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  • TGN Chat: favourite rulebooks

    TGN Chat

    So a slightly different topic this week. We’re looking for your top five favourite rulebooks (in order of preference) . To make it easier for me to work with the data please don’t number the entries :-)

    Any genre, any age, any game system. You don’t even need to play the game any more or even to have played it at all.

    And to make it more interesting if you want please add a line or two explaining why each book is your favourite.

    As before I will be tabulating a list with more points being awarded to entries based on their order in your lists.

    54 Responses to “TGN Chat: favourite rulebooks”


    Thorbjorn Nielsen says:

    1. I Ain’t Been Shot, Mum! / Troops, Weapons & Tactics:

    I love these games equally! They share the base mechanics and thus it’s hard to say which is better. TW&T has it’s emphasis on platoon level conflicts while IABSM is company level. Both are free form World War II.

    They don’t have points values and they don’t hold your hand. It’s games for enthusiasts who acknowledge that the friction of battle is more than a leadership roll and that timing is everything and chaos is always a factor.

    Random card-drawn, sudden-end turns, clever initiative-dice system and a very nice system of “fog of war” ensures that your games are never the same.

    2. Epic Armageddon:
    If you ever wanted to bring the stories of the 40k universe to the gaming table - this is the game!

    40k is not about skirmishing at a 100 paces between the armies with one or three armoured vehicles in support (as 40k seems to be) but about the VASTNESS of everything in war in that universe.

    The innovative activation system provides good tactical gameplay and makes the game a challenge to play.

    Only flaw = the game is currently being stalled by GW whose doing a halfarse job on it giving it a slow death. If you stick to Orks, IG and SM in the main book though it’s a great game. And do away with the points.

    3. Victory at Sea

    The game in itself is very simple and the rulebook is quite thin. As a historic game it has little value, but I think that WW2 naval actions are ok to make contrafactual. In fact it’s good fun to see what would happen if the German fleet got it’s way to the atlantic and met the American fleet! I love it.

    4. Gloire/.45 adventures:

    While not much of anything I do appreaciate this as miniatures roleplaying game. It’s a great game in that much is achieved with few workings. The playing area is 2×2 feet if it’s large!

    5. Warmaster

    I really like the basics of this game. I think it’s best suited for the Warhammer world as it’s very abstract. I like it mainly because of the “friction” and the unaccountable way your troops activate.


    Zac says:

    Warhammer 40K Rogue Trader
    An evocative ruleset that was my entry to the hobby. Twisted graphics and a pile of info and stats to fuel your imagination

    Advanced Squad Leader
    The first ruleset I read from cover to cover. Mind you, you had to :-) Complex to the point of being mindnumbing this was actually my reading material during a summer trip. Great layout and a numbering system that was amazingly simple to use. Unlike the game :-)

    Battlesuit
    A pocket game by Steve Jackson Games it has almost nothing to recommend it but it was one of the first games I got as a child and it was the first game that I wrote new rules for.

    Confrontation v3
    Its just pretty.

    Hordes: Primal
    Pretty and a great layout. A fun game as well.


    Flaneur says:

    Kryømek
    A great and robust rules system with alternating activation and d20 based mechanic that I’ve adapted for everything from scifi mass combat to super-detailed fantasy with action points bolted on… also used it as a base for a pulp adventure game and sin-city type game… And the original miniatures & background were superb. Very fond of this one.

    Warhammer Realm of Chaos
    Both these original books for 40K & WFB are amazing in terms of their scope. The warbands system was enormous fun with your troops gradually growing more and more mutated- and its a real shame GW went down the road of tournament play rather than this. Also helped establish the 40K storyline as we know it.

    Space Hulk
    Why hasn’t this been reissued??? A classic.

    AT-43
    Streamlined but effective rules… with Rackham’s flair for making things look pretty…

    Vor
    Included a build your own points system - superb! More games should be this generous.


    LarkinVain (Joel) says:

    1. Warmachine Prime: Remix
    2. AE-WW2
    3. Flames of War Second Edition
    4. Rezolution: DT

    I may not necessarily play them all but as a rulebook as a whole I enjoy them.


    Thorbjorn Nielsen says:

    I think I misunderstood this topic completely?

    You meant what BOOK I liked the most.. layout and image wise?.. not nescessarily the rules in it?

    EDIT: AND I numbered the picks! HAHA!

    Sorry about the clumsyness.


    Steel Rabbit says:

    Warhammer 40,000 Rogue Trader
    - Wacky, Sci-Fi Fun!

    Mordheim
    - I’m not a fanatic for the game (no pun intended), but John Blanche is my favorite fantasy artist and it’s chock full of gothic awesomeness

    Warhammer Fantasy 3rd Edition
    - Hardcover, Grim Fantasy, and a ton of spells

    Confrontation 3rd edition
    - Again, not a fan of this version of the game but it’s pretty as hell!

    Warmachine Prime: Remix
    - Full color, new (great) art, and a really smooth, smart, game


    evernevermore (John) says:

    Slaves to Darkness/Lost and the Damned - Im not fortunate enough to own hard copies of these books but even just as pdfs they are fantastic and twisted (and should I ever be able to find them cheap or have the money to buy them I ABSOLUTELY will)

    Rogue Trader - like Zac says (except for introducing me to wargaming) these are delightfully twisted and fun reads - the rules are clunky at times but the kernel in them is a pretty amazing concept for the time.

