Rules Page

Rules For The Common Man (RFCM)

Game Report

Overview
Peter Pig has been producing rules since 1974.  Early rule sets often featured huge list of modifiers, rigid move distances and inclusion of too many considerations  (sorry). The only rule sets that PP has regularly played in the past are the WRG ancients versions 3 to 6, along with DBA. They were great fun and proof that  Phil Barker is probably the most influential rule writer of recent times that I have met. Peter Pig rules contain very innovative rule mechanisms. We do this so that each mechanism feels right for the activity covered, a sort of onomatopoeia.  Thus if the armour is weaker on the side of a tank we make it harder for the armour to stand up to the incoming round. In a one to one man challenge the decision to roll or not roll another D6 might be terminal, reflecting the damage that can result from a single  false move. A huge amount of ammo is needed for a kill in WW2, so the huge amount of D6 might be better deployed to pin than kill. the mechanisms favour the use of appropriate period tactics, but do allow the "mad idea" (failure is an orphan, victory has many sons"). No PP game needs an umpire, there are too few wargamers. PP games are usually in the "balance" up until the end phases. In PP games victory usually goes to the player with a plan that can be achieved with the resources available. Some luck helps too. Advice, if needed  might be "do not surrender the initiative",  "stick with your plan", "have reasonable expectations of your troops" and "expect some setbacks". It is a game after all.   PP mechanisms change greatly between rule sets. PP introduced the use of 6 as the picture face of D6. PP used card driven activation back in 1983 for HI. We were not the first, but definitely lead.  PP games need no long prior pre-planning, just turn up with your pointed army and the rules will create that game's scenario.

T.U.P.S
In order to clarify the genetics of RFCM rules the overall acronym of "TUPS" can be used. TUPS= Turn Up and Play Systems. 
Most sets have a play sheet as the rear cover. It is worthy of note that it is more difficult to write simple rules that reflect a period in history than to write complex ones. All rules are suitable for multiplayer or club games... and are enjoyable too! Hence the name "RULES FOR THE COMMON MAN".

martin

Rules Policy
RFCM rules are all copyright and owned by Peter Pig. Please do not photocopy the rules as it is piracy. If you need extra play sheets we can supply them in packs.  We need the sales of rules to help support our company. Many dishonest people try to rationalise their piracy by using lame excuses; but that is what they are ,"excuses" (by dishonest people) and deprive us of our hard earned income. It takes many months of team work to create a set of rules. We do rely on honest wargamers to support us and allow us to be able to continue with our rule writing.

"latest stupid quotes from the internet :-"PDFs are free to send therefore rules should be given out free",
"Rule sales create figure sales, therefore rule sets should be free"

 The postage on sending rule sets abroad is now very high. For the newer sets it is costing us up to 9 to post each set.
Because of this we have added a supplement into the cost of the rules in addition to the shipping charge for those expensive deliveries. We have not raised the normal postage rates for figures as they are much cheaper to send than books.
We still make a loss on posting rule books so please don't feel we are robbing you. We just need to cover our costs (mostly).

AK47  PDF rules   We are making a trial dip into pdf sales.  The first rule set is the old classic "AK47" from 1997.  Click here 

Number Title Period  covered
Associated range Number
Brief description UK
Price
Europe Price Rest of the world (US, Australia,
Far East etc)
Associated PDFs
1. The Men of Company B Vietnam Company Level 
Range 1 
The US player commands a company of US forces. This includes special forces, marines, MIKE and ARVN. Some armour is allowed. The VC player is hidden and pops up to attack the US. Lots of tactical decisions and good fun too.  11
Add to Basket
12
Add to Basket
14
Add to Basket
2. Battles in The Age of War. Samurai Battles
of the Sengoku period
Range 24

Want to know more?

These are the battles with samurai and ashigaru troops as seen in Ran and Kagemusha. The armies look a lot like the one lead by Tom Cruise in the "Last Samurai".  The rules use the same skeleton as ROF, BB and CWB (see below).
The game is played on a 5 x 3 foot table. Units are motivated, they carry out actions and then you move on to the next unit. The opponent has opportunity shooting and the ability to react to charges etc. Rules include Pre Battle campaign, challenges, victory points, troop point costs and historical battles (6 of)..
16
Add to Basket

 
18
Add to Basket
 
 20
Add to Basket

 

Army Battle sheet
Card Model Building
2A Set of FOUR Samurai (BAW) playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules.   Add to Basket  
3. Abteilung WW2 battle level
Range 8
WW2 Rules for 15mm . Each player has a number of units. each unit is either armour, infantry, support etc. Use of order cards to determine what the army can do each turn, Uses D6. Intended for a 6x4 table size. Loads of new ideas. Easy to play....tactical.  11
Add to Basket
12
Add to Basket
14
Add to Basket
4. Hey you in the Jail!  Western "Wild West"
Range 15
These rules are set in the "old West" of the USA. The rules are not skirmish but small battles. Which were quite common in the US of the 19th century. There are ten "army" types. Mexicans, Plains Indians, townsfolk, posse, Gunmen, army, workers, cattlemen....  A force will consist of bases with 3 figures on them along with some single figure bases (characters). Played on  6 x 4 table. These rules give a proper "little battle" not a gunfight. 20-100 figs a side 8
Add to Basket
9
Add to Basket
10
Add to Basket
5. Washington's Army AWI    
Range 5

Want to know more?

