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Magazine: Wargames Illustrated

Flames of War: Fate of a Nation – Arab-Israeli Wars, Six-Day War, 1967

Flames of War: Fate of a Nation – Arab-Israeli Wars, Six-Day War, 1967

boardgameexpansion

Players:
2
Time:
180 min
Min. Age:
14
Flaming at the Dog's Head

Flaming at the Dog's Head

boardgameexpansion

Players:
2–4
Time:
240 min
Min. Age:
12
Te Riri Pakeha: The White Man's Anger

Te Riri Pakeha: The White Man's Anger

boardgame

Players:
2
Time:
120 min
Min. Age:
12
Blam! Blam! Argh!

Blam! Blam! Argh!

boardgame

Players:
2–6
Time:
30–90 min
Min. Age:
0
Semi-Historical Celebrity Deathmatch

Semi-Historical Celebrity Deathmatch

boardgame

Players:
2–10
Time:
–
Min. Age:
0
Sand, Flies, & Desert Sores

Sand, Flies, & Desert Sores

boardgame

Players:
2
Time:
120 min
Min. Age:
12
Age of Frederick the Great

Age of Frederick the Great

boardgame

Players:
2
Time:
240 min
Min. Age:
12
The Thousand Bomber Raid

The Thousand Bomber Raid

boardgame

Players:
4–12
Time:
60 min
Min. Age:
12
E.C.W. D.B.A.

E.C.W. D.B.A.

boardgame

Players:
2
Time:
30 min
Min. Age:
0
Never Mind the Billhooks

Never Mind the Billhooks

boardgame

Players:
2–6
Time:
60–120 min
Min. Age:
12
Loose Files and American Scramble

Loose Files and American Scramble

boardgame

Players:
2
Time:
–
Min. Age:
12
The Balkan Wars

The Balkan Wars

boardgame

Players:
2
Time:
120 min
Min. Age:
12
Steel Bonnets: Skirmish Rules for 16th Century Border Reivers

Steel Bonnets: Skirmish Rules for 16th Century Border Reivers

boardgame

Players:
2–8
Time:
120 min
Min. Age:
12
Digging Around in the Dirt

Digging Around in the Dirt

boardgame

Players:
2–12
Time:
120 min
Min. Age:
12
Glutter of Ravens: Warfare in the Age of Arthur – Rules and Resources for Wargames in the Period AD400-AD700

Glutter of Ravens: Warfare in the Age of Arthur – Rules and Resources for Wargames in the Period AD400-AD700

boardgame

Glutter of Ravens is a miniature wargame ruleset for historical battles in Britain from AD 400 to 700, designed by Daniel Mersey. Players lead British kingdoms and their enemies like Saxons and Picts into combat. A core mechanism involves flexible warbands that are organized using command points, enhanced in value, and maneuvered through tactical missile and melee combat engagements.

Players:
2
Time:
120 min
Min. Age:
12
Wittstock 1636

Wittstock 1636

boardgameexpansion

Players:
2
Time:
240 min
Min. Age:
12
Rules for the Mid-Eighteenth Century

Rules for the Mid-Eighteenth Century

boardgame

Players:
1–2
Time:
–
Min. Age:
0
Fast Attack: World War II Coastal Warfare Rules

Fast Attack: World War II Coastal Warfare Rules

boardgame

Players:
2–8
Time:
90 min
Min. Age:
12
Memphis Belle

Memphis Belle

boardgame

Players:
2–8
Time:
60 min
Min. Age:
12
Fast Play Armada Rules

Fast Play Armada Rules

boardgame

Players:
2
Time:
240 min
Min. Age:
12
Three Norman Battles

Three Norman Battles

boardgame

Players:
0
Time:
–
Min. Age:
0
Dead Man's Hand: Bushwhackers and Jayhawkers

Dead Man's Hand: Bushwhackers and Jayhawkers

boardgameexpansion

"Dead Man's Hand: Bushwhackers and Jayhawkers" (featured in Wargames Illustrated 320) introduces three new scenes, rules, and cards for two additional gangs. It allows players to expand the game with the Jayhawkers and Bushwackers set during the American Civil War.

Players:
2
Time:
15–45 min
Min. Age:
11
Three Battles for the Jacobite Rebellion

Three Battles for the Jacobite Rebellion

boardgame

Players:
1–2
Time:
20–60 min
Min. Age:
0
Medieval Naval Warfare Rules

Medieval Naval Warfare Rules

boardgame

Players:
2–12
Time:
120 min
Min. Age:
12