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.

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 8 pages, including the quick reference sheet.

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.

Battalion-level Games

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.

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

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

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.


Naval Rules

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.


Sci-Fi Rules

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.

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

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 &
Hex Conquest printable armies
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 (András Szilvásy), the pseudonyms A. J. McCory and MetalGopher Studios shall be credited when the nature of the use is not personal.

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