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Below on this page are over 80 SPI games with 150 different articles from Moves magazine, offering alternate rules to each game. These pages are from free uploads of the Moves issues on Decision Games web site - many thanks to them.

In some cases, the additional rules allow small but interesting changes: added weapons or vehicles or units, and the rules to make these work.  (Sniper! and Patrol! are good examples of this.) 

Other variants offer new starting positions, or changes to the Order of Battle for a given scenario.  (Terrible Swift Sword's Little Round Top scenario has been changed more than once!)

Still others give added rules for solitaire play (such as Rescue from the Hive) or an added version of rules to allow a campaign game (Dreadnought) or linking completely different games together! (Swords & Sorcery with Citadel of Death to create a wonderful scenario generator.)

Or in the case of War in Europe and War in the Pacific, a three part article to link these two huge monsters into a single game! 

SPI also used Moves articles to provide updates to their published games (the new OOB and rules for the Central Front series, the added morale rules for Terrible Swift Sword.)  These changes could rejuvenate a game, patching weak spots, or expanding a game's appeal.

And let's not overlook the addition of rules and items that were perhaps planned to be in the game, but would not fit due to market issues. (The naval rules for Siege of Constantinople, the added link of the Hooker & Lee and Fredericksburg games from Blue & Grey II to create a Grand Chancellorsville scenario.

But not all these official rules made it into later printings of the game as errata.  Some owners of these games may never have known there were added options for their game. Or if they did, they might not be able to find these items.

Until now. They are all here. Enjoy the discovery!

I have preserved the names of the authors and fully acknowledge that the credit is all theirs. I am simply trying to bring these great concepts forward in time to the wider audience of game buyers that did not have access to Moves originally.

Be patient when you click the link though, since it will take a while for the PDF to load.

 

horizontal rule

Games with published Variants:

Game Description of Variations / Changes
   
Across Suez James Meldrum (with added notes and suggestions by designer Mark Herman) adds counters and variants to expand the original game. Designs shown for the counters, and rules added. Article in Moves 60, page 32.
   
After the Holocaust Andrew McGee offers some rules additions and changes to increase 'both realism and the subtlety of the game.' (Phoenix 26, page 28.)
   
Air War Veteran gamer Mark Saha suggests using a campaign game rule to add excitement to the bombing raids in Air War. (Moves 27, page 20.)
   
Air War Numerous changes and rule updates/suggestions! (Moves 37, page 13)
   
Air War More options for Air War fans! From Moves 51.
   
Air War Two added planes for Air War fans! From The Phoenix 17, by M. G. Stoner!
   
Air War Air War - a 1983 Update is the title, and James Meldrum adds planes, rules, and new situations to bring the game current!
   
AirWar R.K. Jordan goes into detail on not only some suggestions on play, but some subtle changes on a few items to speed your play of AirWarPhoenix 34, page 19.
   
Ablion Roleplaying in the Land of Farie - a DragonQuest - Albion crossover by David Ritchie! From Ares
   
American Civil War Alternate rules to get rid of the bad generals, and a few other items! (By Steve List, Moves 15)
   
American Civil War Frank Lucas offers some intriguing optional rules for the American Civil War. From Moves 23, page 16.
   
Armada D I A Mack comes to the defense of Armada, damning the rules but loving the game. He offers some 'house rules' to get you by until SPI re-writes the rules. From The Phoenix 20.
   
Arnhem  A small list of quibbles and fixes for Arnhem from the British readers of Phoenix, issue 21, article by R Cremers.
   
Arnhem  F.G. Hurvid offers his view of a way to re-vamp Arnhem Phoenix, issue 30.
   
Atlantic Wall  Atlantic Wall gets a detailed profile AND a few suggested option rules. Article by K Walten, in The Phoenix, issue 31,  page 21.
   
Atlantic Wall This map extension by Wade Wilson covers the area east of Caen and mates with map D. (OR - use it with the slightly re-worked Map D that Mr. Wilson offers in the section below) This file is a png, so you might need to scale it before printing. The goal of this map is to provide realistic  additional options, as they existed historically.
   
Atlantic Wall Another map re-work by Wade Wilson. This one covers the Map D / Caen area, reducing the bocage. It will then mate with the map extension of the previous variant map! See note above! (The file is a png, so you might need to scale it before printing.)
   
