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Catalogue Issue Number 10 March 2019

Draken
Games
Catalogue
www.drakengames.com
Featuring the free wargame

1875: Mars Attacks Essex!


Well, who’d have thought it: our catalogues have 1875: Mars Attacks Essex! was a lot of fun to design
reached double figures! And we have some more and develop and I hope you’ll agree it’s a nice little
news: our Cthulhu Mythos scenario Per Ardua… has diversion between more weighty battles. This will
attained Copper Seller status at drivethrurpg.com! It probably mark a switch away from the Argor-themed
tends to be our GM resources that sell best, so it’s freebies for a while – time to explore some new
nice to have an RPG scenario reach this landmark. concepts!
We also have a new product since our last catalogue: All our products are available as PDF downloads from
more mini-games! Yes, time to dust-off past wargamevault.com and drivethruRPG.com. A lot of
catalogue game resources and make them available my products are also available as PDFs from
again. This time it’s the resources from Catalogues 7- wargamedownloads.com. Selected products are
9. These are all Argor-themed, and feature quite a available in either print or PDF download form at
mix: a location resource (with NPCs and new spells) lulu.com, though be warned that these are often
and two scenario/wargame combinations. To find earlier editions missing later amendments. Lulu.com
out more, read all about Mini-Game Compendium 2 prices are set in £ sterling, with the other sites’ prices
in this catalogue. set in US$. Refer to the relevant site for details about
paying in other currencies. Prices may change with
If you already own Argor, this compendium allows
£/$ fluctuations.
you to expand on the scenarios in the rules to give
you the basis of a Seven Isles campaign. If you don’t Finally, don’t forget to check out our website:
own Argor the RPG elements can be adapted to most www.drakengames.com
fantasy RPGs… but heck, just buy Argor, it’s great!
Do please review our products, either on our own
I hope you like this catalogue’s freebie, a hex-and- site or via one of our vendors: it’s good to get some
counter mini-wargame inspired by HG Wells’ War of feedback and we’re always happy to discuss any
the Worlds. Please note, copyright lawyers, I only aspect of our games if you want to get in touch.
said inspired by… the setting is actually a quarter
century earlier, with the rules adapted from the Happy gaming!
game I wrote for Tiny Battle Publications called - Mark
Dorking 1875: The German Conquest of Britain. If
you’re wondering why there’s a gap in our catalogue
numbers, that’s because I withdrew the orginal
version of Dorking (and it’s companion, Last Stand at
Surbiton) when I sold the rights to TBP.

(Order #18041550)
DRAK-C7: Mars Attacks Essex!
At the bottom of the next page are the counters you need. First, cut River (a feature between hexes): +2 MP to cross the river for infantry,
out the two strips of counters for the two sides – the ones that don’t militia and cavalry. Artillery may not cross a river (other than by using
have ‘Disordered’ written on them. Mount each strip on card. Next cut a bridge). No effect on TFM movement.
out the strips that have ‘Disordered’ written on them – these are the Bridge: crossing a river by a bridge costs no extra MP.
reverse of the counters, so mount them on the back of the original
strips (make sure you match them up properly!) before cutting out the Sea: no British land unit may enter the sea. TFMs can move in shallow
individual counters. Next, cut out the single-sided ‘FIRED’ counters. sea (pale blue) with no penalty and mid-depth sea (medium blue) for an
additional +2 MP per hex. They cannot enter deep sea (dark blue). Ships
cannot enter shallow sea but can move in mid-depth and deep sea with
Background no penalty.
This game evolved from a Victorian wargame I designed (currently for
sale by Tiny Battle Publications under the title Dorking 1875: The German Starting the game
Conquest of Britain). However, instead of the German invaders featured HMS Thundercloud starts on the hex in the south east corner. PS Carrie
in Dorking, in this game Britain faces invasion from Martians! Obviously, starts on the Maudling Harbour jetty hex. The British player then places
this draws a lot of inspiration from HG Wells’ War of the Worlds – but, to one Militia unit on Little Maudling, one on Maudling Harbour and one on
steer clear of copyright issues, this isn’t a game based on that book (or a Great Maudling hex. The Yeoman Cavalry, one Horse Artillery and one
film, or rock album). No, no; this a totally separate invasion, taking place Line Infantry may be placed anywhere between the two rivers (though
in 1875, about a quarter century earlier. Oh sure, the Martians are pretty not on a Great Maudling hex). The remaining Line Infantry and Horse
much the same, with walking tripod machines and heat rays. But their Artillery counters start on any land hex on the eastern edge of the map.
weaponry still needs some tweaks: the fighting machines are larger and The Martian player places the TFM counters on the three land hexes on
less agile, they haven’t developed Black Smoke launchers yet and their the southern edge of the map.
heat rays aren’t so accurate or devastating (and can’t be aimed at The game sequence
anything too close). All of which gives the defenders a chance. For Turn 1, the British have automatic initiative. All later Turns are
In this scenario, the Martians have over-run London and are spreading started by rolling a die: 1-3 means the Martians have initiative, 4-6
out, intent on destroying all resistance. We join the action in a fictional means the British have it. The side with initiative fires, moves and
part of Essex, where the rivers Maudle and Dibble flow into the Thames attacks in melee first. Note which side has initiative each turn.
estuary. Here a retreating rearguard is bolstered by local militia and The initiating side can fire its ranged weapons first. HMS Thundercloud
some reinforcements rushed down from East Anglia. A sole Royal Navy and artillery may be fired by the British, so long as they are not
ironclad, HMS Thundercloud, lies off the shore. The British objectives Disordered. Any TFM may fire its heat ray so long as it is not Disordered
are to destroy the three fighting machines and get the PS Carrie to AND not adjacent to non-Disordered infantry, militia or cavalry.
safety. The Carrie is a very overloaded old paddle steamer packed full However, TFMs cannot fire at any target in an adjacent hex. Also, note
of civilians desperate to escape Essex – not that you need a Martian that the TFMs will not realise that PS Carrie is a target until it starts
invasion for that to be a good idea. The Martians intend to destroy as moving, and may not fire at it until the turn after the Carrie sets off. If
many defending units as possible: once they see the Carrie set off, they it starts the turn Damaged, a TFM or HMS Thundercloud needs to first
will assume it is important and try to sink it. roll 4 or more on a D6 to be able to fire. Place a ‘FIRED’ counter on top
Rules of a Horse Artillery unit that has fired – this is to show the unit cannot
The game lasts for ten turns. You’ll need two six-sided dice, plus a now move that turn.
pencil. A Turn Sequence table has been provided to help you keep track. For each unit that fires a ranged weapon, select a target and trace the
The units shortest route to it, in hexes. That is the range (with a target on the
Each unit has three ratings: a Movement Point allowance (MP – shown adjacent hex having a range of 1). Because the TFMs are so tall, both
in the bottom left corner of each counter), a Melee value (Mel – sides always have line-of-sight for any target. Roll 2D6 and refer to the
bottom centre) and a Break value (Bk – bottom right). Firing Table. A roll that equals or exceeds the value needed scores a
hit.
Unit Indicator MP Mel Bk
Type Machine
Tripodal Fighting TFM 6 +1 10 Firing Table Damage Table
Horse Artillery
Thundercloud

Line Infantry Line 4 E 9


Disordered

Destroyed

Militia Mil 4 E 8
Damaged

Unit Hit
Range

Yeoman Cavalry Cav 7 E 8


HMS
TFM

Horse Artillery HA 7* X 7
HMS Thundercloud 6 0 10 1 - 7 8 TFM 1-3 4,5 6
PS Carrie 2 0 8 2 7 8 9 HMS Thundercloud 1,2 3,4 5,6
* 0 MP if fired that turn 3 8 9 10 PS Carrie 1 2,3 4-6
4 8 9 10 Horse Artillery 1,2 N/A 3-6
Movement 5 8 9 10 Line infantry 1,2 N/A 3-6
Normal terrain is coloured pale green. It costs 1 MP for all units (other 6 9 9 11 Militia 1 N/A 2-6
than ships, obviously) to move on this. Other terrain types are harder 7 9 10 11 Yeoman cavalry 1 N/A 2-6
to move on, and units will need to use extra movement points to move 8 9 10 12
onto a hex of that terrain type. Also, terrain can affect combat. This grey box seems a waste of precious
9 9 10 - space, so let me use it to plug the game
Woods: +1 MP to move onto woodland. All British land units have their 10 10 11 - that inspired this one, available for
Bk value increased by 1 EXCEPT cavalry, which is REDUCED by 1. TFMs 11 10 11 - download or in printed form at:
suffer a -1 penalty when firing heat rays at any British unit in woods. 12 10 12 -
13 11 - - www.tinybattlepublishing.com/products/
Town/village: +1 MP to move onto a town/village hex. All British land dorking-1875-the-german-conquest-of-
14 11 - -
units have their Bk value increased by 1 EXCEPT cavalry, which is britain
15 12 - -
REDUCED by 1. TFMs suffer a -1 penalty when firing heat rays at any
British unit in a town/village.

(Order #18041550)
Roll a D6 and refer to the Damage Table to see what effect the hit has. Finally, to finish the Turn remove any ‘Fired’ counters and turn any
Disordered: turn the target counter over to show it is Disordered. The Disordered units back to normal status. That is the end of the Turn. The
unit may not move, fire any ranged weapon or attack in melee that sequence now starts again, until the end of Turn 10.
turn. Its break value is reduced by 2. Damaged: replace the target Working out who won
counter with the ‘DAMAGED’ counter for that unit, turning it to After the end of Turn 10, the British player adds up the Victory Points
Disordered. If the unit is already damaged, then it is destroyed. according to the table below:
Destroyed: remove the counter from the board.
PS Carrie escapes + 10 VP
After the side with initiative fires, the other side may fire its ranged
PS Carrie doesn’t escape but survives + 2 VP
weapons.
For each TFM destroyed + 3 VP
The side with initiative then moves as many of its units as it wants up to HMS Thundercloud survives + 3 VP
the limit of their MP allowance, allowing for terrain effects. Units may For each British land unit that survives + 1 VP
not move through or end up on a hex occupied by another unit. A unit
in contact with a non-Disordered enemy unit must break contact Once the VP total has been calculated, check the table below to
before continuing the move unless one of the units is a ship: TFMs and determine the outcome of the battle:
ships do not need to break contact to move around each other at sea. VP Total Outcome
Note that the PS Carrie takes some time to make ready and cast off, so 21 or more Decisive British victory
is not allowed to move on Turns 1 to 5. The British player should aim 16 – 20 Partial British victory
to get the Carrie off the board by exiting from a mid-depth or deep sea 10 – 15 Inconclusive
hex on the eastern side . It is the only counter that may leave the board. 5–9 Partial Martian victory
0–4 Decisive Martian victory
Once movement has finished, the side with initiative may attack in
melee. Units with a Mel value shown as ‘X’ may not attack in melee.
Units shown with a Mel value of ‘E’ may Engage (attack in melee) but Turn Sequence Table
do not have any chance of winning. These are infantry, militia and Turn Init. Phase Notes
cavalry units – capable of being a nuisance by running around and Ranged weapons: British/Martian British
firing rifles or carbines at the TFMs, but that’s all. While they cannot 1 Britain Move & Attack: British/Martians have
damage a TFM in melee, they do serve to distract them, meaning they Turn from ‘Disordered’, remove ‘Fired’ initiative
can at least hold up a TFM and stop it firing its heat ray, even if its Ranged weapons: Init. side/other side Roll for
Britain/
standing in shallow sea. There is no point rolling dice for a British land 2 Move & Attack: Init. side/other side init. from
Mars
unit in melee with a TFM. Turn from ‘Disordered’, remove ‘Fired’ now
Ranged weapons: Init. side/other side
It’s a bit different for the ships: they may engage in melee (by means Britain/
3 Move & Attack: Init. side/other side
of a ramming attack) with any TFM that is standing in mid-depth sea. Mars
Turn from ‘Disordered’, remove ‘Fired’
The ships’ Mel values of ‘0’ indicate their melee attack when
Ranged weapons: Init. side/other side
undamaged is a straight dice roll with no modifiers. They suffer a -2 Britain/
4 Move & Attack: Init. side/other side
melee attack penalty when damaged. Mars
Turn from ‘Disordered’, remove ‘Fired’
TFMs may attack any British land unit (and any ship that is in mid-depth Ranged weapons: Init. side/other side
Britain/
sea) in melee. TFMs have a +1 melee attack bonus against all targets 5 Move & Attack: Init. side/other side
Mars
when undamaged. They suffer a -1 penalty when damaged. Turn from ‘Disordered’, remove ‘Fired’
To attack in melee, the attacking unit must be adjacent to the unit it is Ranged weapons: Init. side/other side ‘Carrie’
Britain/
6 Move & Attack: Init. side/other side may
attacking. Roll both dice and apply any bonuses/penalties: if the score Mars
Turn from ‘Disordered’, remove ‘Fired’ move
equals the target unit’s Bk value, it has been Disordered and forced to
Ranged weapons: Init. side/other side
retreat: turn the counter over to show its Disordered status. While Britain/
7 Move & Attack: Init. side/other side
Disordered its Bk value drops by 2: if any other attacking units are next Mars
Turn from ‘Disordered’, remove ‘Fired’
to it and allowed to attack, they can do so. Otherwise the Disordered
Ranged weapons: Init. side/other side
unit must retreat one hex away from the attacking unit, which may Britain/
8 Move & Attack: Init. side/other side
follow if it wishes (and is allowed onto that terrain). Mars
Turn from ‘Disordered’, remove ‘Fired’
To retreat, the Disordered unit must be able to move to an empty hex Ranged weapons: Init. side/other side
on terrain it is allowed onto with no enemy unit next to it (though it can Britain/
9 Move & Attack: Init. side/other side
Mars
retreat next to an enemy unit if that unit is itself Disordered). If this is Turn from ‘Disordered’, remove ‘Fired’
not possible, it is Broken and removed from the board. If the attacking Ranged weapons: Init. side/other side
Britain/ Game
score was more than the target unit’s Bk value it is immediately Broken 10 Move & Attack: Init. side/other side
Mars ends
and removed from the board. The attacking unit may then move onto Turn from ‘Disordered’, remove ‘Fired’
the hex where the broken unit was, if wished (and the terrain allows).
Once the side with initiative has finished its attacks, the other side As with all our mini-games, this is
may then move and attack – though Disordered units can do neither. designed to be quick and fun. A game
should last about 30 minutes on a
first play-through, with that time
Line Line Mil Mil Mil Cav HA HA
reducing once familiar with the rules.
4 9 4 9 4 8 4 8 4 8 7 8 7 7 7 7 6 10
The British player needs to be willing
DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED to sacrifice land units and decide
DISORDERED HA
DISORDERED HA Cav Mil Mil Mil Line Line
0 8 0 5 0 5 0 6 0 6 0 6 0 6 0 7 0 7
when to bring the Thundercloud
close to the action; the Martian
DAMAGED DAMAGED DAMAGED DAMAGED DAMAGED
TFM
player needs to avoid getting too
TFM TFM TFM TFM TFM
3 8 2 0 8 1 -2 6 6 10 6 10 6 10 3 8 3 8 3 8 bogged down in melees and come up
with a strategy to make quick
DAMAGED DAMAGED DAMAGED DAMAGED DAMAGED
DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED DISORDERED progress towards the east.
TFM TFM TFM TFM TFM TFM
0 6 0 X 6 0 X 6 0 8 0 8 0 8 0 4 0 6 0 6 Enjoy!

(Order #18041550)
HMS
Thundercloud
start

Little
Maudling

Maudling
Harbour
Jetty

GREAT
MAUDLING
N

Dibtree

River Dibble

(Order #18041550)
Cat. No. Title First published
DRAK1 Last Stand at Kirrinbahr 2006
Can you win the battle to prevent a Dark Age? Based on the Fighting Fantasy
Solo RPG system, Last Stand at Kirrinbahr is a solo RPG adventure where you control
gamebook the outcome. Includes full rules, a character sheet and maps – all you need
provide is a pencil and a couple of dice!
Lulu.com Download: £5.30 Print: £8.75*
Availability
Wargamedownloads.com Download: $7.00
& Prices
DriveThruRPG.com Download: $7.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.

