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S Wargaming Rules Publishers, a directory listed alphabetically for the letter S, their locations and opening times plus contact details. Would you like your Rules Company to be listed? Create an account to submit your website for ‘FREE

6d6 Fireball
Business Name
Long Business Description


6d6 Fireball create and publish tabletop role-playing games (RPGs) for people who like fast, light games which promote role-playing and creativity.


Established 2008


6d6 (then called 6d6 Fireball) started because a couple of gamers (Chris Tregenza and Rob Grimly) wanted to take their hobby to the next level. Rather than producing 28mm miniatures and writing games just for themselves, they want to share them with the world (for a modest fee). We launched a blog and a small range of figures which people liked but not many people purchased.


Over the the next couple of years 6d6’s focus shifted to publishing adventures, initially to promote the figures. Our oldest adventure (Savage Island) started life as D&D 3.5 demonstrate game featuring monsters and pre-gen characters from our figure range. The trouble was, D&D was too restrictive and like many gamers, Chris always had a desire to created his own game system.


1st Edition 6d6 RPG


The first published version of the 6d6 RPG was a radical departure from other games. It used a unique card based mechanic and was supported by the 6d6 Online system which help players create their own cards. People loved the game, it offered freedom and flexibility with just enough crunch. However, the production and postage costs were phenomenal, even a basic adventure required hundreds of cards for the pre-gens and it wasn’t viable as a product.


The Kickstarter Years


The solution was simple. Take the core ideas behind the 1st edition (combining advantages and moving cards) and turn them into a form we could publish in a traditional book and character sheet. It turned out the solution was easy. Rather than cards which the players move around there are tokens a character moves around to indicate which advantages they are combining on the character sheet. Add in a few more refinements based on the hundreds of hours of play testing we had done with the 1st edition and the 2nd Edition 6d6 RPG was born.


Kickstarter Number 1


In 2012 we launched a Kickstarter to publish the 2nd edition of the 6d6 RPG and republish updated versions of our existing adventures (Savage Island, Mince Pies & Murder, Quantum Flux and Outbreak. We also hit our stretch goals so we added an expanded bestiary (100 Monster Bestiary), an expanded modern settings (Dungeon of Demon Strata and The Road To Petra.


The truth is that we bit off more than we can chew with the Kickstarter. Writing the updated and expanded books was easy but we were also raising the quality of our production. The editing and layout of books took much, much longer than anticipated and the Kickstarter was delivered late but we did deliver and everyone got what they paid for.


Kickstarter Number 2


In 2015 we launched our second RPG kickstarter – Age of Legends. This project had been in development from 2011, back in the card-based days of the 1st edition but as the system evolved, so did Age of Legends. This was the first full setting book for the 6d6 RPG and it funded in just over a day.

Business Website Address
Business Address
6d6 RPG
14 Endsleigh Gardens
Beeston
Nottingham
NG9 2HD
Business Name
Long Business Description

Chris Stoesen, I have a number of scenario packs for sale.

Business Website Address
Sabresquadron
Business Name
Long Business Description


Sabresquadron is the new set of rules for company level wargaming from the Cold War to the Digital Age. The rules are fast moving and easy to pick up, and cover all the important factors including helicopters, guided missiles, the latest armours, engineering, drones and electronic warfare, through a set of robust and consistent mechanisms.


In a period that is awash with technology Sabresquadron represents the major elements but emphasises troop quality. And the importance of the right tactics the successful commander will use technology but not be a slave to it. Although this is a mechanised era we don't forget the infantry so one can go to. Goose Green with 2 Para as well as to 73 Easting with 2ACR, and there are specific rules for urban combat.



Sabresquadron


Seven Days to The Rhine!