BAOR The re-defined Central Front OOB for all the games - Hof Gap, Fifth Corps, BAOR and even the projected North German Plain and Donau Front. Moves 59!
   
Barbarossa Modified Victory Conditions. By Gary Stagliano, from Moves 16, page 24.
   
Bastogne (S&T 20) A series of rules changes to make Bastogne 'playable.' By Leo House, from the S&T Supplement #9
   
Battle for Germany Steve Kane provides an historical location of forces for the Battle for Germany game. From Moves 24, page 16.
   
Battle of Borodino Roy Gibson with bunches of optional rules for Borodino! Part 1 Part 2 Part 3
   
Battle of Borodino This time Mr. Allen gives us his thought on important optional rules for Borodino, specifically with reserves in mind. Phoenix issue 4.
   
Battles for the Ardennes Jerry (James?) Epperson weighs in with numerous optional rules for the Battles for the Ardennes game, on the occasion of the re-release by TSR/SPI. From S&T Special Edition 3, page 41.
   
Battles for the Ardennes Another great comprehensive article by Paul Sheppard, this time suggesting some rule additions to the Battles for the Ardennes game. Along the way he also provides a very nice profile of the game, its strong points, and a profile of the unit types involved!
   
Battles for the Ardennes Provided here are some great rules clarification from Donald Byron Johnson, and used with his permission. These are not rule changes, but clarifications. Many thanks, Donald! (Here is the link to Donald's Expanded Sequence of Play, as well. link.
   
Battles for the Ardennes The second page of this article from Fire & Movement offers numerous suggestions to change rules in Battles for the Ardennes. As the game seems to have a damn good reputation after all this time, I suspect it is the usual case of F&M wanting to be the designer without having had to do the work. But as with the Optional and variant rules, there are some interesting suggestions you may wish to try. F&M 20
   
Battles of Bull Run A GREAT article by A.A. Nofi adding rules to the SiMov Bull Run to allow multiple commanders with only written communications. Also an optional rule to allow Corps commanders to have different victory conditions for themselves! From Moves 14, page 26.
   
Battle of Monmouth Optional Rules for SPI's last game, Battle of Monmouth. Strategy & Tactics Special Edition 1, Page 60.
   
Blue & Gray I and II Rules to provide a more accurate rendition of artillery's role in the B&G series. From Moves 22 Footnotes column, by William Haggart.
   
Blue & Gray I and II Interesting rules to provide Cavalry a variation in abilities. From Moves 24, page 16. By Robert Zabik.
   
Blue & Gray I and II Lots of rules and options in this expanded Blue & Gray offering. The proposals are by Mahroni Young, but what makes this equally interesting is series designer Ian Hardy provides his thoughts on each of the rules! From Moves 25, page 23.
   
Blue & Gray Richard Berg outlines two rules left out of the Grand Chancellorsville Options for joining the Hooker & Lee and Fredericksburg games (from Moves 27, page 20.)
   
Blue & Gray James Epperson proposes the need for initiative to have a place in the Blue & Gray game system.  Moves 28, Footnotes column.)
   
Blue & Gray Optional rules to allow people Playing by Mail  (now email!) to declare optional Retreat rules for units in the Blue & Gray / Napoleon and Waterloo game systems.  Moves 34, Footnotes column.
   
Blue & Gray Steven Winter offers a bevy of new rules to the  Blue & Gray game system. These include: a  new combat results table with a new result, cavalry movement. leaders and command rules. There are also optional CHICKAMAUGA and ANTIETAM rules. From S&T 98, Moves column.)
   
Borodino Rules changes for Artillery in Napoleon at Waterloo  and Borodino, plus rules changes for  Borodino alone. By Arthur Pigg, Moves 11, Footnotes column.
   
Bull Run, Battles of A GREAT article by A.A. Nofi adding rules to the SiMov Bull Run to allow multiple commanders with only written communications. Also an optional rule to allow Corps commanders to have different victory conditions for themselves! From Moves 14, page 26.
   
CA The articles includes a number of rules updates for CA with many variants and some errata. These are from Moves 11, page 4 by Steven List, Jerrold Thomas, and William Harting.
   
CA Omar DeWitt brings a superior turning method to CA. From the Moves 12 Footnotes column.
   