    Battletech Total Warfare - this is the newest and most amazing version of the game that got me into minigaming

    AE:WW2 - great little system that is fun to read, though when the occult expansion comes out it will probably knock the core rules out of the top 5

    Stargrunt 2 - with virtually no fluff (a major flaw to me) I think the rule system is pretty impressive as it is one of the few games I know where the units may do something other then what you plan because they get scared or suppressed


    Jim Bailey says:

    1. Realm of Chaos, Lost and The Damned
    2nd volume of the Rogue trader era chaos books. It is just dripping with background, art, and game. It contains rules for early Warhammer, early 40k and a new skirmish game. It’s quite simply in my opinion, the best rulebook ever done.

    2. Realm of Chaos, Slaves to Darkness
    :-) 1st volume of the same

    3. Warhammer Siege 1988 hardback by Rick Priestly
    For all the same reasons as the first entry.

    4. Warhammer English Civil War by John Stallard
    I don’t know why and I’ve never played it but every time I see this book I have a yearning to.

    5. Warmachine, Apotheosis
    It’s just too pretty for words.

    4. Deities and Demigods

    5. Rogue Trader


    Zac says:

    You meant what BOOK I liked the most.. layout and image wise?

    You can like the book for whatever reason you want. :-) I just have a fondness for good layout


    Zac says:

    and should I ever be able to find them cheap or have the money to buy them I ABSOLUTELY will

    I still need a copy of Lost and the Damned. If anyone has a spare contact me :-)


    Gatoulas says:

    - Hordes: Primal
    Great looking book with a really strong and aggressive set of rules. A very easy-to-find layout as well.

    - Warmachine: Prime Remix
    Full colour, pretty artwork, interesting storyline and great ruleset.

    - Monsternomicon Vol.1
    I just love the dark gothic/horror style of this book. It changed our D&D gaming experience.

    - Chronopia
    Not a fun of the layout and ruleset, but I greatly appreciated the artwork and the storyline.

    - Warhammer 40K: Rogue Trader
    Twisted images and background of a nightmarish future.


    P-ko says:

    layout/presentation wise without getting into rules quality:

    Hordes:Primal-no fireworks or lights,but precisely-written, well laid-out and just clear.

    Infinity the game-absolute winner in terms of graphics and looks, gloss pages, full-colour, plenty of photos,artwork and illustrations. rules part is a bit messily presented at times, and there are few translation mistakes, but nothing too glaring.

    Mordheim-rules are presented in typical GW way,but the artwork fantastically brings the atmosphere of the game.

    Warhammer/40k starter set rulebooks-just because they’r so damn handy,while retaining all the funcionality. i love huge,fluff-packed,artsy books,but there’s something very appealing about not hauling all this stuff to every game:)

    and if you all excuse me, i’ll be using the 5th slot to mention what’s probably the worst “mainstream” rulebook i’v ever read(just my opinion,remeber):

    Flames of War-i was really intrested in the game. so i’v borrowed a book from another guy…and while the pictures were clear,artwork good, the way the rules were written made my eyes bleed.
    “block of text eplaining what it’s all about, then the actual rules,then another blurb of fluff text” repeated for every single small rule-particle is not helping the clarity and ease of reading.


    KitFox says:

    OK – as a graphic designer who specialises in layout, this is a topic close to my heart so forgive the passion of this reply.

    Any of the GW “Golden Era” publications.
    Face it – GW shook up the wargames and RPG industry with level of graphic design and illustration that is still a benchmark today. The sheer number of great pictures in thinks like Rogue Trader and Fantasy Battle 3rd edition outstripped anything else in that era. Don’t believe me? Grab any other publisher’s ruleset from the late 80s or early 90s and laugh at the amount of truly dreadful artwork that was used! I heartily agree that the RoC double tome was a pinnacle of opulence that we will possibly never see again in this industry.

    They are still producing top notch stuff, but I don’t think their rulebooks are pushing the boundaries any more.

    Rackham
    Rackham’s stuff is slick and gorgeous and even the quality of their printing and binding demonstrates the attitude of the French – that this is Art and not simply instructions for toys. The level of their enthusiasm even goes down to the tiny but beautifully rendered icons you find on their cards. What’s astounding is that all their publications are so unified in their look, with the “vintage paper” texture and grid design being used throughout their range.

    Tannhauser
    Nice layout which really evokes the Weird War II atmosphere and the use of the scrapbook layout is really refreshing. Shame about the flimsy pamphlet nature of the physical rulebook.

    Battlefleet Gothic
    I swear, it was a GENIUS move on GW’s part to make the rulebook landscape. So genius, in fact, that it just seems perfect sense. And all the artwork is landscape too!

    Imperial Armour
    They look pants…until you look at Janes and realise that it’s supposed to be like that…and then it takes on a whole new meaning.

    Planescape for AD&D
    OK OK – it’s roleplaying and not miniatures but this was a real benchmark in the industry too. The fractured verdigris was beautiful and Tony DiTerlizzi’s arwork merged with this perfectly. It’s part of the reason copies go for so much on ebay.

    Urban War
    OK – so I chose this only because of Clint Langey’s work, but they had the smarts to pick him so they get my thumbs up!

    DUST Strategy Board Game
    Can someone tell me if the rulebook is any good? Paulo Parente is an awesome artist and I really hope his debut in the gaming world lives up to my expectations.

    Advances in desktop publishing over the past decade mean that it’s easy to throw together the nice textured backdrop and spiky fonts that has become the industry standard. Publishing itself can now be free with PDF. This means there is no longer any excuse for boring layout. However, the bar has been raised and, consequently, things like the Hell Dorado and Hordes rules leave me a bit numb. I think you need a definite flair now to stand out from the crowd, and that is elusive.


    Psychotic Storm says:

    Infinity
    simply the best design I have seen, with great rules to accompany it.
    Rogue Trader
    It had everything in large amounts.
    Anything from DP9
    Really nice to read
    Space Hulk 1st edition
    The best game GW ever created
    Mordheim
    A rulebook worth only for its artwork, but its artwork is presented in the best way possible.


    altfritz says:

    From Best on down to fifth best:

    Fire and Fury - I just love how good this game is at recreating the American Civil War. I like the fact that units don’t always do what you want and that the underdog still has a chance for an upset.

    Command & Colours/Battlelore (and Memoire ‘44) - These games by Richard Borg are great systems. I love the command cards! Again, a good attempt to get rid of the 200′ general!

    Fantastic Worlds - good retro-sci/fi game. The best in it’s series of “pulp” games. Still had to “tweak” it slightly, but overall very good.

    Warrior Heroes - The 2HW Reaction system makes for a great battle where you have about as much control as a real general!

    Age of Reason - the best game I’ve found for doing Seven Years War battles.


    Phillip says:

    Middle-earth Wargames Rules First part: Mordor and the West by SELWG.
    Published by Skytrex in 1976 this was the first ruleset I used. No pictures and lots of tables. But fond memories as a nine year old after watching Bakshi’s LOTR - this is my nostalgic choice. Of course long out of print and with licensing quite tightly controlled I doubt it will ever be reprinted.

    Mordheim
    Everything was contained in this book, which had a super set of rules and great pictures.

    Prime & Primal
    Both are very well put together and the full colour makes the books a work of art. Not surprising considering the head bloke at PP, Matt Wilson, is an superb fantasy artist.

    Battle for Macragge.
    A well thought out book that slowly built up the rules in an easy to understand format for young & new players. All other games publishers should take a note!


    phoenixman says:

    my five favourite rule books at this time would be;

    1. flames of war 2nd edition

    2. warhammer fantasy

    3. warhammer ancients

    4. traveller - 1st edition

    5. warhammer ecw


    mathieu says:

    Hordes: Primal
    Hordes: Evolution
    Warmachine: Superiority
    I’ve enjoyed every PP books, but I particularly those three ones, mostly for the art by Andrea Uderzo.

    Rag’Narok
    The rules were poorly written, the fluff was sorely lacking… but the fluff section still has some of the most amazing artworks produced by Rackham.

    Hell Dorado
    I love how the style of the fluff is different for each faction. Pretty cool artworks too.


    Gitteau says:

    Realm of Chaos, Slaves To Darkness
    Realm of Chaos, The Lost and the Damned

    Quite a bit of explanation of these already. The progressive warband “league” system featuring random mutation (and subsequent conversions of your models), is my favorite part of these very deep and varied books.

    Blood Bowl (2nd Edition)
    I prefer this edition not so much because of the rules (I only played a few games under this system), but because you could feel the time and creativity that the authors had put into it. 3rd edition was much more attractive and balanced, but it didn’t have the same feel.

    Warhammer Armies (1991/WFB 3rd Edition)
    This narrowly edges out Rogue Trader for me. It was great to have so many concepts and army lists all in one volume. I spent much more time looking at this than I actually spent playing the game.

    Confrontation 3
    Definitely some faults in organization and translation, but a beautiful book containing one of my favorite game systems. Really, the most exciting games book since the first release of 40k. Reading the rules and small bits of background, I couldn’t wait to start playing this game.


    Rich_B says:

    Realms of Chaos books: For a teenage gamer these were sheer wargaming porn when they came out! Beautiful artwork, great rules, fantastic minis, they had the lot! All made back in the day when the books were literally cut & pasted together before printing as well. These were beautifully crafted and oozed quality.

    Confrontation 3: When this came out its production values were fantastic. It is a shame that it had so many translation problems and needed so many errata and FAQs but its still great. It really raised the bar for rulebooks with full colour throughout and top quality paper. The variety and scope of the forces means that no two battles need be the same, which is great for a skirmish game, and you can still get a game round here in Nottingham! Its the first and only rulebook that has had me ringing my LGS every day for a fortnight to find out if it has arrived yet.

    Hordes Primal: I’ve never played a game, never bought a mini, but I got the book and it is fantastic.

    Battlefleet Gothic: It was a labour of love for everyone who worked on it. Great artwork, great game and I love the landscape layout and Jane’s Fighting Ships style of the book!

    Infinity: Its got too much fluff in it and loses marks because of the lack of scenarios but I still love it. The layout and artwork are great. The rules can be a pig to navigate in a hurry during a game though - I keep forgetting that it is quicker to use the contents than just thumb through hoping to find the right spot… Just beautiful though!


    The Grey Knight says:

    1) Warhammer 40k (RT era) Great fluff, and the one most of us started with when it came to table top gaming.