Print version details: 8.26" x 11.69", perfect binding, white interior paper (55# weight), black and
white interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
Last Stand at Kirrinbahr was our first
game, and one I’m still very proud of. As
well as featuring plenty of combat,
there are plot twists and plenty of times
where it’s brains rather than brawn that
will succeed. The game features a set of
corridor maps that allows easy
movement between locations and an
easy-to-use location log to keep track of
where you have been.
- MW

“I found this to be an extremely satisfying


mini-adventure. The book opens with a
minimalist but satisfying setup that conveys
urgency of mission without wasting a lot of
time on unnecessary backstory. This is
followed by the meat of the adventure which
focuses on the exploration of an old castle,
and it all comes to a gratifying conclusion
complete with plot twists and desperate
battles.”
Demian Katz review at www.gamebook.org
“I'm really liking this game, so far. The author puts a lot of backstory, theme, and flavor into the rules/
paragraphs.” Judy Kraus review at www.rpggeek.com
"So far, I have played many "Chose your adventure" solo RPGs, and I hope to play many more, from
Lone Wolf series available for free download at Project Aon web page, up to relatively recently
published Chronicles of Arax. But so far none of them offered as much fun as a game called Last Stand
at Kirrinbahr, made by Mark Wightman." Aleksandar Šaranac at www.battreps.blogspot.com

(Order #18041550)
Cat. No. Title First published
DRAK2 Vectis 3rd Ed: 2013
A chance to fight out a fictional Napoleonic Campaign: what if the Royal Navy
Hex-and-counter
had lost at Trafalgar? Vectis features a corps-level invasion of England’s Isle
Napoleonic
of Wight by France. Can the French seize control before the reinforcements
wargame
land?
Lulu.com Download: £3.80 Print: £12.20*
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& Prices
Wargamevault.com Download: $5.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", coil binding, white interior paper (80# weight), full-colour
interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
A chance to wonder what if…? Vectis
features my favourite wargaming
period, and offers the fun of speculating
what might have happened in an
alternative history. Included in the rules
are vignettes that follow the fortunes of
six combatants from one of the
playtests, adding to the atmosphere of
the game and also illustrating the
progress of a typical campaign. The
Third Edition features improved terrain
features and unit counters, plus a link to
view the playtest that inspired the
vignettes. I’m fairly familiar with the
island from both childhood holidays and
work visits, which made this one all the
more fun to write!
- MW

“A singular subject! Excellent!” Jose Diniz review at Wargamedownloads.com


“An interesting Alternate History subject. So far it's a nice game .”
Kim Meints review at Wargamedownloads.com

Renee d’Estang crouched inside the broad barge, longing to hear the grating of sand on its hull. He had trained for weeks
in the sandy coves of Brittany, but no amount of practice would give this son of the Auvergne his sea legs. The shallow-
drafted boat lurched once more in the swell and his stomach again threatened to empty itself. He glanced up and saw
their objective framed dimly against the first glimmer of a pre-dawn glow: Sandown Fort. The prospect of grapeshot and
bayonet seemed far more appealing than staying in this wretched boat another moment. A figure stood up just ahead of
him, standing tall over the hunched ranks of soldats. It was Capitaine Leclerc. “Nearly time lads!” he exclaimed, fighting
to keep his voice down. “Remember your training. Keep close to your comrades, get off the beach quickly and form up
where the sand ends. Our battalion has the honour of assaulting the fort: we shall be the first in action this day! Vive la
France!”

(Order #18041550)
Cat. No. Title First published
DRAK5 Per Ardua… 2010
Normally the Aircraft Research Centre is a sleepy scientific backwater – but
Call of Cthulhu lights in the sky have been seen over the base and there has been a breach in
scenario security… just what is going on? A Call of Cthulhu scenario set in modern
Britain.
Availability Lulu.com Download: £1.50 Print: £3.30*
& Prices DriveThruRPG.com Download: $2.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", coil binding, white interior paper (55# weight), black and
white interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
As someone who spent much of their
early years in the hobby writing
scenarios, it was high time I published
one! Per Ardua… is set in modern-day
Britain, with conversion notes allowing
for a 1980s, 1990s or early 21st Century
time frame. With little or no combat,
this scenario is really designed to test
the players’ investigative skills. I spent a
chunk of my working life doing military
research, which I hope gives an air of
authenticity to the Aircraft Research
Centre! The scenario was written for 2nd
Edition rules, but will require minimal
adaptation for all later editions other
than the d20 edition.
- MW

Background: Player’s Information


One of the party once had a passing acquaintance with one Kenneth Davenport, now an up-and-coming member of the
Scientific Civil Service. He has heard of the party’s investigations into strange events and decided to contact them to solve
a couple of potentially embarrassing incidents at the Aircraft Research Centre (ARC), the small establishment he directs.
The ARC is sited at Manderton, a small village five miles north-west of Andover on the Hampshire/Wiltshire border, In
fact Manderton village is in Wiltshire, with the ARC lying in Hampshire. The nearest city is Salisbury, 17 miles away.
The initial letter sent to the relevant character is Item 1 in the Annex A.
Basically, Davenport has two problems. Firstly, UFO sightings near the base are attracting unwanted media attention.
Secondly, there is evidence of a “problem” with the establishment’s computer system.
No worries: this looks like being a nice restful assignment in the West Country….

