WARG (Wednesday Afternoon Retired Gamers) rules are an unfinished, simple, and non-commercial set of rules protected by numerous curses and cantrips.
WARG games are played on a board that is 9 X 9 squares (size of squares varies according to base size to allow 2 bases in square for close combat) and divided in to 3 equal zones (left, center, right). Though we have played on a 7X9 board, still using the 3 zones.
WARG activation cards:
At start, draw 2 cards, select 1, draw card, when entire deck is used, reshuffle discard pile, repeat.
Note: for solo play, use 2 decks drawing 1 card each turn per side/deck.
The activation cards:
1 unit each zone; 1 unit left flank; 1 unit in center; 1 unit right flank; 1 unit both flanks; all units left flank; all units center; all units right flank; all units both flanks; all units; 1 unit any zone; 1 unit with command unit.
If card cannot be used, discard and 1 unit anywhere can be activated.
Optional simple activation is roll a 4, 5 or 6 on a 1d6 for each unit to see if it is activated every turn or roll a 1d6 each turn to determine the number of units that can be activated.
We use a "scenario sheet" with the order of battle, victory conditions and any retreat restrictions or special rules.
Influences for WARG rules: "DBA ", "Triumph!", Bob Cordery's "The Portable Wargame" series, Osprey Publishing's Rampant rules series, Neil Thomas' "One Hour Wargames", Borg's "Command & Colors" and the countless number of free or low cost homebrew rules sets shared on the internet.
The current WARG rules are in the files section of the Gamer's Guild FB group.
Portable Fulford Gate being stored: