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    AVALON HILL SYSTEM GUIDES

    The game systems that outlived the boxes they shipped in.

    Avalon Hill didn't just publish games — it published systems. These are the design frameworks that spawned families of titles, tournament scenes, and decades of derivative work across other publishers.

    Core Systems

    1. Advanced Squad Leader (ASL)

      #1

      The most detailed tactical WWII system in the hobby. Modular, chapter-based rules that combine into a lifetime study.

    2. Squad Leader (Original System)

      #2

      Scenario-first, programmed-instruction WWII squad combat. The direct ancestor of ASL.

    3. Panzerblitz / Panzer Leader

      #3

      Company-level armored combat on geomorphic maps — the template for a decade of AH tactical designs.

    4. The Great Battles of History (via AH's late catalog)

      #4

      Grand-tactical ancient and medieval battles with morale, momentum, and command activation.

    5. Wooden Ships & Iron Men System

      #5

      Age-of-sail naval combat with wind, rigging, and boarding — the definitive AH naval system.

    6. Third Reich / Advanced Third Reich / Empire of the Rising Sun

      #6

      The grand-strategic WWII family with production, diplomacy, and combined arms.

    7. Diplomacy Engine

      #7

      No dice, no cards — just seven players, one map, and thirty-four supply centers. A pure negotiation system.

    8. Civilization Trade System

      #8

      Trade-card mechanics that seeded an entire genre, from Sid Meier's video game to modern Euros.

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