Boardgames

One-hour Skirmish Wargames: Fast-Play Dice-less Rules for Small-Unit Actions from Napoleonics to Sci-Fi

Command small-unit actions across historical and speculative eras with fast-play, dice-less rules and two 54-card decks as your randomizer.

2 - 2
player(s)

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One-hour Skirmish Wargames: Fast-Play Dice-less Rules for Small-Unit Actions from Napoleonics to Sci-Fi board game cover

About this board game

One-hour Skirmish Wargames: Fast-Play Dice-less Rules for Small-Unit Actions from Napoleonics to Sci-Fi is a two-player wargame using two 54-card decks as its randomizer.

Presented as a sequel to One-hour Wargames from the same publisher, it focuses on fast-play rules for small-unit actions. Instead of dice, the game uses cards to determine its random elements, creating a distinctive foundation for skirmishes across several eras.

The rules begin with the early days of firearms. They cover the Age of the Musket and the Rifle Age before moving into twentieth-century conflicts, including wars within peace, World War II, and the Cold War.

  • Dice-less play: Two 54-card decks serve as the game’s randomizer.
  • Historical scope: Rules extend from the early days of firearms through the Cold War.
  • Expanded settings: Pulp Fiction adds another way to use the system.
  • Campaign support: A dedicated chapter addresses fighting a campaign.
  • Points system: Additional guidance supports points-based play.

Beyond its core rules, One-hour Skirmish Wargames includes options for extending the system. Players can explore pulp-style action, fight a campaign, use a points system, and apply additional rules from the final chapter.

With its broad period coverage and card-driven, dice-less approach, the game offers a single framework for small-unit actions ranging from the Napoleonic era to science fiction. It is designed for two players seeking a compact rules system with multiple historical and fictional directions to explore.