G.A.S.L.I.G.H.T. is a set of rules for fighting skirmishes in the Victorian era. Bands of stout-hearted Extras are led by Main Characters -- from the streets of London to the hills of South Africa and from the glorious charges of the Crimea to the maelstrom of the American Civil War.
These rules were written with the works of Victorian science fiction authors in mind, such as Wells, Verne, and Haggard. In addition to standard colonial era actions, special rules are included for adding various science fiction elements to the plot, including, but not limited to, steam conveyances, fabulous inventions, glorious weapons, and strange creatures from the depths of the jungle or the core of the Earth.

In G.A.S.L.I.G.H.T., units generally consist of ten figures led by one or more Main Characters. A player normally controls one or two units. A player may also control one or two vehicles and their crews. G.A.S.L.I.G.H.T. includes rules for creating Main Characters with somewhat more detail than the Extras. The games then are a combination of unit actions and individual heroism in the tradition of adventure novels and swashbukling films.

G.A.S.L.I.G.H.T. is based on the popular Thunder & Plunder and Blood & Swash rules.

Command and control is accomplished through a card-based turn system. Movement is based on moving individual figures. Firing is done by figure as well, but the firing procedure is very quick. Morale is accomplished through a unique, stateless system that treats loss of cohesion in an novel way.

Detailed charts are provided for creating personal weapons, heavy weapons, vehicles, and fantastic creatures. The concept used in G.A.S.L.I.G.H.T. is that of imperfect mechanization -- machines don't always work as intended. This often adds a bit of excitement and humor to the games.

The rules include a beautifully laid out booklet and a single chart card, which contains everything needed to play a G.A.S.L.I.G.H.T. game.

The authors of G.A.S.L.I.G.H.T. made the specific design choice not to build our own world for these rules. Instead the rules allow for the generation of vehicles, weapons, and creatures that allow groups of players to tailor the rules to their perception of Victorian science fiction. As a result, we are confident you will find these rules flexible and fun.

About the Authors

 is an antique dealer who enjoys the pursuit and study of items from the Victorian Era.  A wargamer since high school, he has often combined this hobby with his other interests, writing and photography.  He has been published in Wargames Digest and The Courier.   Having written several sets of home rules, his first venture in rules publishing was Blood and Swash/Thunder and Plunder, a collaborative effort with Buck Surdu.

 is a career Army officer and life-long wargamer.  His first foray into game design was a board game, Beer and Pretzels Urban Combat, written and published while he was in high school.  Since then he has authored or co-authored several sets of miniatures rules including Battles for Empire, Napoleonic Scenarios, Beer and Pretzels Skirmish, Santa Anna Rules, and Blood and Swash/Thunder and Plunder