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Mein Panzer Core Rules


Mein Panzer is a complete rule system covering company level combined arms warfare from World War I through the present day. The game is suitable for use with micro armor (1/285th - 1/300th scale) through 15mm, and has been designed from the ground up to provide a pleasant mix of historical accuracy and realism. This design philosophy is successfully presented within an easily learned, eminently playable and very enjoyable game system. No other game system on the market provides such a delicate blend of detail and playability.

Each vehicle is modeled 1:1, and has armor values, fire control, mobility, and armament ratings in sufficient detail to impart the proper "feel" to each vehicle. We condense minutiæ such as hit location, armor slope, turret traverse rate, optics, ground pressure, and so on. These factors are still present in the armor values, modifiers, and damage results, that abstract these details for the player in a fast, playable manner, yielding a statistically strong representation of historical performance. It is very reasonable for each player to control a full company of troops. On the other hand, the game mechanics are not so dull as to necessitate many troops on the table — games in which each player only controls a platoon can be very enjoyable! That experience owes primarily to the feel of the game mechanics.

One of the game's greatest assets is this integral "feel" where each stand behaves as the type of real-world item it represents. When you have several stands of infantry and vehicles on the table, you could theoretically represent each with a little block of wood. By the manner in which each block behaves, fights, and dies according to its game stats, you could easily discern what each block represented - a light tank, a medium tank, a tank destroyer, a transport, a heavy weapons infantry team, an engineering team, etc. Each object in Mein Panzer "feels" like its historical counterpart, even without the benefit of the visual cue from the miniature.

The game flow is very logical and natural, so new players are able to run through their own game turn sequences in the first 15 minutes, referring to the tables and charts when necessary. Each player alternates activating one platoon at a time, performing all its activities for that turn. A non-moving player has the ability to interrupt his opponent's turn with opportunity fire if he has units eligible to do so. Once all platoons have activated, a new turn starts.

Mein Panzer includes rules for Overwatch, Covering Fire, Indirect Fire, Air Support, Engineering, Structures, Amphibious Operations, and everything else that is relevant to the 20th century battlefield. These are provided as "Drop-In" modules which integrate seamlessly with the Core Rules, and yet the game can be played without ever learning these rules. This design philosophy allows players to grow into the game at their own pace, whether they wish to dive right into a game as soon as they get the rules home, or pore through the clearly organized and attractively illustrated game manual at length before firing the first shot. All the relevant information for any given game mechanic may be readily found in the concise chapter which covers it, eliminating flipping back and forth from basic to advanced rules.

*** Loose-Leaf - US 3-Hole Punch Only ***

ISBN-13: 978-0-9788648-2-8
ISBN-10: 0-9788648-2-4

$39.95

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General Quarters 3rd Edition (Loose Leaf)


In the six years since the release of General Quarters the Third Edition, I’m happy to report it has been embraced by gamers around the globe, enhancing almost every aspect of the system while retaining the simplicity and playability of the original General Quarters. Along the way, many of you have contacted us through the ODGW Forum with insightful questions, helpful suggestions and requests for new rules to simulate even more aspects and weapons of Twentieth Century naval warfare. These, along with some of our own ideas have resulted in the Amendment 1 and 2 download files. But, amendments become inconvenient after a while. Because the program used to typeset General Quarters the Third Edition did not lend itself to creating change pages, it became necessary to re-typeset the entire text, while incorporating the amendment changes and chart updates to provide an integrated rules set. General Quarters version 3.3 consolidation is the result.

The amendment changes and a host of new optional rules have been integrated into the basic rule sections, requiring renumbering in couple of cases to retain a logical progression from the basic rules to the optional rules. A handy summary of these and other revisions is available on-line in the GQ 3.3 Master Rules Index which lists the changes and also provides a history of the Chart updates. I have made it a point to retain the original Welcome Aboard introduction and Designer’s Notes for historical continuity, along with this new preface to GQ 3.3.

During the integration process, I’ve also taken the opportunity to tighten up many of the other sections to enhance clarity. The torpedo attack process has been revised to utilize the Gyro Angle method (Amendment 2) throughout the rules in place of the older, more time intensive approach and the Ship Turn Indicator has been revised to use compass points (Amendment 1) to provide a “saltier” feel and consistence with Fleet Action Imminent, the WW I companion. In addition to the amendment changes, I also added some new things for GQ 3.3. These include an optional rule Section 1.5.16 to better simulate the reduced accuracy of extended gunnery ranges, optional rule section 3.1.8 for British U class subs, and optional rule Section 3.13 which provides new, streamlined procedures for simulating submarine attacks on convoys to reduce the tedium and time consuming plotting normally required for hidden movement. The new procedures makes convoy scenarios faster and more playable and can be used in conjunction with Mal. Wright’s groundbreaking Convoy series to simulate the tactical approach to contact.

