Home Forums Medieval Medieval War Game Rules

  • This topic has 4 replies, 2 voices, and was last updated 1 month ago by StwaStwa.
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    The rules allow solitaire or multiplayer field battles of the period 300 AD – 1850 AD. The rules can be used for other periods at the user’s discretion. Players represent the individual commander of an army or force in opposition. Each commander will need suitably painted figures mounted on movement units or bases, 1 normal die (1-6) for orders, and 1 colored die (1-6) for combat results. A flat table or other surface should be provided for the battlefield. Rulers, templates, markers, records, army lists, and casualty caps are not required.

    The battlefield is a rectangular surface of area divided into 32 regions, clearly marked to assist adjudication during the battle. Adjacent to the battlefield are off battlefield rear and flank areas. The dividing line between each area and the battlefield is each side of its rectangle. 1 long side rear area is friendly to each army in conflict. Flank areas are always friendly. All figures on the battlefield and each flank or rear area remain visible to all commanders during the game.

    Every convenience has been applied to provide a streamlined and easy to learn system to enhance the experience of the players. Strategy and tactics are clear and players will apply these during the battle to various degrees of success. Most battles should require 60 to 120 minutes to complete. Gaming clutter that turns your site into a rat palace is not necessary and therefore removed from the game.

    The rules provide a continuous process that concludes when a victor is determined. The process branches at various events to allow all players the initiative. Player commanders can submit orders to their units. 10 orders are available and 3 are combat related. Each order is tested to determine its resultant action.

    The rules use a grid system so players cannot fudge distances with their rulers. Only necessary action and combat factors are used. Casualty tables are not required. The natural laws of probability will determine momentum shifts and contagions.

    There are 4 rule sets available; Roman, Medieval, Renaissance, and Western War Game Rules. Each rule set has identical text, but they differ in title.

    To purchase a rule set, use this link: e-Junkie

    For more content, use this link: War Game Rules


    The main source for the rule sets was The Art of War in the Western World by Archer Jones.

    War Game Odds is an optional manual that provides users with probability statistics for the most common 180 events that occur in game battles. The chances that a target, fortified, or attacking unit will retreat or flee is presented as reference for each event. Invaluable for all players!

    To purchase War Game Odds, use this link: War Game Odds


    Mark Lewis

    I think if you want people to pay for your rules you will need to provide much more information about the game, along with battle reports, photos of battles being played, sample pages, information about army lists, etc. I was expecting the video to give some information but no, it’s just  video of some figures set to music.

    Unfortunately. nothing that you have posted gives any indication that these rules would be worth spending money on.

      The natural laws of probability will determine momentum shifts and contagions.

    Did you really mean this ?

    the communication of disease from one person or organism to another by close contact.

      There are 4 rule sets available; Roman, Medieval, Renaissance, and Western War Game Rules. Each rule set has identical text, but they differ in title.

    Why four rules sets if they have identical text ?


    [ kuhn-tey-juhn ]

    1. the communication of disease by direct or indirect contact.
    2. a disease so communicated.
    3. the medium by which a contagious disease is transmitted.
    4. harmful or undesirable contact or influence.
    5. the ready transmission or spread as of an idea or emotion from person to person: a contagion of fear.

    [ in-too-i-tiv, -tyoo- ]

    1. perceiving directly by intuition without rational thought, as a person or the mind.
    2. perceived by, resulting from, or involving intuition: intuitive knowledge.
    3. having or possessing intuition: an intuitive person.
    4. capable of being perceived or known by intuition.
    5. easy to understand or operate without explicit instruction: an intuitive design; an intuitive interface.

    The rules are complete, modern, and streamlined. They are NOT in toolbox format.

    Pay what you want. {note Edit Price instruction in checkout}

    Sample text from the rules was provided in the first post of this topic. Army lists are not required.

    The videos are Battle Reports using photos of solitaire games.



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