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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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