A short while ago we decided to get into some Colonial Wargaming...starting with the Zulu Wars. I'll update the site with some better pictures shortly, but in the meantime, just a selection of pictures to whet your appetite.
Babbage Rules
For most of our games in this period we have tended to play Babbage as detailed within the Men Who Would be Kings Rules. Working collaboratively to beat Babbage creates a great group dynamic rather than the competitiveness that can creep into some games, Of course there needs to be some tweaking if you want to play more than a 'meeting engagement' type battle. For a start, with Babbage, you only generate an enemy force if you move...so how do you win a Defensive Scenario, simply don't move! So this had to change.
House Rules
We use a pack of cards with alternative red and black numbers. Each player's unit gets dealt a card at the start of the turn. Starting with the lowest card players take their turn in the order given. If they have a red card (or if they move) their unit generates an enemy unit (at the end of t heir turn, as per the usual Babbage rules). If they have a black card, and don't move, then their actions do not generate an enemy unit. Everything else works exactly as per the regular Babbage rules.