Article 5


Sabresquadron is available for purchase directly from us or through major wargames retailers. If you want to get a sample of what is in store. A free basic version is available to introduce the main ideas and give you a chance to get your minis on the table as soon as possible. We have started the process of expanding the equipment data. An expanded datasheet is available for download as well as datacards for several countries. These are, and will be, free to download. We'll also be releasing a range of supplements to cover the main armies and conflicts of the era. The first, covering the Warsaw Pact forces facing NATO's Central Front in the 1980s, is available to buy. The rules and supplement can ordered

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Long Business Description


Sam Mustafa Publishing LLC publisher of the Honour series of rulesets, including the Lasalle Napoleonic rules.


AurelianAurelian is a tabletop game of the Crisis of the Third Century. Can you hold the Roman empire together in the face of civil war, barbarian invasion, and war with Persia?


FreejumperFreejumper mixes role-playing, sci-fi and tabletop battles in a fun and social game about spaceship design, combat, smuggling, and adventures. Build your own ship, play with any number of friends using the ten adventures, or create your own.


LongstreetThe beautifully-illustrated full color 160-page book with all the basic and advanced rules, scenarios and grand campaign. The Longstreet book is a handy smaller (A5) page format with a sturdy double binding for regular use. Printed in the USA.


Maurice


RommelRommel is a tabletop game of great battles in the European and Mediterranean theatres of the Second World War.


The player takes the role of a general commanding an entire division, or elements of several divisions, or an entire corps or even an army. Units represent companies and battalions. Tens of thousands of men and machines clash for control of miles of territory. Make decisions about the application of air power, engineering, the use of reconnaissance, the commitment of mobile reserves, and many other things.


BlücherThe Hundred DaysWar To The Death


LasalleLasalle is the petit-tactical game of Napoleonic warfare. It comes with historical scenarios and an army-builder that allows players to create a huge variety of customized armies for different nations and theatres of the Napoleonic Wars. Lasalle is ideal for small tables and tournament play.


Might and ReasonMight and Reason is the grand-tactical game of 18th century warfare.

Business Website Address
Business Address
11 Coolidge Place
Haledon
New Jersey
07508
United States
Sanguine Productions, Ltd
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Long Business Description


Sanguine Productions, Experience Ironclaws rich and detailed world of Calabria, where dozens of species live together in sprawling cities and wartorn countryside. Kings broker for power with clergy, wizards, and merchants, each one struggling to conquer all they survey.


Meanwhile, beneath the notice of the squabbling powers, lurk greedy robbers, cruel slavers, and dark necromancers who prey on the weak, the helpless, and the forgotten. It is a time for mighty warriors, for quick rogues, for clever wizards – a time for heroes!


Ironclaw

Business Website Address
Business Phone Number
513 291 3423
Business Address
Sanguine Productions, Ltd
2692 Madison Road 1-PMB-279
Cincinnati
OH 45208-1320
United States
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Long Business Description

Second Rat Games is a producer of roleplaying game supplements for Arclight and People, Places, and Things

Business Website Address
Second Thunder
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Long Business Description

Second Thunder is an independent publisher of miniature wargame rules and tabletop hobby games.

Business Website Address
Business Phone Number
07429 922438
Business Tags
Sergeants 3
Business Name
Long Business Description


Sergeants 3 publisher of wargaming rules.


About Us


"Why the name change?" ~ by Larry Brom


The new name for our rules publishing division, Sergeants 3, will certainly be no surprise to the many gamers who know me quite well. For others, let me clarify.


In 1939, my father took me to a movie theatre in downtown Chicago for the premier showing of "Gunga Din". The exploits of Sergeants Cutter, McChesney and Ballantine, and the Bhisti, Gunga Din, etched images in my young mind and soul that have stayed vividly with me to this very day. I still firmly believe that film is the finest movie ever made. Even today, when I view "Gunga Din" (which I do regularly), the sound of the pipes playing and the Highlanders singing "Bonnie Charlie" still manages to raise the hair on the back of my 75 year old neck. And for those of you who consider my game rules "too Hollywood" you are exactly right. And now you know why.


"Good job, Bugler".


