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AVALON HILL RULEBOOKS

The rulebooks that built the modern hobby wargame.

For four decades, Avalon Hill rulebooks weren't just instructions — they were technical manuals, historical essays, and design treatises stapled between cardboard covers. This is a guide to the flagship rulebooks that defined the hex-and-counter tradition and still anchor active tournament play today.

Landmark Rulebooks

  1. Tactics II Rulebook

    #1

    1958

    The first-ever hobby wargame rulebook — the ancestor of every hex-and-counter set that followed.

  2. Gettysburg Rulebook

    #2

    1958 / 1961 / 1964 / 1977

    Four distinct editions, each rewritten as Avalon Hill iterated on hex maps, combat tables, and stacking rules.

  3. Panzerblitz Rulebook

    #3

    1970

    Codified tactical armored combat: line-of-sight, opportunity fire, and dispersed movement.

  4. Squad Leader Rulebook + Programmed Instruction

    #4

    1977

    Introduced modular, scenario-driven rules — teach-as-you-play was born here.

  5. Advanced Squad Leader Rulebook (ASLRB)

    #5

    1985

    The legendary binder. Still the deepest, most detailed tactical WWII rules ever printed.

  6. Third Reich Rulebook

    #6

    1974

    Grand-strategic WWII in Europe with production, diplomacy, and combined arms in a single volume.

  7. Diplomacy Rulebook

    #7

    1959 / 1976

    Twelve pages of rules that generated fifty years of table-top betrayal.

  8. Civilization Rulebook

    #8

    1980

    Trade, technology, and cultural advancement — the template for a whole video-game genre.

  9. Titan Rulebook

    #9

    1980

    Fantasy stack combat and legendary-creature recruitment, all in a slim rules pamphlet.

  10. Acquire Rulebook

    #10

    1962

    The cleanest economic-game rules ever written — six pages of hotel-chain warfare.

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