In addition, we have posted the Merchant Ship System (MSS), an integrated system for merchant ships on the ODGW website. Gamers often dismiss merchants as mundane targets, mere “sea trucks” – until they suddenly need them in a scenario or campaign. In fact they are the reason for many clashes and their loss or survival determines success in an engagement. Bruce Wright and I have already prepared a number of Convoy Ship Logs and data on more than 400 merchant ships for you to download. Use in conjunction with rule Section 1.18.5 to track the value of merchant ships and their cargos in a variety of different situations. And Mike Baulch has provided a series of generic merchant ship color counters, along with convoy escorts and subs, in four popular scales to print on cardstock for those who haven’t yet launched their own miniature merchant fleet. Thus, the MSS provides everything you need to add merchant ships and convoys to your campaigns and tactical scenarios.

A number of great downloadable Supplements are also available on the ODGW website. The navies of China, Denmark, Finland, the Netherlands, Norway, Poland, Portugal, Romania, Siam, the USSR, Spain and Sweden are all covered, along with the Cherry Trees, capital ships scrapped as a result of the Washington Naval Treaty. Each supplement download includes informative articles, special rules, combat charts, CD Cards, aircraft Formation Cards, ready-to-use Ship Logs and small craft data along with multiple scenarios. Together, GQ 3.3 and these supplements provide unprecedented coverage of the navies of the first half of the 20th Century.

The separate GQ III Decisions at Sea series has also inaugurated an innovative campaign series built around a fast paced decision-based system that eliminates tedious map plotting, and bookkeeping. Check them out!

Many thanks to Adrian, Bruce, Chris, Gregory, Jim, John, Mike, Mitch, Nicola, Ralph, and Terry who have all generously volunteered so much of their own time to make all this possible and help our hobby grow.

Finally, a big thanks to Norm Harms for his many years of inspiration and support. Indeed, he’s a major reason I undertook the re-design of General Quarters in the first place after all those years. Norm’s busy with many projects of his own these days, but he’s always got a moment to answer a question or provide data from his vast nautical reference library. Norm is a true friend and a pillar of our hobby.

In summary, the GQ version 3.3 and related supplements and campaigns provide you an enhanced and expanded simulation of naval warfare in the first half of the Twentieth Century, and this allied with the ever expanding supply of miniatures and play aids available in the market ensures our hobby is vibrant, strong and better than ever. I like to think the spirit of Fletcher Pratt is looking on, pleased with what’s happening in our hobby.

Alamitos Bay 2012

*** Loose-Leaf - US 3-Hole Punch Only ***
ISBN-13: 978-0-9788648-1-1
ISBN-10: 0-9788648-1-6



$44.95

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Sudden Storm (Loose Leaf)


Sudden Storm is a naval and land campaign book in the GQIII Decisions at Sea series about a hot war between the US and Japan in 1937. There is no radar, electric torpedoes, PT Boats, 24" Type 93 "Long Lance" [sic] torpedoes, US magnetic torpedo exploder problems, decks filled with AA guns or VT Fuses, long range airplanes, heavy bombs, drop tanks or self-sealing fuel tanks. Battle lines and big guns still rule. This is the war the ships were designed for!! This is the war the crews have trained for!!

*** Loose-Leaf - US 3-Hole Punch Only ***



$31.95

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Fleet Action Imminent (Loose Leaf)


*** Loose-Leaf - US 3-Hole Punch Only ***

WWI version of General Quarters 3.

$31.95

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Post Captain (Loose Leaf)


There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned “command of the sea” into the daily reality of using and controlling the sea lanes.

It is time for a game that focuses on the single ship duels and small squadron actions that were the main fare of sea officers - a game that provides you an opportunity to highlight seamanship and experience the differences in armament, crews and types of ships along with the details of sea tactics in this era. POST CAPTAIN has been developed to do just that.