"The Birth of Some Rules" ~ by Larry Brom


One of By Jingo!'s illustrious editors who shall remain anonymous has asked, nay insisted, that one of my first essays be a history of, and the motive for, writing The Sword And The Flame. I have reluctantly agreed to do this, but my better judgment gives me the sense that most gamers, like me, do not want to hear some lofty, pompous, "world-famous" rules author expound on the " soul-searching", "gut-wrenching" and "inner turmoil" associated with the creation of his true work of art. So, let me merely say that I wrote my first set of published rules because at that time colonial rules were almost non-existent and the one set I knew of did not suit me.


I became very interested in Colonial gaming in the early 1960's with the advent of Holgar Ericson's 25mm painted (not very well) SAE (South African Engineers) war game figures. I made the discovery of these "gems" in a toy store in NC when I went in to purchase some doll furniture for one of my daughter's birthday. Those amazing figures - resplendent in their orange boxes (about 16 or 17 infantry figures to a box) and costing about $2.50 per box, almost bowled me over. Strangely, this store in North Carolina had among their sets of mainly ACW troops, one box of British Colonials in scarlet tunics and white pith helmets, and 4 boxes of charging Zulu warriors. These five boxes were the start of this whole Colonial madness. (By the way, I did get the doll furniture too, for those of you who were wondering but, I can't recall the color or price!)


I now had the figures and the interest, but ahh, the rules.


I had been a subscriber to Jack Scruby's publications with many home grown rules and game concepts and in 1965 joined Doug Johnson's Colonial Society Bulletin (now Savage and Soldier) that offered additional colonial gaming ideas. To this point the only published set of gaming rules I had ever seen was a reprint of H.G.Wells' Little Wars circa 1913. Then, in the late '60's, I came across (whether in a magazine or a booklet) a set of Colonial Game Rules from England. I have no idea what they were titled but they were a well-crafted little set in the classic style of British game rules of that era. I had acquired more colonial figures by this time so I coerced my one gaming friend into having a go at colonial gaming. We eagerly played 4 or 5 games with this wonderful new rule set, having great fun but then realized that neither of us wanted to be the native force ! Where was the challenge ? Once the forces of the Empire were formed and ready and the Dervish or Zulus got in range, it was all over. Historic, but discouraging! No wonder no one played "colonials", no one was doing rules, and there weren't many figures available. Shortly thereafter, my friend moved out of the area and with no one to game with I concentrated on building more mainstream armies; ACW, Napoleonic and Franco-Prussian, and developing my own rules for each period.


It was now the early 1970's and more and more rule sets for miniature war gaming were available. Most of these were from Britain and a few from the U.S. (the ones I knew of). So I purchased a goodly number, played games with a few, and read all of them. Slowly, in my view, it became apparent that something was lacking . But what? Most of these rules were well crafted, offered some interesting mechanics (like "saving throws", which to this day still mystify me), introduced morale, some form of command control or influence, utilized masses of modifiers and myriads of other concepts to make table top games more "realistic".


Then came the revelation. I wasn't having any fun!! I was too busy with the game mechanics, thumbing through pages and cross referencing chart A.1 with C.2-e. Then and there I decided, no more. I would design my own rules for my own enjoyment. I would go back to my first love, British Colonials. I had small armies - all I needed were some rules and since I had been doing home grown versions for some time, I commenced.


All the rules I was aware of, and my own that I had written, were subjected to serious scrutiny based on what I thought I wanted to do with miniature painted military figures on a game table as a hobby and to have some fun. After some months, I settled on the five things I desired in a set of rules that in my opinion did not exist in the rules I knew of in the early '70's. Simply put, these factors were Enjoyment, Playability, Drama, Excitement and Historical Flavor.


Curiously, after I pinned my quest down to these issues and went back and scanned all the rules I was aware of, none of them made any reference in their Introductions or Designer Notes to these factors (and most of today's rule sets don't either). At that point, I determined I was out of the mainstream of miniature gaming and always would be. So, I could just design rules for myself using the above criteria, and relax and enjoy the hobby


Early in 1978, S. Craig Taylor contacted me (he was with Heritage Models in Dallas at that time) about the possibility of doing an introductory set of game rules for the Colonial era to be issued with miniature figure sets for the same period. After some more phone and letter communication, in June of 1978 I signed an original agreement and started on the rules; sometime between this date and the actual release of the rules in 1979, Taylor ended up with Yaquinto Games in Dallas.


Because these rules were designed 20 years ago, I would be hard pressed to share the exact reasoning and thought processes involved in the complete creation of the rules as they finally evolved. Other than always keeping my five main considerations regarding gaming rules uppermost in the development of the overall concept, I will highlight three issues I was determined to address with this, my first published rules attempt; 1) alternate movement (you move, I move) and firing (you fire, I fire), 2) excitement of hand-to-hand combat (most games didn't have it) and 3) measured move distances, i.e. (infantry move 6", cavalry 12", etc.)


I knew from the start there had to be Random Movement in some form or the other. Most games at that time did alternate movement. How wonderfully choreographed, while you are moving your units I leisurely watch every troop disposition and calmly plan every counter move I will make when it's my turn. No surprises, no hurried response from me and no excitement! I toyed with a number of techniques; How about an initiative roll (quite common now, but not in the '70's), high roll moves first ? Maybe not only high die moving first but actually moving that number of units? Make up "movement" cards by writing the name of each player's units on an individual card, shuffling them in a deck, turning them over, flipping the top card and moving that unit. This was the procedure I was going to use when one of my daughters asked, "Dad, instead of going to all that trouble, why don't you just use a deck of cards"? Now, I'm no fool, I know a brilliant idea when I hear it, and so my famous, "random move card innovation" was born! And it still exists today in many, many successful forms thanks to a young girl's common sense. The card deck also addressed and answered the random firing issue - same technique, same randomness. I was well on my way to the rules concept I wanted.


I have always believed that the most exciting moments in any wargame are, and should be, the hand-to-hand combats. These are the culminations of all our planning, maneuvering and evolutions on the table top. To close with the enemy, drive him from his positions and exert our moral superiority over his forces and win the day. The dullest close-in-combats I have ever participated in, or seen, in the past (and even today), are those where wonderfully painted figures or units with colors flapping in the breeze close with an enemy with shouts and screams, bayonets flashing, then comes a halt to resolve the combat phase which usually goes something like this; count the number of figures or units, consult the charts for point values, calculate a dozen plus or minus modifiers, eventually come up with a number value, then each player rolls one multi-sided die and a high total number wins the melee' with one die roll!! Where is the suspense, where is the drama? There is none! Any game system I have ever designed settles close-combat ultimately by pitting figure against figure or stand against stand and opposing players roll six-sided dice with simple modifiers and the high total wins; this is for each pair of opponents. A lot of die rolling, I know, but this is a contrived game mechanic to accomplish one thing - excitement. In our hobby of gaming with miniature figures we are pitting our skill, concepts, knowledge and luck against an opponent in simulated combat on a table top. My theory of eye-ball to eye-ball confrontation by rolling as many dice as we can for individual combat resolution is the closest we civilized beings will ever come to actually crossing swords, bayonets or tomahawks. And talk about suspense, drama and excitement , at any convention , anywhere, if all of a sudden one game table erupts in loud cheers, groans and finally exultation, the high probability is that a melee matching man for man or stand for stand was just culminated. I know because that's what happens at my games and I will guarantee it !


Measured move distances are probably the strangest aspect of gaming rules that we have ever embraced. The idea that two armies or forces on any given table top would always all move at exact precise distances is, and always has been, incredible to me. I won't even address historic justification that this is a fantasy, but merely put the issue into the framework of wargaming. Of course, control freaks love measured distances. It is absolutely wonderful during a game to have enemy cavalry on your flank and by firing a battery at them (you had to measure the range, of course) you know they are 48" away. Since they are cavalry in line and move 12", you smugly know that you have 4 turns to prepare for their attempt at outflanking you. What an exciting challenge! No risk, no drama, and it's a piece of cake. But not for me! I did, and still do, favor some form of random move distances in all the games I design and play to offset this artificial concept.