CA Refitting CA by Karl Wiegers and David Bieksza nets a lot of great possibilities - including a few scenarios at the end of the article!  Moves 30, page 7.
   
Cedar Mountain Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
Central Front series Part 1 of 2: The re-defined Central Front OOB for all the games - Hof Gap, Fifth Corps, BAOR and even the projected North German Plain and Donau Front.  Moves 59!
   
Central  Front Series Part 2 of 2: The re-defined Central Front OOB for all the games - Hof Gap, Fifth Corps, and BAOR. Moves 60!
   
Chariot Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   
Citadel of Blood An innovative series of rules to allow Citadel of Blood and Swords & Sorcery to interface for quest games and replay ability. By Justin Leites for Moves 54, page 25.
   
Cobra Andrew McGee offers a set of rules additions in the article "Cobra Revisited." These are quite far reaching for the game Cobra. From The Phoenix, issue 36.
   
Combined Arms Towing Guns and moving ammo by trucks. From Moves 20, page 18.
   
Conquistador Ross Menzies offers 3 simple house rules - and a suggestion -  for Conquistador. The goal is to eliminate the last minute madness of land grab / surprise attacks at the end of the game.
   
Conquerors, The Rules to allow the creation of Sarissa armed troops / pikemen to Macedonian army. Written by Ben Miller, from Moves 47, page 8.
   
Corinth, Battle of Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
Creature That Ate Sheboygan Glenn Williams takes the Creature out of CTAS and creates a thought provoking simulation of city-based terrorism and methods to combat a terrorist strike. Moves 49, page
   
Crimean War Optional rules for the Crimean War to cover Historical Withdrawals, British Preparedness, meeting engagements, and the Kinburn operation. Special thanks to Joe Miranda for preparing these additional rules!
   
Dawn of the Dead Edward Bever suggest  couple of small changes and an additional "Human Impulse Move" to the rules of DOTD to "restructure its balance, but also make it more faithful to the movie."
   
DeathMaze Rules to expand the DeathMaze game system! Though few in number of pages, this article doubles the capabilities of the DeathMaze game, and makes it a veritable random dungeon generator. Well done, by authors Justin Leites and Matthew Ruff. Moves 51.
   
DeltaVee "For players more interested in testing DeltaVee as a tactical combat system"  author Justin Leites gives players a set of five scenarios that are more in the line with space battles, not the role playing friendly scenarios that came with the game! Sidebars add setup attributes for Cruisers, Heavy Cruisers, Transports, and Alien Spacecraft! From Ares, issue 10, page25.
   
Desert Fox Article in Moves 58 featuring a three optional, additional rules for Desert Fox. (from the larger article  in the same issue - see the Profiles section.) 
   
Desert Fox Article in Moves 60: Richard Berg offers new tables to provide the Commonwealth player non-historical 'what if' alternatives for unit withdrawal and return during the Desert Fox campaign game.
   
Desert Fox Article in S&T Special Edition #1 features an article on Rommel, and some added material on the game and the proposed scenario Fox Killed.
   
Desert War Suggested Updates to SiMov for Desert War, Kamfpanzer, Tank, etc.
   
Destruction of Army
Group Center
 Destruction of AGC Reconsidered, by Ty Bomba, in Moves 12 .
   
Destruction of Army
Group Center
 Destruction of AGC Reconsidered itself Reconsidered, by William Pegues in Moves 14 .
   
Destruction of Army
Group Center
A suggested new release setup for Destruction of AGC, by David Himmelsbach in Moves 16 Footnotes column.
   
DragonQuest Justin Leites provides this alternative Combat system for DragonQuest, called Quick Combat II. From Ares 6, Page 33.
   
DragonQuest Roleplaying in the Land of Farie - a DragonQuest - Albion crossover by David Ritchie! From Ares
   
Dreadnought Adjusting the punch of some of the ships based on added historical research. From Moves 23, page 17.
   
Dreadnought Dreadnought Super Extension: Additional Rules for the Extended Campaign Game. GREAT WORK by Arnold Hendrick! Moves 24, page 18.
   
Dreadnought Yet further fine tuning of the Dreadnought system, this time by Dave Newman, from Moves 26 Footnotes.
   
Drive on Stalingrad Dick Rustin contributes a great set of additions in honor of the TSR/SPI re-release of Drive on Stalingrad. From S&T Special Edition 4, page 52.
   
Drive on Washington Optional Rules and units to add Breckinridge's division to the Confederate Order of Battle to Drive on Washington!
   
Drive on Washington Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
The East is Red Mark Markowitz adds numerous rules to The East is Red including Soviet Airborne troops, Air Interdiction, Climate, and more. From Moves 15, page 15.
   
Empires of the Middle Ages John Boardman offers rules to enable postal play of this popular multiplayer game. Moves 52, page 18.
   
Empires of the Middle Ages James Epperson crafts a set of rules to make a two player variation of this popular multiplayer game. Moves 58, page 8.
   
Eylau Eylau and Napoleon at Waterloo get added chrome! By Nick Best, in Moves 57.
   
Fast Carriers Serious sea changes to the OOBs in the scenarios and lots of added information! By Christopher Perleberg in Moves 26, page 4.
   
Fast Carriers Dave Newman offers rules for Dive bombers in Fast Carriers. Moves 28, Footnotes column.
   
Fifth Corps The re-defined Central Front OOB for all the games - Hof Gap, Fifth Corps, BAOR and even the projected North German Plain and Donau Front. Moves 59!
   
Firefight Firefight gains the vehicles it should have had, thanks to Phil Kosnett! Moves 30, page 22 .
   
Firefight You asked for it - how to add tactical nuclear weapons to  Firefight! Thanks to John Graham III, Moves 40, page 6.
   
Firefight Gary Morgan uses rules systems from CityFight to add details and chrome to Firefight! Moves 53, page 26.
   
Firefight Updating Firefight! by James Meldrum. The New Units include new tanks and rules for Helicopters! He also explains how to update the current scenarios with these new units, and outlines a few new scenario concepts.  S&T 97.
   
Flight of the Goeben Jay Richarson offers a change to the hit probability tables to reflect firing on a moving target for Flight of the Goeben. From S&T Supplement issue 8.
   
Flying Circus Some important additions to bring Flying Circus up to the level of the competition. Nice touch on the changes with SIMOV as well. David Bolton, writing in Phoenix issue 4.
   
Foxbat & Phantom Real-life military pilot Thomas Ben West gives a list of improved ceiling levels for the planes in Foxbat & Phantom, and a new rule for 'Zooming' to create two new scenarios! From the Footnotes column in Moves 13.
   
Foxbat & Phantom Foxbat & Phantom  fan  Glenn Robinson proposes some rules modifications. Phoenix issue 9.
   
Frigate A packet of added rules and variants to make Frigate a better game. By Steve List, Moves 17.
   
Frigate Rules to change Frigate to a Sequential movement system. By Richard Mataka, from Footnotes, Moves 21.
   
Fulda Gap D.I.A. Mack returns to Fulda Gap, AGAIN!, in The Phoenix issue 23, to offer some new rules for Neutron bombs!
   
Fulda Gap Charles Kamps, Jr. (later better known for the Central Front series) offers a variant for Fulda Gap's Tripwire scenario that uses the actual NATO garrison locations for the starting setup. (The second page of this profile.) From Moves 36. 

(Note: errata for this article says the 14 Pz Bde 6-4, under the WG 5th Panzer Division, should be indicated in hex 1213 rather than 1312. The 2nd Bde 4-6, under the 8th Infantry Division Mech, should be in hex 0325 rather than 0326.)
   
Fulda Gap Matthew Foster brings the Neutron bomb to the Fulda Gap battlefield! Moves 40, page 20.
   
Global War Changing the rules to reel in the power of the Vichy French. From Moves 23, page 16.
   
Global War Commerce Raiding in Global War, by Kip Allen. From Moves 20, page 18.
   
Global War A flowchart of actions for Global War. By John Heydt, from the Footnotes  column in Moves 21.
   
Global War A full treatment of variants for the Vichy French and Global War. By Michael Simonds, from Moves 30, page 25.
   
Great Battles of the American Civil War Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
Grenadier John Flesner offers this expansion to the game. Moves 12, from the Footnotes column.
   
Hof Gap The re-defined Central Front OOB for all the games - Hof Gap, Fifth Corps, BAOR and even the projected North German Plain and Donau Front. Moves 59!
   
Invasion America Some proposed changes to the Invasion America map. (On second page of PDF, top right column.) From Moves 27, page 22.
   
