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Archworld


Complete miniatures rules for a fantasy world, based on the Archworld novels. Comes complete with information on army organizations, uniforms and flags. Maps and all appropriate charts for a full miniatures campaign.

The rules were also intended to cover the "ancient, medieval, and early gunnery periods" by leaving the fantasy parts out. Naval rules also included.


Designers
Mike Gilbert, Sheila Gilbert
Publisher
Fantasy Games Unlimited
Year Published
1977
Status
Out of Print
Contents
76-page 8½" x 11" single-bound booklet plus 4-panel paper fold-out map of Archworld, 3 single-sided sheets of cardboard ship cutouts, and 2 single-sided cardstock reference charts
Scale
Scales is given in terms of paces, with one real inch equaling ten paces, one scale pace equals 2 1/2 feet (or 1 mm. equals 1 foot). All movement and the proper sizes of bases can be worked our from this scale. As a rule, one figure equals twenty men, except in the case of personality figures, which obviously are one to one.
Archworld

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Fantasy
Ancients
Medieval
Renaissance

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 2 December 1998. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 19 October 2016.

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©1994-2024 Bill Armintrout
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Archworld

Fantasy Miniatures Rules

Rating: gold star gold star gold star gold star gold star no star no star no star no star no star (4.57)
Total Votes: 7

Description

The games system of Archworld is designed with several purposes in mind:
  1. To explain in terms of wargaming the capabilities of the armies and the peoples of the Archworld campaign setting
  2. To provide a simple yet realistic set of rules that will cover ancient, medieval, and early gunnery periods.
One of the reasons behind the genesis of the Archworld rules has been an attempt to respond to the needs and complaints of many wargamers who feel that most of the ancient warfare rules now available are far too complex. Too many of these game systems require an excessive amount of logkeeping and the use of overly long sets of tables. A need for referees and a lot of pencil pushing detracts from the enjoyment of the game.

The other problem with many fantasy rules is that they bear little relation to the literary fantasy tradition. These games tend to rely upon vast numbers of omnipotent beings and spell-casting wizards rather than the strategic capabilities of a kingdom's legions of ordinary soldiers.

Archworld is intended to provide a reasonable and easy-to-understand accounting of the uses of weapons and armor of the period, and the strategy of empire making and the like. The gamer who is not interested in the refighting of Archworld battles may simply disregard the fantasy elements and still use these rules to create realistic battle situations for any period up to the late 1600s.

– Publisher's listing