too. Most of them aim at simplicity and easy play, something modern commercial rules often forget. The "historical" aspect and simulationism usually do not lie within complex charts and percentage tables, but in the spirit of the game.

A notice: if any of the links don't work, please write in the comment box below instead of requesting access via Google.

Card Games

18th century pitched battles using unit and terrain cards along with French playing cards. The game uses no dice.

Skirmish Rules

One of the most recent rule sets, it is a compilation of useful mechanics from the original IA Codex, all the while leaving behind the confusing format and the need to browse the 30 page version for so long - it's only 9 pages long.

The 2.1. version introduced some variaton on movement and figures being knocked down as a result of combat.
IA2 Appendix 1 - Danse Macabre - with rules on magic.
IA2 Appendix 2 - The Bestiary - containing a list of various creatures.
IA2 Appendix 3 - Modern/sci-fi combat.

Mostly based on the IA 1.1 engine. Just as the title promises, this one is for fast-paced combat, perhaps involving less experienced players.

An early industrial skirmish game involving squads of 5-10 infantry men, support teams and vehicles of war. 4 pages of intense trench warfare rules.

A game that resembles the ones played in my youth, with simple and bloody combat resolution.

A streamlined Modern (WW1 and up) era rule set for army men slaughter.


Battalion-level Games

Renaissance variant of Gudugan Pudugan.

An upgraded version of the older rules, with more complex command system and a streamlined text.

A Renaissance version of VEW2, with things I believe are essential for this period.

This is a rather simple game. Players fight with figures in funny hats, organized to units. Command and combat resolution is kept at a minimal complexity.

An Easy Tricorne variant for ACW / late 19th century conflicts. Includes rules for repeating firearms.

A generic block wargame for basically any period.


Easy Battle (Campaign and Strategy) Rules
This is a family of rules that use a common campaign engine and battle resolution. 

Breaking up with the grid-based mechanic and making combat more bloody and decisive, Gudugan Pudugan, or The Law of War in the ancient tongue of Dhorbat is a Pre-Historic/Ancient/Fantasy style game.
Gudugan Pudugan Q&A to clarify some questions
Mercenary Kabudans List & Cards - pre-generated subcommanders to lead the wings of your army (with live updates - please note that most scenarios published for the rules rely on these)

A historical rule set suitable to conduct large battles in the era before gunpowder, including economy and campaign rules. Generic unit types which allow players to field any Ancient or Medieval army.

This one is for Napoleonic era games, using the same principles.

This one has rules for magic and fantasy races.

A naval expansion to the rules above.


Naval Rules

Block Galleys - Renaissance era galley warfare with lots of bloody action.

Simple Naval Rules - for naval combat up to the WW1 and interwar era. Little to no chart-keeping is required, while a large playing surface (such as a living room floor) is recommended.

Simple Age of Sail - designed for small tables and small scale models, with sort of the same spirit as the above.

D6 Naval War - Based on the Inter Arma D8 Naval booklet, which was never published. This is a more abstract system that works well for smaller actions.
D6 Naval War - Ironclads and Pre-Dreadnoughts - A slower game that reflects on the period title a little bit more.


Sci-Fi Rules

A sci-fi & hex grid variant of Sea Battles at Sea by Ships

Updated version of One Page Sci-Fi, with more explanatory content and options for melee and specialists.

Easy Sci-Fi Campaigns is 5 pages long and is useful for conducting campaigns in space, using the rules above and One Page Fleets for space battles.


Older Rules

VEW army lists
A relatively simple and fast-paced set of Napoleonic rules, based on Easy Tricorne.

With the philosophy of One Page Fleets, this is a truly one page (not like that inferior OPF that is actually two pages!) rule set that allows you to have fun and murder giant robots.

Island Kingdoms - a card-driven tabletop strategy game with simple mechanics.

Based on the 'Portable Wargame: Ancients' rules, this game uses a square grid, individual unit stat blocks and a pool of 'Command points' for command and control to simulate warfare in a long lost age, where Crocophants ruled the wastes and the men of Hatti and the Riverland were at a bloody conflict.
 
Hex Conquest
A simple simulator for conquering barbarous hordes. Combat resolution is similar to Battles of the Riverland, and the rules include a separate chapter for setting up neutral zones and non-player factions.

This is one of my first complete rule sets. Thus it suffers from many inadequacies, but it was a very important part of my learning curve for designing games. The link is for a compiled version that contains all the additional booklets to the core rules.

Inter Arma WW2 updated version;
IAWW2 Quick References separate file (included in the booklet)
A World War Two skirmish game with universal unit profiles and slightly more detailed combat resolution. Written for 15mm figures, but weapons have very long relative ranges.

Using a hex map, this Civilization Redux-style game lets players simulate city-states, their growth and conquest. Extensive logging and calculations are required. For simpler games of economy and conquest, the EasyBattle series is suggested.


~ Personal Notes on Rules Design ~

Wargaming rules should have a format that is easy to read. They should not include over-explanations, purple prose and excessive / unnecessary imagery. 

Regulations should be written and edited in such a way that does not allow for multiple interpretations. The intention of the designer should be clear from the way the rule is stated, without any additional explaining paragraphs, unless absolutely necessary. The language should be simple and to the point, but not overly repetitive.

General rules should always precede special ones in the text, and the reason for deriving a special rule should also be made clear from the onset.

A rule set thus need be no longer than 30 pages at its core, or four pages of quick reference sheets.

As no wargaming rule set would ever able to cover every single situation that arises during its use, it should be made clear why certain elements are included and others omitted.

In a wargame, nothing should be done that is contrary to common sense and the rules of the universe the game is taking place in; common sense should not always be obliged if this makes the game more entertaining.

The rules should always rely on the good will of the players' interpretation.


~ Disclaimer ~

These rules are free to use, which includes copying, printing and even changing them. The author's name, the pseudonyms A. J. McCory and MetalGopher Studios shall be credited when the nature of the use is not personal.

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