It enables you to simulate convoy actions, commerce raiding, cutting out expeditions, gunboat clashes, and shore raids along with a variety of single ship duels and small squadron actions. Boat and cargo handling, challenge and deception, current and tide, floating batteries and shore defenses, kedging, mortar bombardments by bomb vessels, prize crews, stern way, blanketing and wind shadow and the less well known types of sailing rigs and vessels are all covered

Set during naval warfare in the period 1793 - 1815 ( the height of Age of Sail Era - the Napoleonic Wars and the War of 1812) and is designed for naval miniatures of all scales.

$12.95

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North Sea Campaign (Loose Leaf)


Under Admiral Tirpitz, with the active encouragement of Kaiser Wilhelm, Germany committed to a naval construction program designed to challenge British control of the North Sea. In less than two decades the resulting Anglo-German Naval Arms Race was one of the primary causes of the Great War.

Within weeks of the outbreak of war in August 1914 millions of soldiers were engaged in combat. On the Western Front German armies violated Belgian neutrality to gain easy access to northern France. While this gambit did open a promising route to Paris, it had a fearful political price as treaty obligations brought England into war.

For a few weeks in the later summer of 1914 it looked like German armies might capture Paris, scoring a knock-out blow. When they failed, and a stalemate descended all along the front from the Swiss border to the English Channel, the North Sea became the only other theater that offered a way to quickly bring the war to a conclusion.

For a variety of reasons, including the British advantage in capital ships, a major fleet action did not occur until Jutland in May 1916. Still, there were numerous occasions early in the war when the fleets could have clashed, and the stakes were high indeed. Churchill later described Admiral Jellicoe, commander of the Grand Fleet, as “the only man on either side who could lose the war in an afternoon,” an indication of the importance for England to maintain control of the North Sea.

This campaign game, focusing on the early war, offers players a chance to fight out a series of actions that helped shape the campaign, and that offered the possibility of a major fleet action.

Players will face both strategic and tactical decisions with the fog of war (sometimes literally on the North Sea) may confer advantages or devastating disadvantages.

The campaign is compatible with virtually any miniatures rule set. The strategic decision model provides replayabililty as no two campaigns will be the same, especially combined with a wide variation in possible tactical encounters. And there is always the possibility that control of the North Sea will come down to one afternoon.

$24.95

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Mein Zombie Core Rules


Mein Zombie is a flexible and expandable 1:1 rule system for recreating the massive Zombie infection. Designed to be used with miniature scales from 15 up to 28mm, it is based around out innovative Drop-In game system. Players from novice to veteran will find it easy to customize the game to their particular gaming style.

This player-friendly approach to war gaming builds around solid and easily learned basic rules, which present an excellent balance of playability and historical accuracy. Once you quickly learn the core rules, you simply "drop in" additional rule modules as you see fit. Each Drop-In utilizes the same terms and mechanics for entirely seamless integration into a full-featured game system.

As with all ODGW rule systems, players may register their game using a unique serial number located inside. Registration allows the player free access to a private area of the ODGW Internet Website where updates and bonus files can be found. No more buying a totally new game system every few years just to keep current... with the ODGW Update Website, you will always have the most current copy of the rules and supplements that you own.

Look for other products in the Mein Zombie line from Old Dominion GameWorks. Products such as Scenario Packs, Campaign Packs, Data Books, and other supplements expand upon the Core Rules.



$31.95

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Fleet Action Imminent (Digital Download)


Online Access is available for many ODGW published products as well as some Online Only products. After processing your order, you will be given access to the appropriate Private Download Library where you can download the entire product. With Online Access, you will not receive a printed copy of the publication.

NOTICE: Online Access is usually granted within 24 hours of placing your order.

$31.95

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Post Captain (Digital Download)


There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned “command of the sea” into the daily reality of using and controlling the sea lanes.

It is time for a game that focuses on the single ship duels and small squadron actions that were the main fare of sea officers - a game that provides you an opportunity to highlight seamanship and experience the differences in armament, crews and types of ships along with the details of sea tactics in this era. POST CAPTAIN has been developed to do just that.

It enables you to simulate convoy actions, commerce raiding, cutting out expeditions, gunboat clashes, and shore raids along with a variety of single ship duels and small squadron actions. Boat and cargo handling, challenge and deception, current and tide, floating batteries and shore defenses, kedging, mortar bombardments by bomb vessels, prize crews, stern way, blanketing and wind shadow and the less well known types of sailing rigs and vessels are all covered

Set during naval warfare in the period 1793 - 1815 ( the height of Age of Sail Era - the Napoleonic Wars and the War of 1812) and is designed for naval miniatures of all scales.