
This is a scenario that can be played by several people or solo. You want to cover your wargames table with as much urban terrain as possible. I’m using 6mm figures for this so with Hell and Uncivil Disorder rules, I’d just use the rules as normal but where the rules talk about inches, use centimetres. The advantage of 6mm is that you have enough space on your wargames table to have nice parts of town, as well as the somewhat more sleazy and disreputable areas. There is also room for ‘fast car chases.’

What you need is six ‘destinations’. These are Honky Tonks, fight clubs, cheap gin joints, girlie bars, public reading rooms and similar. They are all places designed to separate the unwary from their money. Also they hold out the prospect of Excitement, Adventure, and Really Wild Things. There are also streets, (which if you insist can be mean).
Everything centres on drawing cards, each card provides you with a force and a task. I did think of doing it methodically, so clubs were all police, or diamonds were all drug dealers. But that would give other players far too many clues, so they’re all jumbled up. And besides, I’m just not that organised.
With regards to the bunches/units you deploy, frankly it’s fine to have half a dozen 6mm figures based on a 2p piece (25mm base). Assume the bunch to be ten strong and if it suffers casualties, just note them down as they happen. But these bunches are going to be pretty expendable, there’s plenty more in the pack.
Multiplayer game
- Each player draws a card a turn. They can have two cards in play and may have a third held, face down next to them, which they may play at any time. They can control a maximum of three cards at any time.
If one of the parties they control ‘completes’ its objectives, it may leave the board and another card can then be drawn. That way any points it earned are ‘banked.’ - Tot up all the points a party you have controlled has scored. Note that these points don’t count until the party has successfully left the table and banks the points.
- The player with the most points banked is the winner.
Solo Game
- There are several ways to tackle this.
One is to arbitrarily decide one suit of cards produces your people. (Or every fourth card drawn, or any other arbitrary way of picking, but your cards are chosen when the cards are still face down) You draw d6 cards per move. You move all of them, but only score with ‘yours’, and only if you get them off the table and bank the points. Most cards have a job to do, an obvious patrol route or whatever. NPC cards just follow that. - Another way is to take the Civil Police as your faction. Then just play the game out as about.
- Other methods will occur to you as you play the game.
Keep a tally of the points you bank and the points everybody else banks. You win if you bank more points than they do. This is a little easier as it seems as NPC parties are likely to stay on the board longer to achieve their full objectives. When you have a multiplayer game, players could well pull parties off early to bank the points you’ve already scored.
Parties arriving on table.
When you draw a card, in a multiplayer game you have a choice, just bring the party associated with that card onto the table edge convenient to that player, or roll at random for the table edge. For a solo game roll at random for the table edge they arrive on.
The Cards
Hearts
Ace. Civilians. A bunch of cheer leaders celebrating a big game, spend two moves in each destination, then go home. One point for each destination, one point for victorious combat.
2. Military. Party of off duty marines having a night on the town. Count as riflemen with no weaponry. One point for spending two moves in each destination, two points for each victory over army units. -2 points if fighting civil police.
3. White Powder Percival and his bunch of minders. Deals in narcotics. One point for each destination. One point for each bunch in the destination but only if there is no fighting. Three points if defeat other narcotic dealer. Counts as gunmen.
4. Cannibal Picnic. A bunch of death metal fans who are out on the town. One point for each destination, one point for meeting a narcotics dealer. One point for each fight with police. Three points if they beat up The Orchestra. Count as thugs.
5. Civil Police. A bunch on foot patrol, count as gunmen. They have a spike strip to they could stop a fast car. They get one point for each destination, three points for each narcotics dealer, and three points for each speeding motorist.
6. Military police. Riflemen. They get one point per destination, plus two points for each military bunch they find fighting and defeat and send back to the camp in a riot wagon.
7. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
8. Traffic cop. Exists to hunt down joy riders. They can travel up to 6d6 centimetres a turn. If they get level with a joy rider, toss a coin. On tails they manage to steer the joy rider off the road and arrest him. 10 points for an arrest. However you share the points with any other traffic cops within 20cm.
9. Civil Police. A bunch on foot patrol, count as gunmen. They have a spike strip to they could stop a fast car. They get one point for each destination, three points for each narcotics dealer, and three points for each speeding motorist.
10. Civilians. The Military Wing of the Popular Front for the Liberation of Utopia. A bunch of thugs, they’re off duty and just want a quiet drink. +1 point for each destination they have a drink in when there isn’t a fight, +3 points for each fight with the police.
