Rules Listed in chronology of the war they cover |
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Title |
Period + PP range |
Brief description and Price |
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Cover picture |
Want to know |
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Ancient |
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Conquerors and Kings |
Ancient to Medieval |
This is the 1998 edition. |
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Conquerors and Kings (RA035)
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NEW |
A battle report on the play testing of CK version 2 "25 years on". |
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Game markers for Conquerors and Kings (MMMCK) |
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Fantasy |
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WAM |
Fantasy based on Dark Age warfare. |
Based on Conquerors and Kings. Allows big battles with heroes, monsters and mighty kings. Includes battle lists for 12 armies . Dwarves, Elvs, feudal Empire, Desert Empire, Religious Order, Militia uprising, Undead, Orc/goblin, Corsair, Mounted barbarian, Foot barbarian, earth army. Magic and magical terrain are in the rules too. Lots of new mechanisms. |
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Dark Ages |
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Longships- |
Dark ages raids and battles |
These rules use a lot of new mechanisms. Each player has about 6 units, In a fight a unit would typically shieldwall, issue challenges, advance to contact whilst sending in line breakers. The fight might break the shield walls kill the men etc... This is a historical set, which requires the player to play historically rather than giving the players what they like and then writing rules around that. |
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Medieval |
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Bloody Barons |
Wars of the Roses |
The rules include all the major battles, uniform details and historical details. the rules are 100 pages long! Lots of excellent and elegant systems. Pre- £3 Special offer to clear stock! |
Not available in pdf |
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Wars of the Roses |
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This is the NEW 2020 edition. It is completely different to the first edition of Bloody Barons. It does share the same basing system and army size so that players of BB1 can use BB2 whenever they wish. As usual there are many new ideas not seen before in gaming rules. All 17 battles of te wars are included. Greyscale interior, coloured covers and play sheets.£18 |
"I have not played a better set for this period" |
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Wars of the Roses |
pdf Edition |
£9 |
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Click here to see battle photos of the new edition (2020) in progress. |
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Samurai |
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Battles in The Age of War (RA002) |
Samurai Battles |
These are the battles with samurai and ashigaru troops, as seen in Ran and Kagemusha. The armies look a lot like the one lead by Tom Cruise in the "Last Samurai". The rules use the same skeleton as ROF, BB and CWB (see below). £14 |
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Battles in The Age of War |
Samurai sengoku period |
£8.50 |
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Set of FOUR Samurai (BAW) playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 |
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English Civil War |
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Regiment of Foote (ECW) PRINT VERSION(RA027) Wargames Rules |
ECW |
English Civil War. Includes full game system, campaign, victory conditions et al. Only needs a 4 by 3 foot table. Superb. £16 |
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Regiment of Foote (ECW) pdf VERSION Wargames Rules |
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Pirates and buccaneers |
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Pieces of Eight |
Pirates on sea and land 18th century |
A complete set of rules. These rules have got a lot in them. They take the form of a "campaign in an evening". The land raids are fought in 15mm on a 3 x 2 foot board. Quick and fun with prisoners, looting, alarms, getting lost etc... |
£5 Available in pdf only |
Available in pdf only. |
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Pieces of Eight game play record sheets. |
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Pieces of Eight |
Pirates on sea and land 18th century |
£20 It still uses the 15mn basing and 1/450th ships that the previous edition used. It is fantastic! |
PDF Version of 2019 rules £12 |
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American War of Independence |
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Washington's Army (RA005) |
AWI |
£14 |
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Set of FOUR Washington's Army playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 Wargames Rules |
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American Civil War |
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Hammerin' Iron (RA010) |
ACW Ironclads |
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Set of four HI playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 |
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Civil War Battles (RA018) |
ACW |
A set of rules written for the ACW only. Not a conversion of some "sort of like" period. The ACW 15mm rules. Great set of rules that flow very nicely. The basic unit is the brigade. £11 |
Not available in pdf |
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Set of FOUR CWB (15mm) playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 |
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Set of FOUR CWB (25/8mm)playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 |
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Wild West |
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Hey, you in the jail! |
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Hey you in the Jail! (RA004) (1992) |
Western "Wild West" |
These rules are set in the "old West" of the USA. The rules are not skirmish but small battles. Which were quite common in the US of the 19th century. There are ten "force" types (no, not factions). Mexicans, Plains Indians, townsfolk, posse, Gunmen, army, workers, cattlemen.... A force will consist of bases with 3 figures on them along with some single figure bases (characters). Played on 6 x 4 table. These rules give a proper "little battle" not a gunfight. 20- £5 |
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Western (2018 edition) |
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Western RA030 |
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WESTERN rules that cover the battles of the Old West. |
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Colonial |
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Patrols in the Sudan |
Sudan Colonial |
Fighting in the Sudan 1885. The period around Gordon in Khartoum. Dervishes, fuzzy wuzzies, red coats, camels and dangerous patrols. About 100 figures per side. Usual 3 x 3cm bases. Lots of new and innovative systems using D6. fought on a 3x5 table. lots of decisions and challenges. £14 |
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World War 1 |
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Square Bashing |