    2) Infinity
    3) Confrontation Rev 3
    4) Warmachine: remix / Hordes
    5) Mutant Chronicles, once again interesting fluff, not so great game.


    nathan says:

    Grande Armee
    Lies flat, easy to read, very accessible for a set of Napoleonics rules
    Heavy Gear Tactical rules (basically anything by Dream Pod 9)
    Very pretty, good organization and the rules are fabulous.
    Song of Blades & Heroes
    Great stylized/retro fantasy art, very printer friendly (PDF)
    Warmachine Prime: Remix
    Good layout, glossary is excellent for looking up rules quickly.
    Warhammer 40k, Battle for Macragge Mini-rulebook
    Economical (many available on eBay out of split up box sets), easy to transport, convenient


    Ken says:

    WarMachine: Superiority It is hard to pick one. In some ways, I am tempted to make my list just 5 Warmachine and Hordes books. This one is probably my favorite of the lot, as it expands its focus to larger units and armies.

    Space Marine ((Epic) + Renegades, Ork & Squat Warlords, Armies of the Imperium, Titan Legions & Hive War)
    I suppose everybody remembers their first. For years I had these books with me pretty much all of the time. They were my introduction to the 40K universe, and are stuffed full of little details and fluff about units and vehicles that didn’t make into 28mm 40K until years (decades?) later.

    Warzone
    I’ve read this book many times purely for the Mutant Chronicles fluff and gorgeous artwork. I have never played the game, and never even tried, though it seems like it might be kind of fun.

    Battletech Compendium
    This was an excellent resource compiiling all of the Battletech rules into one hardback, nicely illustrated book. I have spent a lot of time leafing through its pages.

    Blood Bowl (2nd Ed.)
    I agree with Gitteau’s comments above. I prefer 3rd Edition and the Living Rulebook as games, but the 2nd Ed. books really gave a sense of the league, the players and the game’s storied history (complete with bad NFL puns).

    I should note that there are probably some rulebooks I would like better, I just haven’t seen them yet. I have never really had much time to look through the Flames of War book, but it looks impressive. Infinity, if it is laid out and illustrated like its website, would also probably make this list. I am also really interested in the Hammer’s Slammer’s rules. From what I have seen, they have some very detailed illustrations and fluff drawn from David Drake’s stories.


    Jim Bailey says:

    Kit Fox, you rock. I always appreciate it when sombody with a trained eye weighs in on subjects like this. I’m not a graphic designer (I’m an architect) but I work with a bunch of top-end designers and I often show them stuff I’m interested in to get the evil eye report :-) Great commentary. Listen to Kit!

    If I were being more thoughtful, I would have included Deities and Demigods, Warhammer Armies 3rd, the original Dungeon Master’s Guide, and Rogue Trader.

    Zac, can you change my last two votes to Deities and Demigods and Rogue Trader respectively please?

    Jim

    ps: John evernevermore, we are totally kindred spirits :-)


    bishnak says:

    1. Advanced Squad Leader Rulebook. I always thought this was a magnificent rulebook. Presented in a binder, so that pages could be replaced with updates. New chapters could be added as new supplements came out. Chapters separated by quick reference dividers for the chapter. Great cross-referencing and indexing for looking up rules. And great examples and diagrams. I always wondered why others didn’t follow suit.

    2. Confrontation 3rd Edition. Not technically as good as ASL as a reference product (ie. no index!), but absolutely beautifully produced and came in either hard or soft cover. Great pictures, fluff and had evverything you needed to play.

    3. Flames of War 2nd Edition. Another great rulebook. Indexed, great pictures, examples, diagrams. Everything you need in it and a hardback book too.

    4. Confrontation Age of the Rag’Narok. The new Confrontation rulebook is just as nicely produced as the previous one. There is just a little less packed into it, but now there are equally beautiful and fantastic supplements to go with the rules and provide the lists, scenarios and race-specific fluff.

    5. Warhammer Fantasy. As much as the rules themselves often lack some clarity and are pretty simplistic, GW produce damn fine rulebooks. Nicely illustrated with lots of diagrams and hobby sections.

    bish


    Trent McCaffrey says:

    Car Wars Compendium
    All the Uncle Albert’s catalogues bound into one volume with all the rules required to play. One game could last us days and would usually end with someone losing control and smashing into a wall at high speed. Imagining a bus flip end over end was also quite enjoyable.

    Warhammer Armies
    I’m never sure which edition is which, but the copy I have is copyright 1988. This was back in the day when GW preferred flavour over accessibility and would call Empire handgunners hakbutschutzen.

    40k and Fantasy mini rules
    Perfect for carrying around. I wish everyone would make these.

    Lost and the Damned / Slaves to Darkness
    Mine went up on eBay some time ago, but the PDFs still live on in my hard drive.

    Epic: A PDFs
    Now if only everyone would web publish I could spend even more on miniatures.

    Hordes: Primal
    It finally allowed me to escape the shackles of GW and sink my teeth into a well designed rules set.


    fee_weasel says:

    My picks are based on the books/layout and how much I enjoyed reading them, fluff, examples of play and how I felt about the game based on reading just the books.

    Fairy Meat — WOW! The books will not make it based on layout, production or rules alone but the way they are written has yet to be equaled by any other rule set I have ever read. They are a fun read all by themselves, you don’t have to play the game to enjoy reading these rules. Pure reading enjoyment hands down.

    AT-43 — Rackham does an excellent job of layout and picture presentation. The fluff is great and I love the rules. Topnotch rulebook production, I would expect nothing less.

    Flame of War — Another rulebook with topnotch production. Nice bits of history and info here and there with tons of pictures of minis and terrain to make any player jealous.

    Warmachine — I started with the original and every book after has out done the last. Layout and production quality are great. The fluff is always a treat and it evolves with each new book.

