Rule Books

Black Powder Supplement Volume 3: The Last Argument of Kings

At the beginning of the 18th century, warfare entered a new era. The widespread use of the flintlock musket had transformed the way armies trained and fought. This period was a golden age for the crowned heads of Europe. They commanded professional troops, gloriously outfitted in splendid uniforms, and fought each other over land, wealth and the succession to their thrones. Some even led their armies on the field of battle. Yet by the end of the century, the real power of kings was gone or greatly eroded – parliaments would decide the foreign policy of nations, democracy had taken hold in the New World and the divine right of kings was everywhere being questioned.

These were the last wars fought to protect the succession rights of royalty. These wars were the Last Argument of Kings.

This supplement for the Black Powder game overviews the main conflicts and armies of this period, and includes army lists and special rules to enable you to refight these wars using the Black Powder rules, as well as scenarios for the most dramatic battles of the time. Featured conflicts include:

  • The War of the Spanish Succession – the Battle of Blenheim (1704)
  • The Great Northern War – the Battle of Holowczyn (1708)
  • The Austro-Turkish Wars – the Battle of Petrovardin (1716)
  • The War of the Austrian Succession – the Battle of Fontenoy (1745)
  • The Wars of the English Succession – the 1745 Rebellion
  • The Seven Years’ War – the Battle of Hundorf (1762)
  • War in the Colonies – The French Indian War & The War in India
  • Raids and Invasions – Amphibious Warfare in the 18th Century

 

This is a full colour 112 page softback book.

 

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Bolt Action: Armies of France and the Allies

About this book
World War II was truly a ‘world’ war, and many nations joined the fight against Germany and the Axis. This latest supplement for Bolt Action covers the armies of France, Poland, Czechoslovakia, Denmark, Norway, Holland and Belgium that stood against the German Blitzkrieg, as well as the resistance forces that sprung up in the aftermath of occupation.
Contents
Introduction
Army Lists
The

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Bolt Action: Armies of Germany

About this book
This book provides Bolt Action players with all of the information they need to field the military forces of Germany. Detailed army lists allow players to construct German armies for any theatre and any year of the war, including the early campaigns in Poland and France, the dusty tank war in the North African desert, the bloody battles on the Eastern Front, and the final defence of Normandy, occupied France and Germany itself. With dozens of different unit types including Fallschirmjager, Waffen-SS, and the dreaded Tiger tank, players can assemble a huge variety of troops with which to battle their opponents.
Contents
Introduction
Army Lists
Theatres

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Bolt Action: Armies of Great Britain

About this book
With this latest supplement for Bolt Action, players can now build an army for Great Britain and the Commonwealth. From early campaigns in Europe to the deserts of North Africa and the jungles of the Far East, British forces faced the Axis threat. The army lists presented here have all the information needed to field such elite units as the Paras, Commandos, Chindits and SAS alongside the steadfast ‘Tommy’.
Contents
Introduction
Army Lists
Theatres

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Bolt Action: Armies of Imperial Japan

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Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defence of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor’s fanatically loyal troops and campaign through some of the most brutal battles of the war.
Contents
Introduction
Army Lists
The

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Bolt Action: Armies of the Soviet Union

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This book provides Bolt Action players with all of the information they need to field the military forces of the Soviet Union. From the bitter urban warfare of Stalingrad, through the Winter War against Finland and the final drive to Berlin, the detailed army lists provided in this supplement allow players to construct Soviet armies for any theatre and any year of the war.
Contents
Introduction
Army Lists
Theatres

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Bolt Action: Armies of the United States

About this book
With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the men of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theatre of the war.
Contents
Introduction
Army Lists
Theatres

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Bolt Action: Battleground Europe

About this book
Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the European Theatre of Operations. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.
Contents
Introduction
Special Rules
Scenarios

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BOLT ACTION: GERMANY STRIKES

Warlord Games: GERMANY STRIKES!: EARLY WAR IN EUROPE – BOLT ACTION THEATRE BOOK

In 1939, Germany shattered the peace of Europe with a lightning-fast strike against Poland. The next year, it captured Denmark and Norway, before launching its famous Blitzkrieg against France, Belgium and The Netherlands. In less than two years of fighting, Nazi Germany became the master of mainland Europe.

This new Theatre Book for Bolt Action allows players to command armies of German tanks driving across the continent or to lead the desperate defense of the outgunned Allied armies. New scenarios, special rules and units give players everything they need to recreate the devastating battles and campaigns of the early war in Europe, including the fall of Poland, the breaking of the Maginot Line and the dramatic retreat to Dunkirk.