New Club Deal is available when you click existing "Add to Basket" button and consists of 2x Rule books,  1 x pack of extra playsheets and a Turn Marker for 30

16
Add to Basket
18
 
Add to Basket
20
 
Add to Basket
5A Set of FOUR  Washington's Army playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. 2 Add to Basket  
6. Conquerors and Kings Ancient to Medieval
Range 3
A set of ancient rules based on the square bashing grid system. Loads of new idea. Includes big battles, mercenaries, artillery, defending towns, flank marches  and some good fun! Games last about 1.5 hours. A square will fight another square and the result will cause casualties, fall backs, routs etc. these rules allow you to set your soldiers up in the formations you like so it looks good. 11
Add to Basket
12
Add to Basket
14
Add to Basket
 
24 PBI
Rulebook
Poor Bloody Infantry
"Company commander"

This is the rulebook. Player is a company commander.
Want to know more?

142 Pages. Includes all the rules for WW2 company level gaming.

Click here for Battle sheet. Use this for notes about each game.
Click here for recon grid. Use this for carrying out the scenario generator.

18
 Add to Basket
19
Add to Basket
20
Add to Basket

25 PBI
Company Architect book

This is the list of companies for PBI. Organisation and composition of companies for PBI company commander.

97 Pages. This book should be used alongside PBI Company commander. 14
Add to Basket
15
Add to Basket
16
Add to Basket
26 Special deal of Rulebook and Architect book as a pair.

This is the two books above sold as a pair to save you money.

  28
Add to Basket
30
Add to Basket
32
Add to Basket
27 PDF  of PBI rulebook   This will be available  middle of Feb 2015 11 11 11  
28 PDF  of company architect book   This will be available  middle of Feb 2015 8 8 8  
PBI "Quick Start" is a VERY cut down PBI. It is intended for beginners and tasters. It is a free download. Click Here
PBI Game in Progress at Historicon 2003....Normandy. UK
Price
Europe Price Rest of the world (US, Australia,
Far East etc)
 
8. Pieces of Eight Pirates at sea and on land in the 18th century

Range 18 Range 10
A completely new set of rules.  These rules have got a lot in them.  They take the form of a "campaign in an evening".  The land raids are fought in 15mm on a 3 x 2 foot board. Quick and fun with prisoners, looting, alarms, getting lost etc...
The sea fights are fought using 1/450th scale ships (men are 4mm high). The fights are never even but if you are outgunned in one fight you may be better off in the next!! Rules include photocopiable buildings and play sheets.
11
Add to Basket
12
Add to Basket
14
Add to Basket

One version of the building from the pieces  of eight rules
Pieces of Eight game play record sheets.

Click here

 
9. WAM.
War in the Age of Magic
Generic Fantasy rules based on Dark Age warfare.

Range 19
Based on conquerors and Kings. Allows big battles with heroes, monsters and mighty kings. Includes battle lists for 12 armies . Dwarves, Elvs, feudal Empire, Desert Empire, Religious Order, Militia uprising, Undead, Orc/goblin, Corsair, Mounted barbarian, Foot barbarian, earth army.  Magic and magical terrain are in the rules too.  Lots of new mechanisms 11
Add to Basket
12
Add to Basket
14
Add to Basket
10. Hammerin' Iron
 
ACW Ironclads and wooden ships.

Range 7

Want to know more?

 

Click here for battle sheet                                                       Click here for ship record sheet   
Click here for "smoke" order cards
                                     Click here for "Gun ports" order cards.

Click here for Confederate "smoke" order cards.     Click here for Confederate "gun ports" order cards.
Click here for UNION "smoke" order cards.                                Click here for UNION "gun ports" order cards. 

16
Add to Basket
18
Add to Basket

 

20
Add to Basket

 

11. Set of four HI playsheets These are 4 more of the standard two sided play sheet that you get one of in the rules. 2 Add to Basket  
12. Longships- Wrath of the Vikings Dark ages raids and battles.

Range 9

Want to know more?

The most innovative rules of 2013 17.50
Add to Basket
18.50
 
Add to Basket
19.50
Add to Basket
13. Bayonet and Ideology Spanish Civil War 1936-9

Range 13
Each player commands a company of men from this war.  Anarchists, Moroccans, nationalists, international brigade, Republicans etc. Mainly infantry with some armour and cavalry. Based on PBI systems of squares.  Includes 12 company types and rules for scenario building and victory..   really good.
Click Here for Battle Report
11
Add to Basket
 
12
Add to Basket
 
14
Add to Basket
 
15. AK47 Republic
Reloaded
20th Century African small wars

Range 17

Want to know more?


 
  16
Add to Basket
18
Add to Basket

20
Add to Basket 

15A. Set of FOUR AK47 playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. 2   Add to Basket  
  AK47 old "classic" edition in pdf format
UK paper sized
 Click here     
  AK47 old "classic" edition in pdf format
US paper sized
Click here     
  UK
Price
Europe Price Rest of the world (US, Australia,
Far East etc)
 
16. Square Bashing WW1 1914-18

Range 16

Want to know more?


 

New Club Deal is available when you click existing "Add to Basket" button and consists of 2x Rule books, 1x Army Book, 1 x pack of extra playsheets and a Turn Marker for 45

16
Add to Basket
17
Add to Basket
18
Add to Basket
17 Square Bashing
army book

 

WW1

Range  16
Armies from 1900 to 1928. "Armies in the age of the bolt action rifle".
55 Armies.
Includes Cuban war, Boer war, Boxer Rebellion, Balkan war, WW1, British Revolution, RCW, Russo Japanese War, Mexican war, Rif Wars, Chaco War.
16
Add to Basket
 
17
Add to Basket
 
18
Add to Basket
 
18. Civil War Battles ACW  1861-65

Range 2
The ACW 15mm rules. Great set of rules that flow very nicely. The basic unit is the brigade. Usual unit size is 6 bases. All systems use normal six sided dice. Fought on  6 x 3 table. Pre game campaign, victory points, points for armies. 14 Army organisations included.  These rules are written specifically for ACW and include the aspects that are so specific to that war.
1. Wilsons Creek
2.Winchester
3. port Republic
4.Cedar Run
5. Salem church
6.Mansfield
7.Jenkins Ferry
8.Wilderness
9. New Market
10.Pickett's Mill
11. Monocacy
12.White Oak Road (1865)

New Club Deal is available when you click existing "Add to Basket" button and consists of 2x Rule books,  1 x pack of extra playsheets and a Turn Marker for 30

16
Add to Basket

 
18
Add to Basket
20
Add to Basket

Click Here to download pdf battle sheet

18A. Set of FOUR CWB (15mm) playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. Add to Basket
18B. Set of FOUR CWB (25/8mm)playsheets. These are 4 more of the standard two sided play sheet that you get one of in the rules. 2 Add to Basket
21. Regiment of Foote ECW

Range 20
English Civil War. Includes full game system, campaign, victory conditions et al.

Link to ROF development chamber

11
Add to Basket
12
Add to Basket
14
Add to Basket
Click Here to go to Kevin's Write up of a battle report of Regiment of Foote
22. Patrols in the Sudan
 
Sudan Colonial

Range 22

Want to know more?
Fighting in the Sudan 1885. The period around Gordon in Khartoum. Dervishes, fuzzy wuzzies, red coats, camels and dangerous patrols.  About 100 figures per side.  Usual 3 x 3cm bases.  Lots of new and innovative systems using D6. fought on a 3x5 table. lots of decisions and fun.


 

16
Add to Basket
17
Add to Basket
 18
Add to Basket
23.  Bloody Barons Wars of the Roses

Range 23
This is the first "perfect bound" set published by RFCM. The rules include all the major battles, uniform details and historical details. the rules are 100 pages long!  Lots of excellent and elegant systems. Similar to Regiment of Foote. Pre-game is decided by putting dice into various aspects such as route of march and supplies. There is treachery and loads of other good stuff.  Most people have really enjoyed these.

We are always considering alternative ideas. CLICK HERE to have a copy of some of the ideas we are trying out.

Alternate play sheet  CLICK HERE

14
Add to Basket
 
16
Add to Basket
18
Add to Basket
Click Here to Download Playsheet B for Bloody Barons
  UK
Price
Europe Price Rest of the world (US, Australia,
Far East etc)
 

 

Accessories

XX001
3 x 3 cm Bases (Square)
These are used for the majority of Peter Pig rule Systems.
Usually infantry
40 Bases in a pack.    3.25
Add to Basket
XX002
3x 4 cm Bases (rectangular)
Usually used for cavalry and Equipment.
40 Bases Per pack.
3.25
Add to Basket
XX003
4 x 4 cm Bases (Square)
10 Bases per pack
These are usually used for guns and
1.50
Add to Basket
Battle Clock 4.50
 (XX020)
To record the game countdown. 
Goes from 0 to 21.  Most Peter Pig games use a 21 point countdown.
Diameter 3" (7.5cm)

  

 Add to Basket

 

XX004
Pair of Choice Dice
2 faces "I choose"
4 Faces Blank.
Used when a player wishes to choose the location of the casualties inflicted. Used in most Peter Pig rules.
1.50 per Pair
Add to Basket
 6
Piggy Dice. Bag of 20. Choose Colour
Pink D6.  Pack of 20. Piggy on the 6.  16mm size.(xx200) Add to Basket
Black D6.  Pack of 20. Piggy on the 6.  16mm size.(xx201) Add to Basket
Red  D6.  Pack of 20. Piggy on the 6.  16mm size.(xx202) Add to Basket
Orange D6.  Pack of 20. Piggy on the 6.  16mm size.(xx203) Add to Basket

16mm dice. Peter Pig first produced these dice with piggy head on the 6 (instead of the traditional 1in 2003).
Another innovation from Peter Pig. 

 

Click here to return to PP homepage