    Fairy Meat (PDFs) — Yes I’m voting for the same books twice. These are the same as the print edition but you can purchase them as a PDF. I had such a great time reading these rules that I just had to vote for them again.

    My 2-4 place picks are really all tied for 2nd place and to be honest so many other rule sets are done so well these days it’s hard to choose one over the other based on production value alone. Granted shiny books don’t make great games but they do make for wonderful eye candy that makes me feel better about spending my hard earned cash.


    Veritas says:

    Infinity: I think this is, hands down, the best looking rule book I own. The book itself looks like it could be from the game universe. The riot of colors can be distracting in one or two places, but it’s really a small issue.

    Hell Dorado: If this was in English already it would be in number 1. The illustrations in the book are amazing and I like the fact that it caters to an older audience. Also, if you can read the French it’s positively hilarious. You don’t get it in the English translation, but there’s a LOT of humor. For example, the game’s contact rules state that as long as a part of a model contacts part of another model they are considered to be in contact. However, the author puts a side note saying that if anyone tries to use this rule to do wacky crap like extend their charge range by putting a long lance out front he gives carte blanche to the guy’s gaming group to dip him acid. :) The guys who wrote it didn’t try to water it down for the PG-13 crowd.

    Warmachine: Prime Remix: This book is a marvel of simplicity. It’s the same size as my phone book, but I can find pretty much anything in it in a matter of seconds due to a wonderful format and an easy to use index. (If not for the trailer trash picture of Vlad this book would be higher.)

    VOR: I loved this game back in the day and I really liked the rule books as well. They weren’t flashy, but they were easy to read and the main rules encouraged you to make your own armies. How cool is that? It also had some good, original background fluff what with the world devouring Maelstrom.

    That’s it. I can’t think of any other rule books that are as outwardly as pretty and well done as to merit inclusion. I will only include the one PP book. I could tack on two more of theirs, but it’s already something of a PP party in the thread so I’ll leave it be at what I feel is the best of the bunch.


    a_thousand_hats says:

    In no particular order:

    GWs Realms of Chaos Books I guess we can all wax lyrical about these. Steve Tappin & Adrian Smith artfest with absolutely fantastic depth to the system. Glorious publications.

    GWs Rogue Trader - my copy is battered, the pages falling out all over the place and the spine is suffering big time but the book and game still stands as one of the best. The games community have since been treated to many game systems which are slicker, more refined and balanced but Rogue Trader beats them all hands down in my opinion for the sheer magnitude of ideas and inspiration you can get by opening this book.

    Legends of the High Seas I know this is a recent publication but it’s eye candy heaven for pirate minis and the game itself has completely blown away my initial feeling it would be a bit flat. Full of all the hollywood cliches and stereotypes that you want to play a ‘gamers’ pirate game…it be a beauty it be and make no mistake about it! ha arghhh!

    GWs Golden Era games Back when GW produced games by the truck load one thing that has stayed with me is the humour that used to be applied to their writing. Not particularly PC in some cases but one of the main things I think they ‘got into your head’ as a company. Chaos Marauders - just read the sidebars. Bloodbowl - just about any part of a 2nd ed. publication. The list could go on. That fun and cheeky aspect has been replaced by the core games taking their worlds seriously - which is fine and a natural progression for the IP but it’s something that seems to have been lost and not picked up on by many other companies.

    Fantastic Worlds Poor layout but great ideas - lots of fun this game although you do need to invest a lot of time from your imagination to squeeze the best out of it by creating scenarios after the initial samle in the book have been played out.

    Hordes Eye Candy - not played the game but I like flicking through the book at the artwork.

    I’m a designer so a lot of what KitFox hits home to me.

    I think I agree that there is a bit of overload on the eye candy front now (despite the fact I like it) it strikes me a lot of companies feel they need to do what everyone is doing to even compete.

    And I guess to an extent that may be true but I would say that with more and more companies releasing games as PDFs I’d argue they need to take a step back and have a stripped down version without the fancy backgrounds etc. for home printing and leave the ‘all singing all dancing’ versions for the printed rullebooks.

    It’s simply a case of different media, different approach in my head.


    Ken says:

    I’d argue they need to take a step back and have a stripped down version without the fancy backgrounds etc. for home printing and leave the ‘all singing all dancing’ versions for the printed rullebooks.

    Hear hear! I completely agree with this idea. I bet if I downloaded a PDF of rules and found them to be good, I would buy the “all singing all dancing version” to put on my shelf or entice others into playing.


    Zac says:

    Well Pulp City has done just that with their recent rulebook so someone is listening :-)


    LarkinVain (Joel) says:

    I need to update my list so please disregard the first post.

    1. Warmachine: Prime Remix
    2. Pulp City
    3. AE-WW2
    4. Rezolution: Dark Tomorrow


    Paul Jaszkowiak says:

    Confrontation v3 - Great game and tons of factions to get unique games.
    Ragnarok - Has my favorite addition to any set of rules, Order distribution before movement along with alternating activations.
    Anima Tactics - This is the only game I’ve ever considered because the rules look good and I wasn’t taken by the models. I really like the idea of Action points to create a unique feel.
    Warhammer 40K - The rules are not the best, but it is a solid game.
    Confrontation v2 - Something appeals to me about a rules that are simple enough to be included with every blister. There are so many things that could/have been improved on this version, but still a solid, simple ruleset.


    Dr.Mercury says:

    Infinity: I just LOVE that book. Great artwork, loads of fluff, and everything you need.
    Ragnarok and the accompanying Aarklash book: Beautiful, I do not need to say anything more.
    Wargods of Aegyptus: I own an army, and have never played the game, but I still LOVE to read that book!
    Confrontation 3 and Dogs of War: Great production value. I really believe they raised the bar for what a rulebook should be
    Cadwallon: Sure there were translating issues, and some of it read like stereo instruction written in pig-latin, but the artwork blows my mind!


    blkdymnd says:

    For looks and layout:

    1. Helldorado (please release english soon!)
    2. Dark Age
    3. Hordes: Primal (though I pretty much hate anything PP, this has to be good to be ranked on my list)
    4. CaoR/AT-43 - I absolutley love the style and the layout they’ve used for the new books
    5. Warmachine Redux (very good looking visual book)

    For clarity of rules and textual layout:
    1. Dark Age
    2. CaoR/At43
    3. Mighty Armies
    4. Alkemy
    5. Any GW


    cegorach says:

    1. Infinity - Personal bias aside :) I love the fluff and presentation, probably the slickest book on my shelf.

    2. Warmachine - All of them, great art, engaging storyline.

    3. Dark Heresy - Awful rules, great presentation and background

    4. Confrontation 3 - Love the art, shame more background fluff wasn’t present

    5. Heavy Gear - Fantastic setting and atmospheric art


    oldsalt says:

    Well better and better modern layouts scews my list to the present.

    1. AT-43 - mainly it’s just pretty- with neat simple rules for mass combat
    2. Prime Remix- PP press learned a lot since the first version… clean well explained writing for a detailed skirmish game. With color coded pages, glossary, index and all the trimming. Great all around with better fiction this time and nicer illustrations. An overall better rule book but loses out to Rackham for pure goooey beauty- and for PP only using boring primary colors based paint schemes. (red vs blue, blaa)) but great fun to study.
    3. Hordes- see prime remix- but some stinkers Illustrations - with obvious digital painting fx.
    4. Warhammer 40K rouge trader- An oldie but still a goodie. Sure it’s only black and white- but even the later books never captured the crazy bloodlust and humor of this book.
    5. This place is reserved for DUST ( or quite likely a higher spot.) but currently goes to Confrontation Age of Ragnorak- easily beating out ver 3
    because unlike ver 3 CAGOR made some sort of since when I read it. (both rules and fluff of ver 3 were so badly thought out and/or translated I had trouble making heads or tales of that game)


    Torben Kastbjerg says:

    Here’s my list, in a decending order of favourites.

    VOID 1.1
    The true eyeopener for me. This was the game which I gritted my wargaming teeth on, and the first actual wargame that I played. And now, almost 10 years later, I still love the game system; so much so that I’ve started to use it as a basis for as many games as possible. The newer editions (Urban War, Metropolis) just leaves me cold; VOID 1.1 was a breath of fresh high-tech air in a dank and gothic gloom’n'doom market. If I was ever to name a true number one, this would be it.

    Rogue Trader
    As has been mentioned, the sheer wealth of inspiration, fun and balls-to-the-walls science-fantasy cannot be compared by any ruleset that I’ve seen so far. It has a special place in my heart due to it being groundbreaking in many respects, although the gamesystem itself is still lacking.

    Warzone
    Mentioned mainly because I truly liked the setting. The fluff was really great, good imagery and above all, the game was actually rather fun. So why not place it first? Well the game system was good, but way more open to abuse than VOID and it had a little too much doom’n'gloom to it. Still, it was a breath of fresh air; and I’ve always been a sucker for gasmasks and WW1-esque science fiction and Warzone definately delivered in that area.

    Full Thrust
    It’s good clean fun, if properly moderated. The rules are rubbish to read through, the layout is almost nonexisting. But the imagination runs rampart for me, and again it’s high-tech to a preferable level; not too much and definately not too little. The game mechanics, once you’ve wrapped your head around it, is absolutely lovely and simple. Write movement. Everybody moves. Everybody shoots; repeat.

    The fifth I am not going to mention as it is a homebrew, and I don’t regard that as part of this questionaire.

    Runner ups
    Infinity (really wanted to like it, but just plays too clunky for me as is), Necromunda/Mordheim (the campaign rules), .45 Adventure/Fantastic Worlds/Etc (lovely ideas, somewhat poor execution), Baptism of Fire (for getting me intersted in World War II gaming).


    chopa says:

    1. Wargods of Ægyptus, great hardcover, good rules, fun game.
    2. Anything Dark Age, basically any of the books fits in here, and they are all to the same high level of quality
    3. Rezolution, great rules and I loved Ross Campbell’s art
    4. Warmachine: Escalation, my favorite PP book to date
    5. Warhammer 40,000: Orks: Freebooterz, had all the fun stuff for orks, from genestealer hybrids, to khorne worshippers.


    Osbad says:

    Purely on emotional grounds, mainly nostalgia, the rulebooks that I have the greatest affection for are firstly the AD&D 1st edition DM’s Guide (which I saved up weeks the princely sum of £10.50 for and had to take a treck right over to the other side of the city to find) at the tender age of 13. I LOVED that book. I could (then, not now) quote whole chunks of it from memory - most of the magic items… Secondly I loved the 2nd edition of Runequest. Back when it was all Glorantha. This was my first experience of a game that was not D&D and having had my horizons widened I never looked back.

    Coming a bit more up to date and getting to more TTG I loved the first The Lord of the Rings SBG ruleset - the Fellowship of the Ring one that came out in 2001. That rekindled my love for the hobby after an absence of 11 years and totally suckered me into frothing over the delicious photoart. At the height of LotR fevour it completely swept me away!

