Posts Tagged ‘Rules’


Onward and upward

September 1, 2010

We’ve set up a yahoo group to do some private playtesting of Anubis games, but in the not too distant future a genuine web site will be set up to replace this blog, complete with a public forum for discussion and feedback.

It has been a long time coming, but it looks as though the quiet unseen gardening work over the years is starting to come into fruit.

Most, if not all of the material here will be migrated on to the new site, but this is just the beginning. Anubis Studios is poised to produce a series of professional games and game supplements, harnessing the creative forces of Greg Hallam, Alan Harrison and Andrew Boswell. This will be combined with the goodwill and solid support given by Nic Robson at Eureka Miniatures.

Thanks to everyone who has visited this site over the years. I hope that you will stick around with us as we transition into the new model, and I hope that we can provide you with some innovative and fun games in return.



Tor Gaming to develop wargame rules by consensus

August 2, 2010

It is an interesting experiment, and one that could work. It really could. From personal experience, both at work and at play, I have found that you can create something that is greater than the sum of its parts when you have intelligent, like-minded people working together. But there is the trick, isn’t it? Because it always comes down to ego. When you have ill-informed clowns who feel the need to be heard you can just end up with a camel – a horse designed by a committee.

So this is a great experiment in collaborative authoring, because it will tell us whether the internet community is mature and informed enough to play along and get things done. I wish them the very best of luck and look forward to seeing the result. 

As a side note: how creepy are these Britanans, based on (I suspect) the disturbing movie, 9?


Crimson Cutlass – Pirate Skirmish Rules

November 3, 2008

 Crimson Cutlass is a set of rules I’m currently working on for Eureka Miniatures, for the new 40mm pirates that Mike Broadbent has designed. As you no doubt remember, Mike did the superb 40mm Musketeers for Eureka.  The rules are inspired by “And One For All”, the Musketeer rules – I’m hoping they will be a “new improved version”. 

Even though I’m  designing them for Mike’s 40mm pirates, Crimson Cutlass will be aplicable to 28mm as well.  “And One For All” seemed to capture  people’s imaginations – I’m hoping Crimson Cutlass will do the same. 

And no, the rules  not related to  the 1989 roleplaying game of the same name 🙂   

Cheers Greg


A Gambit and a Stratagem

May 23, 2008

A taste of a Gambit (Treacherous General) and a Stratagem (The Standard Has Fallen) from That Samurai Game (I really should think of a better name). And soon to come, a play test report…

Treacherous General

Phase: Opening

Reveal this stratagem to turn any one leader and his contingent to your side. This can only be played if the contingent has not yet been engaged and has not yet engaged any other unit in melee or ranged combat. You immediately take control of the leader and his contingent, but must immediately reduce the lowest value unit stack within this contingent. This may mean that a unit stack is removed. Any unit blocks removed as a result of this reduction are given back to their original owner. Any unit blocks subsequently removed from this treacherous contingent can’t be used for reinforcements for either side.

The Standard Has Fallen

The standard of one of the opponent’s leaders is captured.

If an opponent’s unit suffers a loss in melee, you may play this stratagem to capture the opponent’s standard. While holding the opponent’s standard, you gain a bonus to morale and attack value equal to the value of the standard.

This event may be countered. A countering card is treated as 1/2 value unless it is a The Standard Has Fallen stratagem, in which case it is treated as having the stratagem’s value. A successful counter makes the unit who lost the standard fanatical until they recover it. Mark with a fanatic counter.



May 15, 2008

A Euro-style game played on a Chess-board-like field, in which 2-4 players (princes) vie for the affections of a princess by playing tiles that direct her movement towards their pieces. Each tile on the 9×9 board consists of a suit (hearts, diamonds, clubs and spades) and a number (0-9) OR a face piece (jester, jack, queen or king). The face pieces have very specific effects on the movement of the four princes. No dice or cards are used, but tiles are drawn randomly and used to replace tiles that already exist on the board. For more information, scan the Suitors draft rules.

This is meant to be a simple game that recalls the ballroom of a renaissance court, but is fundamentally a landscape evolution game (that is, a game where players manipulate the terrain or landscape to win). Is this a new type of game?