Jackson at the Crossroads Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
Kampfpanzer Detailed give and take between Charles Sharp and John Fernandes with numerous alternate takes on possible rules clarifications/ expansions for Kampfpanzer. From Moves 14.
   
Kampfpanzer Suggested Updates to SiMov for Desert War, Kamfpanzer, Tank, etc.  From S&T 47, by SPI Staff.
   
Kampfpanzer Some added ideas for plotting in the SiMov games - specifically, Kampfpanzer. By Michael McCarthy in Moves 15, page 18.
   
King Arthur This set of changes for King Arthur comes from T.R. Alanthwaite via BGG. It essentially takes the man to man (leader vs leader) combat out of the game and gives values to using each individual leader counter as a leader.
   
Kursk The venerable Jerrold Thomas gives his ideas of revisions for Kursk fortification hexes. Not a sanctioned variant, but published in Moves 3 as a thought piece. Page 19.
   
Kursk Adding Limited Intelligence to Kursk, with rules designed by Gary Hladik. Moves 9, page 15.
   
La Grande Armee A new setup for the 1809 scenario in La Grande Armee in Phoenix 7 by Rob Gibson.
   
Legion Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   
Legion This variant and rules add the pilum (a short javelin-like weapon) to all Roman Sword units in Legion. By Scott Usborne, in Footnotes, Moves 34.
   
Lost Battles Alan R. Arvold looks deeply into Lost Battles, dusts off this classic with some suggestions and errata for what he calls Advanced Lost Battles! Enjoy!
   
Lost Battles Alan R. Arvold's followup to the Lost Battles, The Unit Counters of Lost Battles, with a run down of ALL the counters in the game, PLUS the counters he suggests in the previous article! Excellent work on reclaiming this forgotten early gem! And Brian Train was kind enough to make the variant counters and share them here!
   
MechWar 2 D.I.A. Mack returns, looking at the British forces in MechWar 2, and suggests the additions of some powerful weapons! Phoenix 36
   
MechWar '77 Adding a more realistic Panic and Delayed Panic to MechWar '77 and Panzer '44. By David Bieksza in Moves 23, page 16.
   
MechWar '77 A great point system and methods to allow players to create Design Your Own scenarios for MechWar '77. Created by William Streifer, and published in Moves 27.
   
MechWar '77 Fine tuning facing in MechWar '77 and Panzer '44. By William Tallen in Moves 26 Footnotes.
   
MechWar '77 Further efforts to create DYO scenario setups for MechWar '77 and Panzer '44. By Matthew Buynowski in Moves 29, page 33.
   
MechWar '77 J. Shanks took the leap, adapting the rules for SPI’s October War for use with MechWar ’77. It is based on a suggested
retrofit posted by Ian Raine in the Consimworld forums related to this game series. They call it MechWar '78. Enjoy!
   
Musket & Pike A strong work that places a point system in place for balancing existing Musket & Pike situations, and creating Design Your Own scenarios. Lots of good things in this article by Arnold J. Hendrick, in Moves 16, page 4.
   
Musket & Pike And a response from a reader to the point system! By Lawrence P. Duffield, in Moves 18 Footnotes column.
   
Musket & Pike Some modifications to add more realism for Musket & Pike, plus an added scenario! By S. Widdows, Phoenix, Issue 1. 
   
Musket & Pike Proposed updates for a couple of Musket & Pike scenarios. By Russ Gifford 
   
NATO Updating NATO with better starting placements. By Bill Eldard from the Footnotes in Moves 18.
   
NATO Ray Thorne gives us a few ideas for updating NATO, with a 1968-style Warsaw Pact buildup / surprise! From Footnotes, Moves 19.
   
Napoleon At Waterloo A.A. Nofi's original discussion of Grouchy to the Rescue. Offers Variant Scenarios on the sidebar on page 25 (From Moves 3.)
   
Napoleon At Waterloo A major variant offered to allow withdrawal from enemy zones of control in Napoleon at Waterloo. Not a sanctioned variant, but published in Moves 3 as a thought piece. By  (From Moves 3.)
   
Napoleon at Waterloo Rules changes for Artillery in Napoleon at Waterloo  and Borodino, plus rules changes for  Borodino alone. By Arthur Pigg, Moves 11, Footnotes column.
   