    After that it would be coming to games I currently play, and here nostalgia plays no part and we are talking about overall impression (”gorgeousness”) I guess.

    That would make the Infinity rulebook number 4, and Warmachine: Apotheosis number 5.

    Of course, if playability were the prime criterion the order would be different, but I’m looking at it from the perspective of which books I would be most sorry to lose if there was a fire.


    stormwolf says:

    W40K Rogue Trader-Main Rulebook
    Bags of character, fluff and even gamer humour. A much better read and game, than today’s pale offering. Its just a shame that from this version onwards that things went so far downhill . Also famous for its semi-generic nature and creature design rules. Great stuff.

    W40K Rogue Trader Compendium (The Red Book)
    Back in the 90s and today, this was my must thumbed through book, lots of character, fluff and packed with additional rules for the main game, puts all modern codices to shame.

    Kryomek - Rulebook
    Super fluff, nice rules, super artwork. I have this and Hivestone and they are really good as a sort of super-cyberpunk setting with aliens. Very much Aliens inspired, but how can this be a bad thing.

    W40K Rogue Trader Compilation (The Yellow Book)
    Again back in the 90s very well used by me, all sorts of nifty stuff for the Eldar and Genestealers too, a must have for any RT player. Still a great read.

    Full Thrust II - GZG
    Simple rules but evocative of the whole sci-fi space combat setting, still prefer this one over the 2.5 versions, although the artwork and fluff is superb in these.

    Fighting Fantasy Game Books - Steve Jackson & Ian Livingstone
    This is where it all started for me, when I was Ten or Eleven. Like all of them but my three favourites are Citadel of Chaos, Forest of Doom and Space Assassin. The books where YOU are the hero.

    Ogre/GEV board game booklet.
    Just miisses out on my top 5. Nice set of simple yet very nice rules, that produce a superb tactical game and the short story contained within is quite chilling coming from the viewpoint of stopping an Ogre attack.

    BattleTech - FASA.
    This also just misses my top 5, because the clunky rules (like `em for small games) do not quite live up to the fluff generated by the countless novels written for this game.

    I have become a recent convert to the The WarEngine rules at the moment but will have to see how they pan out.

    SW


    a_thousand_hats says:

    Fighting Fantasy Game Books - Steve Jackson & Ian Livingstone

    Great point Stormwolf

    I hadn’t considered these for this little exercise but these were the way into the whole fantasy Sci-fi genre for me too. Swiftly followed by AD&D and then GW stuff (and all the little publishers that used to advertise in WD).

    The Fighting Fantasy system is so simple it’s genius - an excellent introduction into the whole genre. I actually dug my books out of the loft a while ago and have loved playing them since - despite my mind being ‘tuned in’ on how to beat them now that I’m (much) older I still love the pure escapism they deliver.


    Boots says:

    1. Warmachine Prime Remix
    2. Hordes Primal
    3. Heavy Gear Blitz
    4. B5 A Call to Arms
    5. Warmaster


    Grant says:

    I’ve gone more for the design aspect here, these are the books I just like to pick up and flick through.

    Hordes Evolution: This book currently sets the bar for design IMO, it all looks lick-ably good and I can find what I need in it very quickly. Only downside is that the cover illustration is a bit of a let down.

    Hell Dorado: Awesome illustrations that capture the subject matter perfectly. Not for the faint hearted, especially page 69 (IIRC).

    Confrontation 3rd edition: The first rule book that really wowed me with the design. I’m convinced that without this book Hordes Evolution (and many other recent books) wouldn’t look half as good, a true inspiration.

    Tannhauser: It’s only a short book, but again the design is perfect for the subject matter.

    Infinity: Almost gives the impression you’re reading from a computer terminal. Would be higher but font issues and occasional “overly-busy” elements drag it down for me.


    evernevermore (John) says:

    I hadnt even thought of RPGs - I have to toss in another set of votes then
    1) D&D Rules Cyclopdeia - its got all the original rules for the grand daddy of RPGs all in one spot, gotta love ebay - looking at the possibilities of using this book to run an RPG some time in June

    2) Gurps Viking - my favorite of the Gurps supplementals, has as much interesting knowledge about Vikings packed in as many historical books on them

    3) DMG 1st edition - never got to use it much but it has some fantastic details and extras for any fantasy game

    4) Dark Heresy - fantastic book just dripping with fluff, havent played it yet but the rules look good for doing a 40k universe game

    5) DMG supplementals, the blue books for 2nd edition, nothing spectacular but alot of nuggets of useful info hidden away in here


    legionaires says:

    WH 40K Rogue Trader - Just wow factor on this one. If GW ever was able to recapture this feel, the world would be gravy.

    Hordes Primal - This is the face of modern gaming books. From the clean rules section to the iconic artwork, this book is the gold standard now for me.

    Warmachine Prime: The old black and white was just the feel to get me to change systems.

    Mordheim - It reminded me of Rogue Trader but a fantasy bend with a smooth layout.

