Players take the roles of powerful monsters and attempt to dominate and reign over the exquisite landscape. Players encounter monsters, and also enter castles, towers and temples. AD&D™ game variant combat rules.
The new rulers of the Tiburon System have discovered the true cost of Romulan aid, the UFP has sent them help and now the entire quadrant hangs in the Balance of Terror.
This is a 1:1 level WW I skirmish. The German defenders rush to their blasted works as a pair of Renault FT17 tanks and some French infantry advance to face the BOCHE! Home Rules.
This game uses 1/285th scale models on a highly accurate terrain table. We will use the new “simtac” rules for simul¬taneous moves. W.R.G. ARMOR & INFANTRY rules.
This is a 1:1 level American Independence War skirmish. A small patrol of Continentals desperately fight to keep their scalps from a band of Iroquois. Home Rules.
A 1:1 scale fantasy conflict. Players battle monsters and each other during the quest of Book 11. This is a simple gaming structure which readily adapts to other games.
Prince Eugene’s French caught their opponents outside the Raab fortress. Kis-Megyer, a stone farm, was a key feature in the battle. ULM TO WATERLOO rules.
A tournament using a simple system that requires a few charts and some record keeping. The winner of each preliminary round will advance to the final round.
A demonstration of the battle system for miniatures as described in the MAGICAL BATTALIONS rules. Anyone interested in this game system is welcome to attend.
Lead elements of a Soviet tank regiment attempt to engage and destroy an American screening force consisting of a reinforced company team in the first hours of the offensive. MAIN BATTLE TANK Rules.
A British task force runs into a mobile column of Polish Panzer grenadiers of approximately BN strength with supporting troops. 8 hours. MAIN BATTLE TANK Rules.
A peaceful village of retired, over-the-hill, adventurers is attacked by the local roving band of assorted nasties. Will their sons and daughters rescue them in time? SWORDS & SPELLS rules.
British regulars are sent into a Pathan village to free a counsel’s daughter. Can they save her from the Pathan chief, or will they fail? COLONIAL WARFARE rules.