‘GERMANY STRIKES!’ PREVIEW BY ALESSIO CAVATORE

May 13, 2015 – Bolt Action, Bolt Action – British, Bolt Action – German, Bolt Action – Polish – Tagged: Bolt Action, British, Germany, Polish

Alessio: Following the release of Battleground Europe and Ostfront, the “Theatre books” supplements for Bolt Action continue with Germany Strikes! – Early war in Europe. In this article I’m going to explain in a little more detail what you’re going to find in each of the seven sections of this new book.

PRELUDE TO WAR

This introduction sets the scene for the countdown to World War II, the first great mechanised war, with a discussion of the development of tank technology and the various theories about how they should be used. In particular the section compares and contrasts the development of armoured warfare in France, Britain and Germany and how the theories fared in the Spanish Civil War and Khalkyn Gol. It finishes with arguments to show that the German military were woefully deficient in strategic thinking despite perfecting the tactical and operational skills necessary for mechanised warfare.

The supplement adds new armies, theatre selectors and vehicle rules to cover the novel situations encountered in the early war.

FALL WEISS, POLAND

Fall Weiss covers the German invasion of Poland. It includes four new scenarios ranging from the very first shots of WWII when the SS & Armed German Police stormed the fortified Polish Post Office in Danzig to the fighting retreat of the famous Black Brigade – the Polish armoured unit that never lost a battle and formed the core of the Polish Armour that closed the gap at Falaise in 1944. New rules allow you to deploy armoured trains and to fight inside buildings. New Theatre Selectors include early German Militia, 4th panzer Division, Polish Armour and Cavalry.

OPERATION WESERÜBUNG, DENMARK & NORWAY

Where Hitler ‘caught the bus’ to Norway. This section adds two scenarios, one set in Denmark and one in Norway, and rules for the Neubaufahrzeug PzKpw V model A multi turreted tank. It adds a new Danish Army list with rules for Danish vehicles such as Landsverk light and heavy armoured cars, and theatre selectors for The King’s Own Yorkshire Light Infantry, Kampfgruppe Pellengahr and a generic Allied Norway Defence Force.

FALL GELB, THE LOW COUNTRIES

Fall Gelb was the German feint through the Low Countries to draw the allied armoured divisions north into a pocket created by the mechanised attack through the Ardennes. The section adds five new scenarios ranging from the German air landings on Fort Eben Emael to the British armoured counter-attack at Arras by the Matilda tanks of Frankforce. The armoured actions around Orp between French mechanised cavalry and the panzers were the world’s first great tank battle and this section shows how to replay them.

New theatre selectors are given for the Fallschirmjäger, the Belgian Defenders of Fort Eben Emael, French DLM, DLC and DCR mechanised divisions, British 1st Armoured Division (cruiser tanks) and a 1st Army Tank Brigade (infantry tanks), and German Mobile Infantry Divisions and the various Panzer Divisions that took part in the campaign.

FALL ROT, FRANCE

The section examines the German offensive south into France, including the attack on the Maginot line, and the Italian invasion of the Riviera. The latter adds an hypothetical scenario of a French counterattack on Milan which allows an Italian player to fight an armoured battle. New theatre selectors include a British Dunkirk Perimeter Force, a scratch-built French DLC Division and the Ariete. New scenario rules explain how to game the fortifications of the Maginot Line.

SO THIS IS VICTORY

A final section wraps up the game with a short discussion of the stunning but ultimately flawed victory that doomed Germany in the west and asks if Germany had better options that might have won the war.

NEW SCENARIO RULES

This appendix closes the book with a collection of all of the special rules used throughout the various scenarios. Here you will find rules for:

Armoured Trains

Polish and German Gun Wagons

Command and Assault Wagons

Flat Cars

Self-Propelled Armoured Rail Wagons

Minefields

Clearing Minefields

Some of these rules have been published before, and are collected here for your convenience, and some are entirely new. The largest and most important additions are the rules for Armoured Trains and attacking fortifications.

And to conclude, here’s a message from the book’s author, John Lambshead;

The Blitzkrieg era has always fascinated me because it is the period where new technology dramatically changed the art of war as nations struggled to develop weapons and doctrines in an era of rapid technological advance. Mechanised warfare was an unknown so a wide variety of machines, formations and tactics were tried. This makes for a rich and colourful wargaming environment. Later things settled down and armies began to more resemble each other.