Napoleon at Waterloo Optional rules to allow people Playing by Mail  (now email!) to declare optional Retreat rules for units in the Blue & Gray / Napoleon and Waterloo game systems.  Moves 34, Footnotes column.
   
Napoleon at Waterloo John Scarbeck adds rules to improve the simulation of the Waterloo battle to NAW. Moves 53.
   
Napoleon at Waterloo Eylau and Napoleon at Waterloo get added chrome! By Nick Best, in Moves 57.
   
Napoleon At Waterloo Rob Gibson's article on NAW proposes some changes in Phoenix 3.
   
Napoleon At Waterloo In response to Rob Gibson's article on NAW in Phoenix 3 (linked in the Variants page) Mr. Booth offers his analysis of the classic Napoleon at Waterloo battle here. Phoenix 8.
   
Napoleon At Waterloo And Rob Gibson's response to Mr. Booth as he offers his analysis of the classic Napoleon at Waterloo game. Phoenix 11.
   
Napoleon At Waterloo

Philip Sabin offers a series of simple yet sophisticated rules tweaks to make the classic Napoleon at Waterloo a better model of the real battle without adding complexity. Updated 11/23. 

   
Napoleon's Last Battles Redmond Simonsen said this: "NLB is my candidate for the definitive game on the Waterloo campaign." And he then offered Christopher Perleberg's article with added complexities for those who like that kind of thing.
   
Napoleon's Last Battles Philip Gray offered his suggestion for necessary changes to the chateau rules in a letter printed in Phoenix 9.
   
Napoleon's Last Battles Andrew Finkel addresses a few holes in the rules for  Napoleon's Last Battles,  Phoenix 20.
   
Napoleon's Last Battles Paul Sheppard offers this insightful look at Napoleon's Last Battles, with well defined and nicely detailed additional rules.  His goal is to bring more of the historical feel of the battle into the game, and he offers his reasons for each change.  Well done!
   
Normandy A look at the re-work of Normandy with rules variants and something akin to on-the-fly errata. By Steve List, from Moves 6, page 4.
   
Normandy An analysis of Normandy, but the last two paragraphs suggest a meaningful variant. By William Drakert, Moves 6.
   
Oil War Phil Kosnett offers a variant for Oil War, and two new scenarios to go with it! From the Footnotes column in Moves 25, page 18.
   
Operation Olympic Changing the starting positions of Japanese forces based on historic locations. By Mark Markowitz, from the Footnotes column in Moves 20, page 18.
   
Operation Olympic This time Charles Bowles takes us through the setup to attack the northern beaches. From the Footnotes column in Moves 21.
   
Outreach Changing the Fate rules in Outreach. These rules are offered by the Gilham brothers, in Phoenix 11.
   
Panzer '44 Adding a more realistic Panic and Delayed Panic to Mech War '77 and Panzer '44. By David Bieksza in Moves 23, page 16.
   
Panzer '44 Fine tuning facing in Mech War '77 and Panzer '44. By William Tallen in Moves 26 Footnotes.
   
Panzer '44 Further efforts to create DYO scenario setups for Mech War '77 and Panzer '44. By Matthew Buynowski in Moves 29, page 33.
   
Panzergruppe Guderian John Beardsworth offers alternative victory conditions for  Panzergruppe Guderian. In Phoenix 11.
   
Patrol! Adding vehicles, weapons, paratroops and  some surprising scenarios to Patrol! By Mark Markowitz, in Footnotes, from Moves 19.
   
Patrol! Adding Special Forces Weapons to Patrol! By Thomas Hawkins, Moves 27.
   
Patrol! The Sniper! and Patrol! systems gets extra terrain features, rocket launchers and more!  Moves 30 Footnotes column.
   
Patrol! Future gaming rock star Joe Miranda weighs in with a Footnotes article outlining the real TO&E for platoons, geared for use in the Patrol! system!  (Far right column, and onto next page.) Moves 30.
   
Patrol! More additions for Sniper! and Patrol! via Phoenix issue 6, thanks to Martin Thorne.
   
Pea Ridge Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
PRESTAGS Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   
RDF OK, doesn't really fall under the 'original' SPI mantel, yet it was largely developed by the SPI team. This article by James Meldrum provides additional formations for the game, and a campaign game. From S&T Special Edition, page 62.
   
Red Star White Star Updates to the original scenarios. Plus lots of optional rules and errata updates to rules since the Moves 9 errata. Abe Fox does the honors. Moves 12, page 4.
   
