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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



$21.95

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Defending The Malay Barrier (Loose Leaf)


Defending the Malay Barrier, The ABDA Campaign is a historical naval campaign of the first months of World War II in the Pacific, specifically in the area of the Southern Philippines and Netherlands East Indies (NEI). It is based on the General Quarters Third Edition (GQ 3.3) Decisions at Sea campaign system introduced in Old Dominion Game Work's (ODGW's) The Solomons Campaign (TSC) and Sudden Storm, The Japanese American Naval War of 1937. While designed for GQ 3.3, it can be used with any World War II naval miniatures rules. In cases where direct references to GQ 3.3 are made, players using other rules will need to "translate" those references to the other rule system being employed.
  • Recreate the 1941 - 1942 Japanese campaign for the conquest and the Allied ABDA Command's defense of the Malay Barrier
  • Accurate Orders of Battle adaptable to any naval game system
  • Mapless search method that requires no plotting
  • Tactical battles generated by unique decision tree method
  • Maximum replayability provides new challenges every time
  • Options for Force Z, Dutch Battlecruisers and more
*** Loose-Leaf - US 3-Hole Punch Only ***

$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.


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

$29.95

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Historical Battlelines: Core Rules


Historical Battlelines TM is a complete regimental and battalion level rules system covering all horse and shot wars. This includes conflicts between 1600 thru late 1800's. To include major wars like the Napoleonic, American Civil War, English Civil War, and 7 Year War.

Historical Battlelines TM mechanics are based on those developed for the American Battlelines TM rule system. There have been few minor changes to improve playability from the original rules, however the mechanics are the same. In Historical Battlelines TM a unit’s effectiveness is based upon three criteria. These include Morale, Disorder and Ammunition Levels. And with nothing more than a few counters, this simple and exciting system mirrors the unpredictability that was found on the actual field of battle. Historical Battlelines TM also includes representative examples of troop and weapon statistics for several periods of conflicts.

Based around the innovative Drop-In TM Game System, Historical Battlelines TM is built on a solid and easily learned core set of rules. This player-friendly approach provides the perfect balance between historical accuracy and playability while at the same time allowing players to grow into the game at their own pace. Utilizing the same terms and game mechanics, the addition of the new Drop-Ins is accomplished without the need to learn a whole new set of rules. Within you will find Drop-Ins TM for command and control, morale, artillery (including counter battery), structures and fortifications, cavalry, skirmishing, unusual weapons and more!

Designed to work with miniatures sizes 6mm and up, there is nothing else required to play in literally any figure scale. And, with a very flexible basing system, there is no need to re-base figures from existing collections.

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