I hope everyone gets as much fun out of using this book as I got from writing it. Many thanks to all at Warlord Games and River Horse for giving me the opportunity.

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Bolt Action: Ostfront

About this book
Take charge of Operation Barbarossa and drive towards Moscow or command the steadfast defenders of the Soviet Union. From the early battles for Leningrad and Sevastopol to the tank clash of Kursk and the bitter urban warfare of Stalingrad, this new Theatre Book for Bolt Action provides wargamers with new scenarios and special rules that give them everything they need to focus their gaming on the Eastern Front.

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Bolt Action: World War II Wargames Rules

About this book
Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific. Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours. Created as a joint project between Warlord Games, the premiere historical miniatures company, and Osprey Publishing, the leading independent military history publisher, Bolt Action is sure to be the most popular new wargame on the market.
Contents
Introduction
Basic rules
Advanced rules
Scenarios
Quick reference sheets

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BOLT ACTION:EMPIRES IN FLAMES THE PACIFIC AND FAR EAST

Warlord Games: Empires in Flames: The Pacific and the Far East – BOLT ACTION THEATRE BOOK

Far from the battlefields of Europe and North Africa, Allied forces fought a very different war against another foe, from the jungles of Burma to the islands of the Pacific and the shores of Australia.

This new Theatre Book for Bolt Action allows players to command the spearhead of the lightning Japanese conquests in the East or to fight tooth and nail as Chindits, US Marines and other Allied troops to halt the advance and drive them back. Scenarios, special rules and new units give players everything they need to recreate the ferocious battles and campaigns of the Far East, from Guadalcanal to Okinawa, Singapore, the Philippines, Iwo Jima and beyond.

Contents:

Introduction

Special Rules

Scenarios

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Fireforge Games – Deus Vult – Wargames rules for the times of the Crusades

The rules of Deus Vult allow you to recreate the flavour of medieval warfare on your tabletop, in a game that is both fun and highly tactical. Brave, crusading knights and their men-at-arms take on the defenders of Islam. In this book, you are going to find:

The Rules of War
Including rules for creating characterful leaders for your army’s divisions, for scouting and seizing the best terrain on the battlefield, and for fighting a battle of wit and nerve against your opponent.

Battle Scenarios
A series of different types of engagement, from the classical pitched battle to more complex layouts, which can be used to play challenging battles.

Mustering an Army
Rules for organizing your models into an army, including two full army lists for the Early Crusader States and the Arab Dynasties, plus a range of sample units from other armies of the medieval period.

Fighting for God
Historical information and a detailed map describing the onset of the Crusades in the Holy Land.

The Battle of Samosata
The illustrated narration of one of our own games, featuring some well-known wargamers

Customizing Your Battles
Includes guidelines and useful tips for running different games of Deus Vult, including tournaments, as well as useful playing aids.

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Saga – Crescent and the The Cross Rulebook

Full colour hardback book, 120 pages. Comes with 6 cards stock Battle Boards and a Quick Reference Sheet.

Contains full SAGA rules, details and rules for six new factions from the Age of The Crusades, new rules for Dogs of War units and Priests plus new scenarios.

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Studio Tomahawk – Muskets and Tomahawks RULE BOOK

From Studio Tomahawk, the makers of Saga, a game of Petite Guerre in the 18th Century.

Muskets and Tomahawks focuses on the small wars of North America during the French Indian Wars and the American war of Independence.

Games can be played with any number of figures from 20 to 100 a side.

Muskets and Tomahawks comes as a rulebook and a set of cards.

Muskets & Tomahawks A REVIEW

Skirmish games on the North American continent during the 18th Century

Alex Buchel – Studio Tomahawk 2012

62 Pages – Black and White

With the phenomenal success of SAGA (which was the first set of Studio Tomahawk set of rules published in English), Muskets & Tomahawks was a widely anticipated rules release. In fact these rules were published in French before SAGA. They occupy the same level of gaming as SAGA – skirmish games involving approx 20-50 figures a side for a standard game. But, there the similarity ends, those hoping for a Black Powder version of Saga were, in that sense, disappointed. The rules share very few (if any) mechanics, but do not despair Saga fans; read on…

Apart from the obvious exposure to the French Indian War, Indian Revolts and the American War of Independence through history lessons at school and the seventies BBC version of ‘Last of the Mohicans’ this period had never drawn me into its vortex. Luckily my gaming buddies Shaun and Steve have been waiting for a set of rules to use their figures with for a while! So after picking up a set at Salute, putting together an Indian War Party the next day (gotta love coloured spray base paint and sepia wash) we were ready to test the rules out.