(Order #18041550)
Cat. No. Title First published
DRAK6 Anyburg and the Lands Thereabout 2010
A complete guide to designing a town or city for use in any fantasy RPG.
Games Master
Includes notes on calculating population and area, details of occupations and
resource (fantasy
social structure and guidelines on town planning and defence design. Includes
RPG)
historical examples and a sample fantasy town.
Lulu.com Download: £3.80 Print: £7.85*
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& Prices
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* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", coil binding, white interior paper (55# weight), black and
white interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
Anyburg first surfaced as a collection of
notes I put together back in the early
1990s. After more research it’s now out
under the Draken Games banner. A lot
of gaming resources give the Games
Master an off-the-shelf town or
location: nothing wrong with that, but I
wanted Anyburg to be different. It gives
the GM the information and techniques
to construct any fantasy town or city.
That said, you can of course nick the
worked example as an off-the-shelf
solution if you’re in a hurry! Anyburg
also touches upon the crop production
and rural population in the countryside
around a fantasy town. It’s the sort of
resource I always wanted as a GM, and
I’m sure it will be invaluable to anyone
needing a fantasy urban setting.
- MW

“Fantastic help to create a realistic town, village or city. Not only offers numbers and statistics of
population, density and professions, but also includes a review to add the typical fantastic races like
orcs or elves.” Fernando Gonzalez review at www.wargamevault.com
“I've wanted a book like this for a long time! Well-written, nicely laid-out, and chock full of great
data. Well worth the price!” Julia Ecklar review at www.wargamevault.com
“Everything is explained just enough and with an attention to detail from the GM's perspective. I
found some great insight on a few topics I hadn't actually thought of before, but now
make complete sense. I actually feel smarter for the experience!”
Christopher Stogdill review at www.frugalgm.com

(Order #18041550)
Cat. No. Title First published
DRAK7 Distant Vistas 2011
The fully illustrated guide to a complete space Sector in the far future.
Games Master
Intended to stimulate scenario development, enrich an existing sci-fi RPG
resource
campaign or form the basis of a new campaign setting. Includes data on alien
(sci-fi RPG)
species, star systems, spacecraft, weaponry, culture, history and more!
Lulu.com Download: £3.80 Print: £14.99*
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& Prices
DriveThruRPG.com Download: $5.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", perfect binding, white interior paper (80# weight), full-colour
interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
As an impressionable teenager I always
loved those glossy hardback sci-fi books
telling of ‘future histories’ and featuring
page after page of airbrushed art work.
Distant Vistas is a game resource in that
style: illustrated science fiction told as
fact. The Sector described is far too large
to describe in full – rather, Distant Vistas
gives a flavour of it, with selected planets,
cities, alien species, weapons and
spacecraft described in detail… not to
mention sports, culture, politics, religion
and useful gadgets! I hope that the Player
Characters in your next game will get to
fire the I-47’s plasma cannons in anger, or
will sit down with a Kree for a game of
Karanj (they should do well: very wise, the
Kree, but terrible bluffers…).
- MW

“I grabbed Distant Vistas between sessions and based a lot of my game world on the material therein.
The information presented in it is detailed enough to offer a GM a good foundation. However, there’s
a lot left open as well which gives me a certain sense of freedom to flex and bend things as I see fit.”
Sean M review www.drivethrurpg.com
“Some GMs need a helping hand when creating an adventure campaign. It can happen often in a sci-
fi game where the PCs follow a direction you did not anticipate. To grab content on the fly, there are
supplements like Distant Vistas that has numerous pieces of source material to fill those
gaps and keep your games going. It’s a definite asset to any Game Master’s library.”
Aaron Huss review at www.drivethrurpg.com

(Order #18041550)
Cat. No. Title First published
Like the tide into a breach:
DRAK8 2011
the Battle of Neville’s Cross
Draken Games’ first wargame based on actual history, and it’s our hometown
Hex-and-counter
battle, Neville’s Cross. The game recreates the 14th Century clash between a
Medieval
large Scottish invasion force and a hastily-assembled English army that, while
wargame
small, was equipped with the deadly English longbow….
Lulu.com Download: £4.50 Print: £11.50*
Availability
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& Prices
Wargamevault.com Download: $6.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.

Print version details: 8.26" x 11.69", coil binding, white interior paper (80# weight), full-colour
interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
So, having produced some ‘alternative
history’ wargames, it’s about time I
covered a real battle! The game takes
its name from a quote about the battle
in Shakespeare’s Henry V. It’s a classic
confrontation of assymetric forces, with
the Scots heavily outnumbering the
English in both cavalry and infantry, but
the English having the most potent
weapon of the era in the form of the
English longbow. Driving through
Durham along the A167 has certainly
been a different experience since I
wrote this: what deeds of bravery took
place on the site of the pub carpark? Did
the fighting spill over onto my kids’
school playing field? I’m very pleased
with the resulting game and I think it
does justice to my ‘hometown battle’!
- MW

“Fun and quick little slug fest.” Roger Deal review at www.wargamedownloads.com

M: 3
B:10
(Order #18041550)
Cat. No. Title First published
DRAK9 Arkadon Castle 2012
A resource designed to be useful in any fantasy/medieval RPG or skirmish
Game resource
wargame. Arkadon Castle features a variety of plans at a range of scales for
(fantasy/ medieval
modest fortified manor house (based on Aydon Castle in Northumberland).
RPG/wargame)
Includes room plans suitable for use with miniature figures.
Lulu.com (full colour) Download: £1.50 Print: £ 8.95*
Availability Lulu.com (monochrome) Download: N/A Print: £ 3.50*
& Prices Wargamedownloads.com Download: $2.00
DriveThruRPG.com Download: $2.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.