    2 Ed Vampire the Masquerade - The artwork really setup the systems theme.


    cannondaddy says:

    1. Paranoia 2nd edition- Ok it is a RPG, but there were minis for it. Very funny stuff.

    2. Slaves to Darkness- Artwork alone is work the price of admission

    3. Lost and the Damned- Ditto

    4. Hordes Primal- Rules, layout, artwork…

    5. Warhammer Armies- Army lists for nearly every army in one book!


    Keirof says:

    AD&D 2nd ed. Player’s Manual…my first obsession in rulebooks. I was in military college at the time that I started playing AD&D and first got one of these. We had a big group and we played fairly large battles using miniatures on a regular basis, so this qualifies in that sense as a rulebook used for tabletop gaming. I spent hours rereading this book.

    Warhammer Ancient Battles (”WAB”) Chariot Wars, WAB Beyond the Golden Gate and WAB Age of Arthur. The WAB series are generally of a very high quality. These three in particular IMHO are superb and are excellent examples of what all companies should aspire to in creating wargaming rulebooks.

    General de Brigade - Excellent Nappie rulebook…good production values, well written and explained rules, not too much in the way of eye candy, but somehow well illustrated none the less.

    Hordes Evolution - I’m surprised this one isn’t on more lists above. It’s qualitatively superior to Hordes - Primal in a number of ways. The campaign system included in the rear could be the best I’ve ever seen in any gaming system. I guess what happened is that most people are referencing the basic rules as included in Primal in their decision to tout that one over Evolution.

    Warmachine Apotheosis - I saw this one included in a submission above. I have the collector’s edition. It is superb.

    WFB 4th edition - Skaven Armybook - One of the best wargaming supplements ever put out by GW. Just absolutely fantastic fluff, and excellent synthesis between that fluff and the rules the supplement includes. Made me want to play Skaven in every game system.

    WH40K 2nd edition Space Wolves Codex and WH40K 3rd edition Sisters of Battle Codex - these two were qualitatively superior efforts by GW in its 40K library. The battle report and the fluff by Bill King in the Space Wolves Codex and the rules for the characters and the Wolf Guard were all excellent. The Sisters of Battle Codex was an enthralling read.

    Rackham’s Ragnarok book and the accompanying Aarklash source book (as included by Dr. Mercury above). Exquisite. It’s difficult to see how the production values of these books can ever be surpassed.


    Gitteau says:

    Do an RPG list next, maybe?


    Marauder says:

    I do have a list of RPG books, but I’m going to not include them in this list because I believe the idea was to list Table Top Mini Games rule books…

    Battle Fleet Gothic

    I could just stare for hours at the artwork of the ships - in fact while looking back at this book while thinking of my list I was hypnotized for a few minutes ;)

    Warmachine - Apotheosis

    This was the first Warmachine book that just blew me over the top. I play the protectorate and the artwork is just amazing for them in this book.

    AT-43 - Therian Army Book

    This book had some great artwork, minis and fluff. All very original.

    Car Wars - Uncle Al’s Guides

    Looking back now I realize that Car Wars was the first table top game (i.e. not RPG) that I played and probably most of the people around my age. The uncle al’s guides were a great way to really spice up the humour in the game instead of a boring list of equipment.

    Warhammmer 40k 2nd Ed - Codex Chaos

    This codex really sucked me into 40k. There are some great art pieces and language in it. I also think it happened to be the best chaos codex there has been. So many options and it made chaos marines distinctly different from imperial marines. Every chaos codex since has been only a shadow of this one, and after so many years they’ve only come up with a handful of different units.

    -Tim


    Chameleon says:

    ASL: Great layout, easier to read through and understand than the size of the rulebook implies, and some great information in the chapter footnotes and chapter H vehicle notes.

    Cadwallon Secrets Vol 1.: Most of the Rackham rulebooks are stunning to look at, but this has great artwork and enough information to make an adventure detailed and interesting - without nailing down every single denizen of each part of the city, or boxing the GM into doing things in only one way.

    Flames of War 2ed.: While the game itself (IMO) has very little to do with WWII tactics (aside from the models being period-correct), the rulebook and attendant supplements are well thought out in terms of layout, color, and photography. Nice eye candy.

    Dirtside II: Having a hardcopy of the book is great for thumbing through and coming up with your own conjectural units, scenario designs, and game mods. Great for players that like to tinker within game frameworks.

    SFB: Just reading through the ship development histories and scenario introductions is entertaining - even if you don’t play the game! Lots of thought went into the background materials presented (not to mention the game rules as well…).


    AAvH-Darkblade says:

    Confrontation 3 beautiful production values and still my favourite skirmish game.

    Warhammer 40K: Rogue Trader my first miniature game book purchase. Pretty much everything you needed, great fun.

    Rag’Narok v.1 again, a beautiful book. Very clear illustrations of combat and formations, etc. Really liked the orders system.

    Forces of Warmachine: Pirates of the Broken Coast This is my favourite of all the Warmachine/Hordes books.

    Cadwallon: Players Handbook great production values, excellent art, great background. A joy to read.

    That’s 5, but I have to add two more:

    Hordes Primal and Warmachine Prime Remix Both are great games and great looking books.


    jorl says:

    Inquisitor I love the look of that book, the little stories and background infos and the great descriptions of the classes/characters. Unfortunately I never played it. Note: Now it’s free, go get it!

    Warmachine:Prime Nice drawings and the first piece that sucked me into the iron kingdoms.

    Confrontation 3 Best pictures of models in a rulebook so far.

    Warmachine: Superiority Down to the troops - that was a nice change.

    One left, so I choose the Warhammer O&G Army Book. My first army and my entry in the whole hobby. And the covers were always eye candy.


    Gitteau says:

    I really enjoyed “Waaagh! The Orks” when it came out. Not really a rulebook, though.


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