Firstly though, what are they like to look at and read? Well they would fall into what I call a ‘modern’ layout, duel columns, graphic outside margin, photos and tables with insets for optional rules and a friendly soldier of the day to explain the game mechanics and add a narrative. Add a Quick Reference sheet at the back and the format will be very familiar. The insides are black and white but the quality of the print and the actual standard of the figures and scenery in the photos make up for it

Core mechanics:

Dice – uses d6 solely but in different ways for some tasks such as the d66 (one die for tens, one for units).

Table size – ranges from 4×4 foot upwards. 200 points is a basic game which can be played in around 60-80 minutes on a 4×4. Adding 200 points adds about half the table area and doubles the time approximately.

Troop definition – troops are defined by type (Regular, Light, Indian, Irregulars, Militia etc) but are further refined by characteristic and traits. This gives Officers and troops character. Officers will have traits that are usually randomly determined which make them very different in feel and use from the Officer on the other side.

Smallest activation unit – is the ‘unit’ which are figures of the same type in groups of 6-12. There is a unit coherency based on distance from the leader. Troops within the unit do not have to do the same action but must maintain coherency.

Activation – Uses a card activation system which activates ‘troop types’ for one or two actions (more later). Actions can be move/melee, fire, reload and special. Event cards can activate scenario events or cause random events.

Reaction tests – these can be caused by various events such as taking shooting casualties, losing melee, or having to through the morale card. Results range from ‘no effect’, ‘recoil’ to ‘rout’.

Movement – troop type has a base move rate, 4-6” for infantry types. Terrain takes inches off the base move.

Shooting – roll to hit using the characters Shooting statistic as a target number with modifiers applied. Individual rolls but often done per unit if the target number is the same.. If a hit is made the weapon’s lethality is used to determine if it is a ‘kill’ or not. Weapons range from 3+ and lethality tends to drop with distance.

Melee – combatants both roll to hit using their aggressiveness stat to hit, then they roll to save any hits using their Defence statistic.

Morale – once the force has lost 50% their morale card is put in the activation deck and then when turned all the figures have to take a reaction test at minuses.

Spotting – this nearly put me off as I hate spotting rolls. But the mechanism is not a lot of boring rolls, rather it is a sliding scale of distances troop types can be seen at in differing cover types. This is needed for the use of hidden movement by the more sneaky troop types.

So, as can be seen there is nothing really new with the core mechanics, it will all feel familiar to players of good skirmish games. Yet the game gives a refreshing feel and has a very narrative feel. SO, what is it that causes this and makes it refreshing and ‘new’ where it could well just feel like playing LOTOW in the 18th Century.

First is the activation system. Card activation often leaves me feeling a little annoyed but with M&T it really does add tension to the game turn. I think it is because the cards don’t leave a player frustrated and wondering if the particular unit will ever activate, it just means there is uncertainty as to if you will get it in before the opponent. The event cards either activate a scenario special event or if the Event 1 card is turned first a random event occurs (these are optional rules and are not game turning events but are fun and can throw a spanner in the works).

Secondly, and perhaps the thing that makes the game for me,is how the objectives for the game are generated for the forces. The table will include a group of buildings on the table and other scenery that blocks line of fire to around 20-24 inches. There needs to be a lot of concealment coverage to add flavour to the game play. Rivers for example allow reinforcement to arrive in some scenarios in canoes. Each side rolls an objective, some of them are not compatible and this is covered in the rules. Different types of forces will roll differently on the objective generator, for instance Indian forces will roll a d3 while regulars roll a d6+1. Each objective will outline how the force deploys and what they have to do to achieve their victory conditions. It will be obvious to astute readers that this means both sides can achieve their conditions with the game ending in a draw. This is where the neat little mechanism called the ‘side plots’ kick in. This is a side objective for the Officer in charge of the force. Success in this side plot can turn the result when comparing the major objective results, a draw can be turned into a minor victory, a major defeat into a minor defeat etc. More than anything else though it provides a narrative to the action for the players to flesh out. Examples of how this can work are on the forum:

http://studiotomahawk.freeforums.org/war-parties-f31.html

Overall feel – for what should, going by the mechanics, be a very familiar and almost predictable in feel game the rules deliver a tense, exciting and ‘fun’ game which lends itself to an excellent narrative. Again this is, in my opinion, due mainly to the activation mechanic and the way the scenario objectives and side plots blend together to provide a fresh, exciting feel to the game.