Colour print version details: 8.26" x 11.69", coil binding, white interior paper (80# weight), full-
colour interior ink, white exterior paper (90# weight), full-colour
exterior ink
Mono print version details: 8.26" x 11.69", coil binding, white interior paper (55# weight), black
and white interior ink, white exterior paper (90# weight), full-colour
exterior ink
Download version: PDF file
Writer’s Notes
While impregnable fortresses are
mighty impressive, most castles were
built by minor aristocracy working to a
budget. They were anything but
impregnable (is pregnable a word?).
Arkadon Castle is one such. Based on
Aydon Castle in Northumberland, this
resource features a range of plans for a
fortified manor house at varying scales,
including room plans that can be used
with miniature figures. There are
furnished plans for you to print-and-
play right away, or more generic plans
to adapt as you see fit. This was a family
venture, with my daughters Ellen and
Holly being a great help when it came to
medieval-style artwork and room
design – and yes, they get any income
from this resource as extra pocket
money!
- MW

“One of the coolest things about this castle is that the structure is far from ideal, and is duly noted in
the PDF's text. The structure seems to have been organically built, starting from a smaller
building and added on to as needed. I think this bit of imperfection adds a high level of
realism to the building.” Christopher Stogdill review at www.frugalgm.com

(Order #18041550)
Cat. No. Title First published
DRAK10 The GM’s Planet-Building Handbook 2012
If you want to design a habitable planet for your sci-fi game, this is the
Games Master
resource you need! Distilling scientific principles down to easy-to-use charts
Resource
and tables, this handbook takes you through all the key facts: star type, orbit,
(sci-fi RPG)
planet size, rotation, axial tilt, climate, mapping the surface and more.
Lulu.com Download: £3.00 Print: £8.50*
Availability
Wargamedownloads.com Download: $4.00
& Prices
DriveThruRPG.com Download: $4.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", coil binding , white interior paper (80# weight) , full-colour
interior ink , white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
One of the challenges of creating your
own campaign material is including just
enough realism to make sure it doesn’t
jar with your players knowledge and
expecations. Take designing an alien
planet: just how far away from its star
should it be? How long should its year
be? Or its day? How different from Earth
can its atmosphere be? What will its
climate be like? Step-by-step, this
resource takes you through all these
issues, and more. While it draws on
scientific theory, the emphasis is on
ease of use: if you’re in a rush, you can
generate some bare-bones stats in a
few minutes. However if you want to
create something more in depth, there
are enough ideas here for you to delve
deeper, including a full section on
producing accurate maps.
- MW
“I wish I had put something this nice and concise together. Worth it if you love to put a little real-
science feel in your SF games.” Kevin W. review at www.drivethrurpg.com
“If you’re running a sci-fi RPG that involves interplanetary travel and you, like me, don’t know all that
much about the details of planetary physics, then you owe this resource to yourself and your
players…. Aspiring sci-fi writers would benefit from this book, too.”
Christopher H review at www.drivethrurpg.com
“Excellent book, it is short and to the point! …. A MUST READ before going into planet
design." D.D. review at www.drivethrurpg.com

(Order #18041550)
Cat. No. Title First published
DRAK11 Chariot of the Gods 2013
This scenario is designed to be generic, usable with any rules system. The
Generic fantasy party need to travel over an inhospitable mountain range and there happens
scenario to be a kindly cleric nearby with a wondrous flying ship… of course, things
won’t turn out to be as straightforward as that….
Availability Lulu.com Download: £1.50 Print: £3.10*
& Prices DriveThruRPG.com Download: $2.00
* Plus shipping. Pricing policy may vary between countries. Refer to lulu.com site for accurate price.
Print version details: 8.26" x 11.69", coil binding, white interior paper (55# weight), black and
white interior ink, white exterior paper (90# weight), full-colour exterior ink
Download version: PDF file
Writer’s Notes
There was a time, way back in the 80s,
when I had the choice of either
focussing on my Applied Physics degree
or writing the Next Great Fantasy RPG.
Obviously, I chose the latter. Obviously,
it was rubbish. However, one scenario
written to showcase said RPG did have
something about it that transcended
even the rubbishness of my rules. And
here it is, spruced up and made generic,
so it can now be adapted to any rule
system. Hopefully other parties can
now have some fun working out just
what’s going on as they sail magically
through the air fighting off various
attacks. And maybe, as happened in
that first game back in the mists of time,
they will get to crash land a perfectly
serviceable flying ship by nose-diving it into some unsuspecting peasant’s house. Those
were the days!
Oh and yes, despite the distractions of gaming I got that Applied Physics degree… and
many years later I DID complete Great Fantasy RPG… and this time it’s not rubbish!
Check out Argor FRPG later in this catalogue.
- MW

(Order #18041550)
Cat. No. Title First published
How to Create Great Fantasy Maps
DRAK12 2014
(Even if You Can’t Draw)
Games Master An easy-to-follow-guide to creating your own convincing fantasy-style maps.
Resource Using examples, this resource takes you through the entire process, with
(fantasy RPG) plenty of tips and techniques that help you design great-looking maps.
Availability
DriveThruRPG.com Download: $1.50
& Prices
Download version: PDF file
Writer’s Notes
I’ve always loved the maps that Tolkien
used in his works: there’s something
about them that makes them perfect for
use in fantasy games. If only you could
create such maps to use in your own
game resources…. Well, you can! Don’t
worry if you can’t draw: this step-by-step
guide takes you through the process,
showing you all the techniques you
need, plus a couple of tricks to give your
finished map that bit of extra polish. And
you don’t need any artistic skills or
specialist equipment. Believe me, if I can
make good fantasy maps, anyone can –
and this tells you how.
- MW

