Rules designed for skirmish actions ("Ambuscades, Skirmishes, Rencounters, Affrays and Divers Small Actions... where derring do and turns of fate loom large, where the confusion, mischance, and surprise of such actions are represented in an entertaining fashion..."), with an emphasis on playability. (Rencounter comes from the French word rencontre, and is an obsolete form of the English word encounter, with the specific meaning of a duel or skirmish.) Intended for battles using up to ten units per side, with 4-10 figures per unit.
|Period||Universal (Ancients through 19th Century)|
|Basing||Individual. "Mostly on 3/4" or 1" circles (fender washers or Remington retaining disks) for 25mm, or 1/2" square bases for 15mm. But any single basing will do."|
|Contents||Rules webpage plus Quick Reference Sheet webpage|
|Designer||Ed Allen (allen@genome.Stanford.EDU)|
|Publisher||Self-published on the Web|
Damn fine set of universal rules, the heart of which is an "action check" made by activated units to see if they act or hesitate/fumble/whatever you imagine. In our fantasy games, this has led to all kinds of interesting moments - from goblins who spent 3 turns arguing, to mages struggling to control magical forces.
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Check the Rencounter website for army lists and scenarios, as well as the latest version of the rules.
|4 March 1999||expanded|
|15 May 1997||reorganized|
|1 April 1997||reorganized|
|7 December 1996||reorganized|
|2 December 1996||reorganized|
|Comments or corrections?|