WW1 1900 to 1928 |
PDF only |
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Square Bashing |
WW1 |
Armies from 1900 to 1928. "Armies in the age of the bolt action rifle". £16 |
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Old square Bashing (1998) |
WW1 |
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Mexican Revolution |
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Fighting for Mexico (FM) are for fighting battles. FM can be played using most figure sizes. It is a grid based game. In 15mm the table is 5 x 3 feet.FM is a comprehensive set of rules. This means it includes army builder, scenario generator, victory criteria, 8 different armies and a host of rules specifically for the Mexican revolution. |
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Fighting for Mexico (FM) |
Mexican revolution See range 11 for figures. |
ONLY 150 COPIES PRINTED. £21 |
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Spanish Civil War |
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This game uses a 6" grid. This means a square is either building, partial cover or not. By using squares it is clearer to the player what scenery the men are in, without fussing over trivial non- |
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Spanish civil War 2017 edition |
Spanish |
These rules are available in pdf form as well |
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Bayonet and Ideology (old edition) (RA013) original version, not the 2017 alternative |
Spanish Civil War 1936- |
Each player commands a company of men from this war. Anarchists, Moroccans, nationalists, international brigade, Republicans etc. Mainly infantry with some armour and cavalry. Based on PBI systems of squares. |
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World War 2 |
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PBI 2025 is the latest version of PBI. This is ten years on from the previous "Company Commander" edition. "A wonderful and complete set of rules." |
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PBI 2025 |
Company versus company. |
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Pdf only, at this time. |
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PBI 2025 |
This book contains details on unit organisations, points values and unit assets. Encyclopedic. |
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Pdf only, at this time. |
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Abteilung |
WW2 battle level |
WW2 Rules for 15mm . Each player has a number of units. each unit is either armour, infantry, support etc. Use of order cards to determine what the army can do each turn, Uses D6. Intended for a 6x4 table size. Loads of new ideas. Easy to play....tactical. |
Only available in PDF format |
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PBI |
This is the rule book. Player is a company commander. |
142 Pages. Includes all the rules for WW2 company level gaming. £14 |
Available in pdf |
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PBI |
This is the list of companies for PBI. Organisation and composition of companies for PBI company commander. |
97 Pages. This book should be used alongside PBI Company commander. £12 |
Available in pdf |
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PDF of PBI rulebook £11 |
Manually processed by us to include your name on the document pages. UK paper size |
Manually processed by us to include your name on the document pages. US paper size |
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PDF of PBI company architect book £8 |
Manually processed by us to include your name on the document pages. UK paper size |
Manually processed by us to include your name on the document pages. US paper size
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Vietnam |
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The Men of Company B (MCB) covers search and destroy actions in Vietnam. The figure scale is 1:1. Each player controls about 50 figures. There is also the ability to include vehicles. The US or allied player searches and the communist player attempts to stop him. |
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Vietnam (RA028) |
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PDF VERSION £9 |
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Vietnam (RA028) |
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PRINT VERSION "The best set of Vietnam rules I have played" £18 |
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Modern War in Africa |
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For modern warfare we offer you AK47 Republic. These rules are often known as just "AK47". The classic and newer (reloaded) versions are available. Neither book needs any supplements and give all that is needed for the game. If you build forces for either version they are still valid for the other version. AK47 covers the armies of third world countries. these armies are often ad- |
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AK47 Republic |
20th Century African small wars |
20th Century African small wars £9 |
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Now available in pdf only |
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Set of FOUR AK47 playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. £2 |
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AK47 old "classic" edition in pdf format UK paper sized |
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AK47 Old "classic" edition in pdf format US paper sized £5 |
Rules |
Overview Peter Pig rule sets are not aimed at the commonly accepted “fun” target audience. Instead these rules are aimed at players wishing to learn about the history involved in fighting battles of that period. Players will be restricted in their actions as if they were a real commander in that period. Luck will play a part in denting a plan, but will not allow the plan to change turn by turn upon the latest random event. The game will usually be won by the player with the better historically plausible plan, rather than the player who just reacts to whatever random thing happens. PP games are challenging, tactical, absorbing and enjoyable. It is for other games to just be “fun”. Peter Pig rules contain very innovative rule mechanisms. We do this so that each mechanism feels right for the activity covered, a sort of onomatopoeia. Thus if the armour is weaker on the side of a tank we make it harder for the armour to stand up to the incoming round. In a one to one man challenge the decision to roll or not roll another D6 might be terminal, reflecting the damage that can result from a single false move. A huge amount of ammo is needed for a kill in WW2. So the large amount of D6 might be better deployed to pin than kill. The mechanisms favour the use of appropriate period tactics, but do allow the "mad idea" a chance (failure is an orphan, victory has many fathers). No PP game needs an umpire, there are too few wargamers. PP games are usually in the "balance" up until the end phases. PP mechanisms change greatly between rule sets. PP introduced the use of 6 as the picture face of D6. PP used card driven activation back in 1983 for HI. We were not the first, but definitely lead. PP games need no long prior pre- PP rules are greyscale inside and colour for covers and playsheets. T.U.P.S Most sets have a play sheet as the rear cover. It is worthy of note that it is more difficult to write simple rules that reflect a period in history, than to write complex ones. All rules are suitable for multi- martin Rules Policy |