“… if you are just an average gamer who would


love to make some cool maps without 4 years
of Art school and thousand dollar computer
programs, then this is just what the doctor
ordered! For a buck and a half you can change
your skillset. Not many things today can deliver
on that! Buy it...and start mapping!”
Randy M review at www.drivethrurpg.com
“Excellent booklet, well worth the price if you
want to draw your own maps from scratch.”
Mark W review at www.drivethrurpg.com
“It's a fun, practical way to learn how to draw maps. The examples are great… I give a big thumbs up
for How to Create Great Fantasy Maps.” Tim S review at www.gothridgemanor.blogspot.co.uk
“Excellent reference if like me (and the author) you lack any real drawing skills yet would like to
generate map in the style of J.R.R Tolkien” Sylvain P review at www.drivethrurpg.com
“My kids both read it, followed the directions and produced their own maps that looked
pretty good. Now we can build new maps anytime.”
Guy D review at www.drivethrurpg.com

(Order #18041550)
Cat. No. Title First published
DRAK13 Argor Fantasy Role Playing Game 2014
A complete fantasy RPG: full rules (including a ‘Lite’ introductory version),
Fantasy RPG game new races, a world history, maps and gazetteer. There are also plot ideas, a
full scenario and guidelines both for players and GMs.
Availability
DriveThruRPG.com Download: $7.95
& Prices
Download version: PDF file
Writer’s Notes
I suppose many a games designer
wants to write that one great RPG, and
I’m no different. I’ve been having ideas
about mine since the 1980s, but it
wasn’t until Middle Daughter pestered
me to get on and finish it that I really
started to make progress. Even then, it
took another seven years!
But finally, here it is: Argor Fantasy
Role Playing Game. Though I do say so
myself, there’s a lot packed into its 175
pages. It combines familiar fantasy
staples like elves and orcs with original
races such as trow, yiggisa and rodus.
The rule mechanics are straight-
forward: most rolls are simply 2D6,
with the aim always to score high.
There are no character classes: players
can choose from a wide range of skills,
and progress in these as they gain
experience.
The world of Argor is outlined in some detail, including maps, a gazetteer of locations,
its history and summaries of its economy, religions and languages. Plus there are plenty
of supporting appendices full of the useful stuff I always wished for as a GM (advice on
playing/GMing, a ‘Lite’ version for inexperienced players, pre-rolled characters/NPCs,
a city resource, and more). Plus a solo adventure and a complete ready-to-play
scenario.
I must admit, Argor has been a labour of love and I really hope that, if you give it a try,
you’ll like it a lot. If you do and want to take the game further, you’ll find the terms &
conditions give you the flexibility to create commercial scenarios and resources
royalty-free.
- MW

(Order #18041550)
Cat. No. Title First published
DRAK14 Mini-Game Compendium 2014
Three cheap-and-cheerful mini-games, each designed to kill half an hour or
Hex-and-counter
so. These games previously appeared as free complimentary games issued
mini games
with Draken Games Catalogues 4, 5 and 6.
Availability Wargamedownloads.com Download: $1.00
& Prices Wargamevault.com Download: $1.00
Download version: PDF file
Writer’s Notes
Starting with Catalogue 4, I’ve been
including a free game with each
catalogue to give them a little more
substance. The emphasis was on
making them quick and simple – the
sort of thing to fill some time between
more serious games.
The deal was that each game would
only be issued for free with that
catalogue, and I intend to keep my
word: however, it seemed a shame for
them to go to waste, so I’ve bundled
the first three such catalogue mini-
games together and am making them
available for sale (though they’re still
pretty damn cheap!).
Night of the Stuff is a light-hearted
cinematic horror game. It is a solo
game in which a suitably clichéd cast
of characters battles for survival in the
face of the primordial swarming
horror known as Stuff. See how many classic horror film references you can spot!
SCRAMBLE! is an air defence game: three fighters must defend a small island being
attacked from all sides by bombers. It is designed to be played solo, but there are
optional variants for two or three player play. Playable with either World War 2 or Jet
Age counters.
Santa & the Goblin War is a wargame with a difference: it’s actually an epic snowball
fight with the very fate of Christmas at stake. Can Santa’s elves, aided by his elite Polar
Bear Guard, defend the Toy Factory and Christmas Tree Grove against a host of naughty
goblins and evil snowmen?
- MW

(Order #18041550)
Cat. No. Title First published
DRAK15 The Bale: Undead in Argor 2015
A supplement for Argor FRPG that gives full details of the seven undead races
Argor FRPG
that are together known as the Bale. Also, details of a creed dedicated to their
supplement
destruction, including an entire new spell book and suggested magic items.
Availability
drivethruRPG.com Download: $1.00
& Prices
Download version: PDF file
Writer’s Notes
So, Middle Daughter, who pressed me to
get Argor FRPG finished, absolutely
hates the undead and didn’t want them
in her game. Hence, there aren’t any.
But… you can’t really have a fantasy RPG
without the option for some undead,
can you? So as a compromise, I’ve put
Argor’s undead beings into this separate
supplement.
Full details are given for the following:
• Banshee
• Deathwalker
• Ghoul
• Shade
• Skeleton
• Vampire
• Werewolf
In addition, there is information about
the Creed of Anamordeus, magic users
dedicated to the destruction of all the
Bale (as the undead in Argor are known). This includes nine new spells.
- MW

