Wargames Rules: Charge! or How to Play Wargames
First published in 1967 by Brigadier Peter Young and Lieutenant-Colonel J.P. Lawford, Charge! is one of the most influential and enduring classics in the history of the hobby. It presents a world of "Old School" wargaming, where the spirit of the game and the spectacle of the tabletop are just as important as the outcome of the battle.
The rules are designed for an era of 18th-century "Lace Wars" that is more evocative of the period's flavour than a rigid simulation of historical drill. The system uses large units—originally designed for 30mm or 25mm "flat" figures—where a standard infantry regiment might consist of 48 figures. Combat is straightforward, using simple dice rolls to determine casualties, and the rules famously include provisions for "The General’s Luck" and the dramatic impact of a bayonet charge.
While modern sets may offer more technical detail, Charge! remains beloved for its charm, its clear and gentlemanly prose, and its focus on the grand spectacle of long, colourful lines of soldiers. For many, it represents the foundational "imaginations" style of gaming, where fictional nations like the Electorate of Steuer-Wurst or the Duchy of Goulash-Stein provide the backdrop for gentlemanly conflict.
What do you think?
I would love to hear your opinion on these rules! Do you use them for the Seven Years War? How do you find they handle the 6mm scale? Please leave your thoughts in the comments below.

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