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Simple rules for the Boxer Rebellion, with figures organized into platoons, sections and troops. Figures are differentiated by weapon type and nationality/class (morale). Game system has players dice for the change to activate a unit or group of units, with a bad roll resulting in a random event. Combat results in casualties (loss of figure, reduction of morale) and hits (forces a morale check). Rulebook includes historical overview and sample of play.

Tod P. Zechiel
Cellmate Miniatures
Year Published
Out of Print
28-page, digest-sized booklet
Ground Scale 1" = 20 yards
Time Scale 1 turn = 2 minutes
Figure Scale 1 figure = 5 combatant
1 gun = 1 gun
Miniature ScalesDesigned for use with 15mm scale figures.
Rules suggest mounting figures individually, then using movement trays for units.

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 18 October 1999. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 1 December 2016.

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©1994-2020 Bill Armintrout
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Rules for the Boxer Rebellion, designed with playability in mind. Figures are organized into units (infantry platoons, cavalry troops, or artillery sections, consisting of troops and a leader), referred to as trays (since there is one movement tray per unit). Morale is assigned according to troop type (Allies, modern Chinese, or traditional Chinese and Boxers). Units may be in column or skirmish formation.

At the start of each turn, the players dice to see who gets to activate the next unit. The winning player selects a tray, then dices for number of actions that tray may take. Actions include moving, firing, charging, rallying, changing formation, and resupplying. When the tray's actions are complete, the players dice again to see who next activates a unit. When all trays have been activated, the turn is complete.

When activating a tray, the player has the option to activate a group of trays. The selected unit is the lead tray Rolls are also made for all non-activated trays within range of the lead tray, to see if the tray activates, and if it does, how many actions it receives.

When rolling for a tray's actions, a "1" results in a random event. There are eight possible results, including friendly fire, loss of a leader, and frenzy (Boxers only!).

Weapon type determines a figure's ranged-combat attack range and dice. When the dice are rolled, each "6" results in a casualty (figure removed - a second dieroll determines if the loss is a soldier or leader), while any result greater than the morale score causes a "hit" (forcing a morale roll). Each casualty changes a tray's morale score.

When units charge into contact, hand-to-hand combat is resolved simultaneously for all sides. Combat procedure is same as for ranged combat, except that one die is rolled per non-officer (cavalry receive a bonus). The side which scores the least hits must retreat from melee.

Ammunition is not tracked, but a tray can run out of ammo due to a random event. If this occurs, the resupply action provides a chance to replenish.

The rules also cover indirect artillery fire, machine guns, mounting and dismounting, limbering and unlimbering, and recrewing guns. Optional rules add color to the different troop types (for instance, adding "Red Lantern" female mystics to a Boxer tuan).

Rulebook includes a historical overview, bibliography, and a 7-turn example of play (with diagrams).