In later days, it is common to suppose that Malthok and his foul


spawn brought Darkness upon Argor. Yet in truth there was
Darkness before Malthok, Darkness that has festered from the very
start of time, Darkness that even in the first of days stalked the fair
hills and vales of Asteriam.
~ From ‘The Histories of Letrodotus’

(Order #18041550)
Cat. No. Title First published
DRAK16 Further Vistas: Stars & Systems 2017
Expanding on the game world of Distant Vistas, this resource gives full details
Games Master
of the 25 star systems in the sector, with information on their occupants,
resource
economies, off-world activity and major military assets. There are also some
(sci-fi RPG)
historical notes to give some added context.
Availability drivethruRPG.com Download: $2.95
& Prices Wargamedownloads.com Download: $2.95
Download version: PDF file
Writer’s Notes
My earlier product Distant Vistas gives
a broad taste of a sector of space, with
information covering a wide range of
topics such as science, weaponry,
politics and leisure. Four star systems
were described – for Further Vistas:
Stars & Systems I decided to extend this
to cover all 25 systems mentioned in
Distant Vistas.
Actually, those of you who purchase
both these resources will notice an
additional inhabited planet appears in
Further Vistas: Dargo Gamma. This
world featured in the original PBM RPG
that these resources are based on but
was overlooked in Distant Vistas. Dargo
Gamma’s occupants, the tripedal
Kaleph, were great fun, so I have taken
the opportunity to right that wrong. I
might yet base a wargame on the Kalpeh, whose refusal to kill in battle leads to an
interesting array of tactics and non-lethal weapons….
Anyway, Further Vistas introduces a host of varied and fascinating planets: from an
unfashionable backwater colony world to a terraformed paradise, from a water world
inhabited by monsters to an enigmatic rogue planet orbiting a deadly binary star, and
many more.
As well as descriptions of every single planet in the sector, this resource gives further
details on the species that inhabit some of them, with notes about their societies,
economies and military strength. As with Distant Vistas, the resource is illustrated
throughout with good-quality colour artwork.
- MW

(Order #18041550)
Cat. No. Title First published
DRAK17 Dig-in for Victory! 2017
A collection of facts, figures and illustrated examples taken from the Royal
Engineers’ Manual of Field Engineering 1911. This was the standard British
Wargame
reference for digging trenches, building fortifications and frontline explosive
resource
demolition through World War 1 and afterwards. Fascinating information that
can be applied to other periods and even RPGs.
Availability
drivethruRPG.com Download: Pay What You Want
& Prices
Download version: PDF file
Writer’s Notes
Some years ago, I was lucky enough to
stumble upon a copy of a Royal
Engineers’ manual in a bookshop, once
the property of one RSM R.A. Mellor. It
looked interesting, so I bought it. Many
years later, a re-reading of it made me
realise that it answered a lot of
questions I have asked while designing a
wargame or GMing a scenario.
The tables and guidelines from the
manual are reproduced word-for-word
– though I’ve done some additional
research to explain terms that are no
longer used. Everyone knows what a
trench is, but what about a revetment,
a fascine or an abbatis? Well, read this
and you will find out!
Also included are a number of scans of
the original illustrations, several of
which show suggested plans for some
pretty cool-looking defensive positions.
While this resource is of most obvious interest to those designing wargames set in the
early 20th Century, much of the information in it is applicable to the Victorian Period,
with some of it useful in almost any period, even in the fantasy genre. Spades and axes
haven’t changed that much over time, after all!
In recognition that different users will get different amounts of value from this product,
I’m making it available via driverthruRPG’s ‘Pay What You Want’ option – in other
words I’ll trust you to decide on what is a fair price to pay!
- MW

(Order #18041550)
Cat. No. Title First published
DRAK18 Mini-Game Compendium 2 2019
One RPG location/character/magic resource for Argor, two mini-RPG
RPG resources and scenarios for Argor and two mini-wargames. The RPG elements of this
hex-and-counter compendium can easily be adapted to use with other rules, while the
mini wargames wargames are entirely standalone. These resources previously appeared as
free complimentary games issued with Draken Games Catalogues 7, 8 and 9.
Availability Wargamedownloads.com Download: $1.50
& Prices Wargamevault.com Download: $1.50
Download version: PDF file
Writer’s Notes
For the second of our compendiums
(compendia?) we have gone for
resources that support our flagship
RPG (well, our ONLY RPG) Argor. This
means this compendium is focussed
on fantasy RPG material. But fret not,
hex-and-counter fans! There are two
wargames for you to play.
As with the first compendium, these
games were at one time offered free
in past catalogues. To make sure they
don’t go to waste, here they are all
bundled together. Not free any more,
but still cheap! The RPG elements can
be easily adapted to other fantasy
rules, while the wargames are self-
contained, including full rules.
The School of Axios gives all you need
for an adventure based in a small
magic school. Includes plans of the
college building, six new spells and
details of NPCs, including the head of the school (complete with intriguing back story).
Raid on Spurhaven is a mini-RPG scenario followed by a mini-wargame. The party must
beat orcs to a magical artefact that could alter the course of an imminent battle. Then
you can fight that battle! Play them together, or as standalone games if you prefer.
Escape from the Trow follows the same format; a mini-scenario followed by a related
mini-wargame. The party must infiltrate a trow hideout to rescue kidnapped dignitaries
before linking up with a large raiding force to fight their way to safety. Again, playable
together or standalone.
- MW

(Order #18041550)

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