Once I had incorporated these major issues into the rules system I was formulating, I was close to completing the first draft of the rules. What remained was the tedious detail, formatting, and integration of all the charts and other necessary minutiae that encompass the creation of a workable, playable rules system that reflects a designers vision of battle in a particular historical period. Through all these phases of fashioning the rules framework are the endless and repetitive play-tests, play-tests, and more play-tests. This is the key to a workable, playable set of rules. And the correct group of play-testers is essential. I was extremely fortunate to have the Jackson, MS. War Game Society at my beck and call (ha!) This group was the most stubborn, opinionated, argumentative gathering of gamers the world has ever known and could tear apart any set of rules in two turns or less but, if you could hang in there with them, their revisions and suggestions were almost magic.


The first rough manuscript was submitted to the rules editor July 3, 1978 for his review. After lengthy dialogues between us, a 2nd draft was submitted August 28, 1978. The 3rd, and final, rules draft was sent to Yaquinto on January 22nd, (shades of Ishlandwana) 1979. Sometime that summer the rules were produced and released to the gaming community.


If you have stayed with me through all of this, maybe you have a feeling of how and why I created The Sword and the Flame rules. I have always been very pleased with the mostly positive response to them and appreciative of all of you stalwart gamers who were willing to take a chance on a rogue set of rules and played, endorsed and enjoyed them through the years. You realize, of course, that if you read this article, play Colonial games and embrace a slightly different approach to gaming, you are a renegade, an outlaw and outside the "main stream" of miniature war gaming. But have courage, my comrades, we are a force to be reckoned with and our numbers are growing. So, roll the dice, randomly move and enjoy yourselves, the game has just begun.

Business Website Address
Business Phone Number
504 861 4627
Business Address
Sergeants 3
c/o Lori Brom
2527 S. Carrollton Avenue
New Orleans
LA 70118-3013
Shieldwall Miniatures
Business Name
Long Business Description


Shieldwolf Miniatures is the largest and leading 28mm scale miniature manufacturer in Southeast Europe and in continuous growth. It is specialized in the Fantasy World it has set up and it is one of the very few companies worldwide producing groups of interchangeable/modular miniatures (regiments) in both hard plastic and resin. The range also includes or has planned for 54mm scale centerpiece collectibles, fantasy busts and terrain.


Shieldwolf Miniatures has released and will continue releasing a huge variety of models. Those are Regiments, but also Characters, Monsters, Great Monsters and lots more. In the meanwhile Shieldwolf Sculpting Teams (both Traditional and 3D) are continuously creating new and exciting models to capture you. This is done by allowing as much freedom as possible to what are maybe some of the best artists in this sector. The Shieldwolf Casting Team uses only supreme quality resin and is continuously improving its' methods of production, so to always ensure stock is available and customers receive their orders as fast as humanly possible. In 2014 the company hit hard plastic production working with Renedra Ltd. All this is master-coordinated by Dott. Angelos Margaritis, whose passion for fantasy led him to the creation of Shieldwolf Miniatures.


Shieldwolf Miniatures see ourselves as more than just a company. Shieldwolf want to create ways to allow people to travel with their minds away from everyday life and go to places where their bodies cannot go. We want more and more people to enjoy tabletop wargaming and the unique experience a fantasy world can provide.


Any and all feedback is welcome!


We hope you enjoy.


Thank you.

Business Website Address
Business Address
Shieldwolf Miniatures
Ellinikis Dimokratias & Leof. PortoRafti 1, Markopoulo.
Zip 19003.
Greece
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Long Business Description


Siege Works Studios are an Australian games company which produce our own rules and miniatures. We make miniatures in 15mm and 20mm.

Business Website Address
Business Phone Number
0438 747 886
Business Address
Siege Works Studios
7 Sir Tristram Court
Jimboomba, Q'ld
Australia
4280