I’m delighted with the rules, being a great SAGA fan I was determined not to start another new period but here I am with FIW Indians and buildings on the paint table and wondering how I can squeeze games in between the games I have to play for the ongoing Saga faction playtests,

Another hit is on the cards for Alex, maybe not to the extent of the wickedly quick growth and fanaticism that Saga has seen but a hit non the less. My advice would be to go out and try these, you will not be disappointed and will probably find yourself buying yet more figures – just like me!

 

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Warlord Games – Black Powder Supplement Volume 5: Rebellion!

Warlord Games – Black Powder Supplement Volume 5: Rebellion! In 1775 the simmering resentment of American colonists exploded into a bloody rebellion. Beginning in Boston, the conflict eventually stretched from Canada in the north to Florida in the south and lasted eight gruelling years. On one side stood the King’s redcoats and settlers loyal to their sovereign, later joined by regiments of ‘Hessian’ mercenaries. Ranged against them was a citizen army under the inspirational leadership of George Washington, supported by militia and eventually French troops eager to embarrass their old foe. Both sides were forced to learn new tactics for fighting in the wild terrain of North America in a conflict that saw heroism and ineptitude in equal measure. This supplement for Black Powder describes the history, armies, personalities and battles of this conflict. Included are scenarios allowing you to recreate many of the battles of the rebellion. This glorious 144-page full-colour book, is written by Steve Jones. A copy of the Black Powder rulebook is required to use this supplement.

 

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Warlord Games – BLACKPOWDER Core Rulebook

Black Powder is a game for the militarily inclined gentlemen with straight backs, bristling beards and rheumy eyes that have seen a thing or two. If tales of battle and glory in days-gone-by stir nothing in your breast, if the roar of cannon does not quicken the pulse and set fire in the belly, then this is not the rule set for you. These rules are not a light hearted adventure but one to be tackled by the strong heart.

· Full Colour
· 184 pages
· Hard back
· Rules for warfare covering 1700-1900
· 7 Battle reports
· Reference sheet
· Extraordinary photographs of probably the worlds’ best painted miniatures and the finest military collections
· Written by the hugely talented and handsome Rick Priestley and the very tall Jervis Johnson

 

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Warlord Games – Hail Caesar Army Lists – Late Antiquity to early Medieval

Our latest publication is the second army list book for Hail Caesar

84pp softback book

The following armys are included:

Palmyran
Middle Imperial Roman
Sassanid Persian
Goths
Early Saxon
Franks
Huns
Late Imperial Roman
African Vandals
White Huns
Gepids
Spanish Visigoths
Ostrogothic Italy
Early Byzantine
Lombards
Scots-Irish
Arthurian-British
Welsh
Merovingian Franks
Avars

Picts
Khazars
Arab Conquest
Bulgars
Tang China
Thematic Byzantine
Arab Empire
Carolingean Franks
Pecheneg
Anglo Saxon
Rus
Vikings
Almoravid Moors
Fatamid Egypt
Tagmatic Byzantine
Al-Andalus
Christian Spain
Ghaznavid
Liao China and Kara-Khitan Khaganate
Norman

Seljuk Turks
Feudal French
Feudal Germans
Feudal Polish
Early Hungarian
Ayyubid Egyptians
Sung China
Italo-Norman
Feudal Scots
Early Russian
Khwarazmian Persian
Comnenian Byzantine
Burid and Zengid Syria
Japanese
Plantagenet English
Lombard League
Crusaders
Later Welsh
Teutonic Crusaders
Mongol

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Warlord Games – Hail Caesar Rulebook

This is your chance to be one of the first people to get hold of our exciting new rulebook – Hail Caesar.

Hail Caesar is written by the hugely talented Rick Priestley who is something of an expert in Ancients gaming. Partly because of his studying in antiquities but some would say that it’s also because he was there for the most part.

So aside from firsthand experience of classical civilisations what else do you get?

* A 200 page, full colour, hardback rulebook*
* By the award winning team that produced Black Powder
* Covers gaming in periods from biblical times to the Crusades

ISBN: 978-0-9563581-1-0

Page Count: 200 pages + covers

Hardback

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