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Sample Scenarios and Maps in 
The War Games Archive.
For scenarios,
visit each 
era of the Rules page.

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Rules for War Games with Miniatures

For Rules RSS return to the main page

Better
A unit can comprise as many figures as you like: When using a 4" hexagon grid, 5-6 figures on a movement plate 3" in size for Hex Command Ancients and Gunpowder; Cavalry are 3 to a squadron and 1 gun to a battery; this same basing can be used for 8" hexagon grids. For Hex Command Mechanized (WW2) and Hex Command NOVA, 3-4 figures is a squad on a movement plate. 

Faster
Games can be done in less than 2 hours because the mechanics of several typical game concepts are already considered when making a single die roll for combat; there is no separate "morale" rolls and referring to charts usually won't happen after a few turns of understanding the game: the amount of computations and modifiers is minimalized and what we call a "Code'n Color" die is just an "average" die with symbols (a d6 can be used just as well).

Smarter
The CnC die is a multi-dimensional concept. This colored cube or "symbol" die brings in the potential for many other uses and flavors in the game.  

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Hex Command Mechanized 

Read articles on the mechanized era

Rules for WWII and onward
Click here for the booklet version

Hex Command Ancients 
for all Pre-gunpowder conflicts

Read articles on the Ancient/Medieval era

Click here for booklet format

Hex Command Gunpowder 
for all 17-19th Century conflicts

Read articles on the Gunpowder era

Click here for the Booklet version

Hex Command Raptors 
Air Combat

In development

Hex Command Oceans 
for all Age of Sail

In development

Hex Command NOVA 
for sci-fantasy miniatures

Beta

BETA Hex Command Starships

 

Time Driver
Rules for Autodueling and Cityscape Adventures

Released 9/09

Click to see
 

Click here to see