Rescue from the Hive Optional Solitaire rules for this SF gem by Nick Karp. Moves 56.
   
Rifle & Saber A nicely done article on modifications for Rifle & Saber to create scenarios covering the American Indian wars. Also suggests using Blue & Gray maps for some campaigns. [While no scenarios are included, it is a nice idea!] Phoenix 2, J N R Jeffers.
   
Russian Civil War A set of solitaire methods to allow assassinations, purges and player cooperation for Russian Civil War. By J. Richard Jarvinen, from Moves 30, page 11.
   
Russian Civil War Paring down the rules to make a faster game of Russian Civil War. Thanks to Richard Ware  Footnotes column, Moves 31.
   
Search & Destroy Phil Kosnett compares Search & Destroy vs. the original Grunt! in this article, and offers his views of some suggested rules changes. At the end of the article, he also offers a couple of new scenarios. From Moves 23, page 18.
   
Search & Destroy Alan V. Arvold offers LOTS of optional additions to Search & Destroy, including some for Phil's scenarios above!
   
Siege of Constantinople The missing naval rules for the Siege of Constantinople are printed in Moves 37.
   
Sinai Hank Zucker provides the developer's notes for Sinai, and discusses some additional rules. 
   
Sinai Howard Barasch takes on Sinai scenario, and suggests rule changes at the end. Moves 15, page 4.
   
Sinai Phil Kosnett retools the Sinai scenarios in light of the '73 war.  Moves 16, page 22.
   
Sinai Move Sinai revisions based on the historical outcome of the 1973 war. Moves 32, Footnotes.
   
Sniper! M.E. Clifford weighs in with a Sniper! variant moving into the slums - with two scenarios. From Moves 12 Footnotes column.
   
Sniper! Adding Dogs to Sniper! By Dale Johnson, from Moves 15.
   
Sniper! Adding Sewers to Sniper! by Lloyd Eric Cotson, Moves 16, page 22. The rule additions are excellent.
   
Sniper! Phil Kosnett adds squad leaders (among other things) to Sniper! From Footnotes in Moves 17.
   
Sniper! Adding Fire Teams to Sniper! From Footnotes in Moves 19.
   
Sniper! Additional building entry rules, and much more to the Sniper! game system. Written by Thomas Hawkins, and published in Moves 27.
   
Sniper! The Sniper! and Patrol! systems gets extra terrain features, rocket launchers and more!  Moves 30 Footnotes column.
   
Sniper! More additions for Sniper! and Patrol! via Phoenix issue 6, thanks to Martin Thorne.
   
Soldiers David Isby adds Armored cars for the Brits to Soldiers, and provides rules and a scenario for their use. From Moves 10, page 14.
   
Solomons Campaign Jerrold Thomas is back with a nice system to introduce a procedure to provide only limited intelligence into the Solomons Campaign. From Moves 12 Footnotes column. 
   
Sorcerer Ken Newall casts new spells for Sorcerer in Phoenix 3! 
   
South Africa Optional rules for a shorter variant in South Africa game, dealing with Rhodesia entering the war. Included proposed OOB and rules.    Moves 34, Footnotes column.
   
Spartan Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   
Spartan Rules to allow the creation of Sarissa armed cavalry troops to Spartan. Written by Ben Miller, from Moves 47, page 8.
   
StarSoldier A special variant Scenario for StarSoldier! (See end of the article) Moves 32.
   
Stonewall Stonewall is nicely analyzed by Leonard Millman, who offers tactical tips and best play practices for each side of the game. He also provides a slight variant and some suggested rule clarifications.  Moves 43, page 12.
   
Swords & Sorcery An innovative series of rules to allow Citadel of Blood and Swords & Sorcery to interface for quest games and replay ability. By Justin Leites for Moves 54, page 25.
   
Tank! Some Optional Tank! rules by Rodger MacGowen and Ray Lowe. Enjoy!
   
Tank! More optional Tank! rules, this time from Charles Bowles, in the Footnote article in Moves 18.
   
Tank! Mark Markowitz adds buildings and defense values to Tank! Moves 24, Footnotes,  page 15.
   
Tank! Mark Mazln brings bridge laying tanks to Tank!  Moves 26, Footnotes.
   
