Rules for the Conduction of Colonial Period Skirmish Wargames in Miniature 1850 to 1900 (1972)

Playtime: 0
Min. Age: 12
Number of Players:
2 - 8
Publisher:
Skirmish Wargames,
Gamescience
Designers:
Ted Herbert,
Mike Blake,
Steve Curtis (I),
Ian Colwill
Artists:
Ted Herbert,
Mike Blake,
Steve Curtis (I)
Mechanics:
Paper-and-Pencil,
Events,
Scenario / Mission / Campaign Game,
Line of Sight,
Variable Player Powers,
Measurement Movement,
Variable Set-up,
Dice Rolling,
Simulation
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Fast-paced, personalized combat during the heyday of colonial empires. Relive the Zulu assault at Rorke's Drift, the Charge of the 21st Lancers at Omdurman (with young Winston Churchill at your right), and many other exciting colonial battles. Games represent the critical point in one sector of a general engagement, or a clash between small parties of scouts. The colonial period is remarkable for the variety of actions that can be reproduced. With these rules, actions from the familiar British North-West Frontier and African wars, and from the unfamiliar French oerations in Madigascar or Russian siege of Geok Tepe can all be fought.
Each player must plot every action to be performed by the miniature figure which represents him on the playing table. Rules cover anything from Melee combat to falling off of a horse. A pair of percentile dice are required and must be purchased separately.
Each player must plot every action to be performed by the miniature figure which represents him on the playing table. Rules cover anything from Melee combat to falling off of a horse. A pair of percentile dice are required and must be purchased separately.
We currently have no price data for this game.
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ag.gameitem.lastUpdated: 2025-04-22 07:55:33.494