Help support TMP


King Georges' Northwest Passage


These rules are intended to allow large-scale skirmishes to be fought while still maintaining an individual feel for the figures. Each group or unit should have a designated leader or 'personality', although these can also be special characters unattached to the general masses (i.e. Major Rogers, HawkEye, Richard Sharpe, Edward Teach/Blackbeard etc). It uses an alternating player-action cycle, which eliminates order-writing but, although quite fast, still requires some thought (unless playing pirates, of course…).
– introduction


Year Published
1999
Status
In Print
Contents
Archived online (webpage)

Back to RULES DIRECTORY


Areas of Interest

Renaissance
18th Century
Napoleonic
19th Century

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Fire and Steel


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Battle-Market: Tannenberg 1410

The Editor tries out a boardgame - yes, a boardgame - from battle-market magazine.


Featured Workbench Article

Constructing the Japanese Patrol Aeronef Moni

dampfpanzerwagon Fezian scratchbuilds another Victorian flying machine.


Featured Profile Article

Herod's Gate

Part II of the Gates of Old Jerusalem.


Featured Book Review


This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 24 December 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 24 December 2016.

2,675 hits since 27 Dec 2016
©1994-2024 Bill Armintrout
Comments or corrections?


King Georges' Northwest Passage

Skirmish Rules for the 'Horse & Musket' Era (1680-1815)