Tank! Mike Costello looks at how to bring Tank! up to speed in this article from Phoenix issue 5.
   
Task Force Task Force is awash with added rule modules! From Moves 57, by Charles T. Kamps.
   
Terrible Swift Sword A slight revision of TSS based on extended play since publication. Most of these rules are in the later errata sheets.  By Richard Berg. Moves 31, page 15.
   
Terrible Swift Sword A revision of the historical starting points for the Little Round Top scenario in TSS1. By Harry Roach, for Moves 51, page 6.
   
Terrible Swift Sword A revision to the above revision of starting locations and strengths for the Little Round Top scenario in TSS1. By Harry Roach, for Moves 53.
   
Terrible Swift Sword Some thoughts on Arty rules in TSS. These are offered by Francis Comerford, in Phoenix 11.
   
To the Green Fields Beyond Andrew McGee goes in depth on the supply rule that makes the simulation  To the Green Fields Beyond  so great!  Phoenix 19, page 12.
   
USN Adding Limited Intelligence to USN, with rules designed by Gary Hladik. Moves 9, page 15.
   
Viking Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   
Voyage of the BSM Pandora These rules link Wreck of the BSM Pandora with Voyage of the BSM Pandora.
   
War Between the States This is a combination of series replay, variant, and errata! By Nicolas Palmer from Moves 46.
   
War in the East Variant OOB for Operation Barbarossa in War in the East. Can be used in either the scenario, or the campaign game. Moves 20, page 15.
   
War in the East Oktay Oztunali takes on the job of crafting a Russian defense in War in the East.  Moves 20, page 4.
   
War in the East A detailed look at and an attempt to discuss the rules in the new War in the East. Moves 20, page 14.
   
War in Europe R. C. Smith brings in rules for Fortifications and Partisans for using in War in Europe and War in the West. From Moves 28 Footnotes column.
   
War in Europe Jerrold Thomas brings us Air Rules for War in Europe! From Footnotes, Moves 32.
   
War in Europe These are THREE articles which create rules to LINK War in Europe with War in the Pacific!

First Article here!

Second Article here!

Third Article here!

   
War in the Pacific These are THREE articles which create rules to LINK War in Europe with War in the Pacific!

First Article here!

Second Article here!

Third Article here!

   
War of the Ring David A. Smith weighs in with his view of War of the Ring, its strong points, how to play the characters, and what he sees as necessary optional rules. Moves 39.
   
War of the Ring WOTR is examined by Neil Randall, and Richard Berg defends his design by adding two new rules. Moves 40, page 9.
   
War of the Ring War of the Ring via Mail? Why not! Moves 44, page 9.
   
War of the Ring  Hidden movement for the Character Game of War of the Ring. By Geoffrey Charles Geddes, The Phoenix 30
   
Wellington's Victory John E. Koontz takes a deep look into Wellington's Victory, and provides a excellent operational analysis of the game and its systems. He also offers an alternative order of battle! Moves 34, page 4.
   
Wellington's Victory David James Ritchie provides a series of optional rules to sharpen a few items in Wellington's Victory!
   
Wilson's Creek Suggested changes to many of the GBACW games, based on Exclusive rules used from one of the other GBACW games. Moves 59, Your Moves column.
   
WolfPack! Adding a rule to bring the Condor aircraft into the WolfPack game system! By a young George N Kasnic! Outposts, 1976.
   
World War II Detailed and preformatted Multiplayer rules for World War II, by Kip Allen and John Boardman. From Moves 16, page 15.
   
World War II A full article on Variants, Plans and Analysis for World War II by Jerrold Thomas. From Moves 16, page 10.
   
World War Three Adjusting the victory conditions for World War Three. By Ernie Demanelis, in Moves 23, page 17.
   
Wreck of the BSM Pandora A set of rules to allow the solitaire game Wreck of the BSM Pandora to be played by two players, with one as the monster.  Moves 51, page 31. (Design by Ted Woods and David Ritchie.)
   
Wreck of the BSM Pandora These rules link Wreck of the BSM Pandora with Voyage of the BSM Pandora.
   
Wurzburg George Duguid adds some complexity to the Modern Battles game Wuzeburg in Phoenix 20.
   
Yeoman Adding a variable Panic rule to PRESTAGS. By George A. Fagin 2nd, in Footnotes, Moves 31.
   

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This site was last updated 02/18/24