Jack. Police VTOL. Flies over the table and coordinates all civil police units. (They have to obey orders) Get three points for each joy rider caught.
Queen. Rugby club outing. Must spend three moves in each destination. Gets 1 point per destination and two points for every other bunch they beat in a fist fight. Count as thugs.
King. An articulated heavy goods vehicle delivering to two destinations, dice at random. 3 points per successful delivery, doesn’t take part in combat. 3 points for each joy rider that collides with it.
Diamonds
Ace. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
2. The Orchestra. A bunch of Light Opera fans who are out on the town. One point for each destination, one point for meeting a narcotics dealer. One point for each fight with police, three points if they beat up Cannibal Picnic. Count as thugs.
3. Police VTOL. Flies over the table and coordinates all civil police units. (They have to obey orders) Get three points for each joy rider caught.
4. An articulated heavy goods vehicle delivering to two destinations, dice at random. 3 points if successful, doesn’t take part in combat. 3 points for each joy rider that collides with it.
5. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
6. Traffic cop. Exists to hunt down joy riders. They can travel up to 6d6 centimetres a turn. If they get level with a joy rider, toss a coin. On tails they manage to steer the joy rider off the road and arrest him. 10 points for an arrest. However you share the points with any other traffic cops within 20cm.
7. Police VTOL must return to base, leaves table.
8. Military. Party of off duty light infantrymen having a night on the town. Count as riflemen with no weaponry. One point for spending two moves in each destination, two points for each victory over army units. Three points for each victory over marines. -2 points if fighting civil police.
9. The Military Wing of the Utopian People’s Liberation Army. A bunch of gunmen, they’re off duty and just want a quiet drink. +1 point for each destination they have a drink in when there isn’t a fight, +2 points for each fight with the police. +3 points for each fight with the military.
10. Military Back up. A bunch of Marine Riflemen, armed to the teeth, arrive by VTOL to help deal with the problem. Get 6 points if they destroy or capture the bunch causing the trouble.
Jack. Civil Police. A bunch on foot patrol, count as gunmen. They have a spike strip to they could stop a fast car. They get one point for each destination, three points for each narcotics dealer, and three points for each speeding motorist.
Queen. Smoking Sammy and his bunch of minders. Deals in narcotics. One point for each destination. One point for each bunch in the destination but only if there is no fighting. Three points if defeat other narcotic dealer. Counts as gunmen.
King. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
Spades
Ace. Traffic cop. Exists to hunt down joy riders. They can travel up to 6d6 centimetres a turn. If they get level with a joy rider, toss a coin. On tails they manage to steer the joy rider off the road and arrest him. 10 points for an arrest. However you share the points with any other traffic cops within 20cm.
2. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
3. Military Back up. A bunch of Marine Riflemen, armed to the teeth, arrive by VTOL to help deal with the problem. Get 6 points if they destroy or capture the bunch causing the trouble.
4. Military. Party of off duty drone pilots having a night on the town. Count as riflemen with no weaponry. One point for spending two moves in each destination, two points for each victory over military units or civil police.
5. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
6. Civil Police. A bunch on foot patrol, count as gunmen. They have a spike strip to they could stop a fast car. They get one point for each destination, three points for each narcotics dealer, and three points for each speeding motorist.
7. Military. Party of off duty artillerymen having a night on the town. Count as riflemen with no weaponry. One point for spending two moves in each destination, two points for each victory over army units. Three points for each victory over marines. -2 points if fighting civil police.
8. Bad Bartold and his bunch of minders. Deals in narcotics. One point for each destination. One point for each bunch in the destination but only if there is no fighting. Three points if defeat other narcotic dealer. Counts as gunmen.
9. An articulated heavy goods vehicle delivering to two destinations, dice at random. 3 points if successful, doesn’t take part in combat. 3 points for each joy rider it collides with.
10. Police VTOL must return to base, leaves table.
Jack. Military police. Riflemen. They get one point per destination, plus two points for each military bunch they find fighting and defeat and send back to the camp in a riot wagon.
Queen. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
King. Police VTOL. Flies over the table and coordinates all civil police units. (They have to obey orders) Get three points for each joy rider caught.
Clubs
Ace. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
2. Military Back up. A bunch of Marine Riflemen, armed to the teeth, arrive by VTOL to help deal with the problem. Get 6 points if they destroy or capture the bunch causing the trouble.
3. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
4. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
5. Salvation Army selling War Cry. 1 point per destination. 1 point for every fight stopped. When they enter a destination, all fighting stops in embarrassment, and everybody desperately roots through their pockets for small denomination loose change.
6. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
7. Police VTOL must return to base, leaves table.
8. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
9. Traffic cop. Exists to hunt down joy riders. They can travel up to 6d6 centimetres a turn. If they get level with a joy rider, toss a coin. On tails they manage to steer the joy rider off the road and arrest him. 10 points for an arrest. However you share the points with any other traffic cops within 20cm.
10. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
Jack. A bunch of young men and women out on the town. Count as mob, They get one point for each destination, and one point if there is a fight in the destination whilst they are there, where they do not take part.
Queen. An articulated heavy goods vehicle delivering to two destinations, dice at random. 3 points if successful, doesn’t take part in combat. 3 points for each joy rider it collides with.
King. Joy rider. Idiot in fast car. Comes onto table, gets one point for each destination their vehicle passes at speed, then must get off for the points to count. They must travel at least 4d6 centimetres per move and can travel up to 6d6 centimetres.
Car troubles.
- If you get two joy riders on the table at once, they will race. This means they go to an agreed start and try and be the first to pass the six destinations and off. If they succeed the winner scores double points.
- General rule for fast moving vehicles. If they attempt to corner when moving more than 20cm toss a coin. On a tails, they fail to corner and continue their move straight forward, spinning and on their roof.
- Any vehicle that passes over a spike strip travels d6cm before coming gracefully to a halt. If it passes over it on its roof, it demolishes the strip taking it with the vehicle. ]
Holding cards.
Some cards, (some examples are Military Back up, Joy Rider, and Traffic Cop) can be held, face down, beside the player. They do not have to be played immediately. Instead they can be played when the player wants to play them, instead of drawing a card.
Note that if you have a Military Back up card face down and somebody calls for back up, you have to deploy to assist them. If there are two players with these cards available, then they deploy in order Diamonds, Spades, Clubs. So if you hold the Diamonds card you have to deploy. If you have the Spades card you don’t have to deploy if somebody has the Diamond. Military back up can be called whenever there is shooting. Note only police or military can call for it.
Spells
With Hell and Uncivil Disorder there is a ‘magic system’ which allows you to have an impact on the morale of those around you. In this scenario the system probably needs tweaking. Give every bunch a shaman and allow them one or two appropriate spells off the list. Most probably won’t need them.
The only summoning of demons is phoning for taxis (or riot wagons) as appropriate. If you use a taxi to get from one destination to another, the taxi has to be resummoned next time you need it.
Media
In Hell and Uncivil Disorder there are rules for Media. They can be summoned the usual way, by accident when trying to summon something else. They can also be summoned by gunshots. Every time somebody opens fire roll a d10, and media appear on a 10. Media are worth one point to pretty well everybody if you attack a team, and are worth two points if you rescue a team.
Jokers
If you want, you can leave the jokers in the pack. The player who draws a joker becomes a demagogue and can take over all civilians (not police) on the table, but has to do this by physically moving to join them. The joker can then lead their growing mob in a giant pub crawl through all six destinations. If you get a second demagogue, that demagogue is automatically opposed to the first.
Demagogues don’t really score points but they stop other players banking points, and the demagogue use the other parties they control score points in the usual way.
Figures and Terrain
The choice is almost infinite!
CP Models have generic 6mm SF Civilians. https://cpmodels.co.uk/shop/gen04-generic-sci-fi-civilians/

They also have Junkers civilians at https://cpmodels.co.uk/shop/jk02-junkers-civilians/ and civilian characters
https://cpmodels.co.uk/product-category/6mm-ranges-2/sci-fi-characters/
Brigade Models have armed civilians, desert raiders who are almost civilian,
https://www.brigademodels.co.uk/6mmSF/Infantry.html
and how about their Fasolini Infantry if you want a particularly unpleasant paramilitary police. (The officer in the peaked cap sold it to me.)

Irregular Miniatures are as usual in the running.
https://irregularminiatures.co.uk/6mmRanges/6mmCivilians.htm
But also check out the Riot range for police and rioters. Also don’t restrict yourselves to modern or SF civilians. Who knows which way the whims of fashion will take us?

For the buildings I’ve used those from Iliada Game Studio
https://www.iliadagamestudio.com/

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In case you don’t know ‘Hell and Uncivil Disorder’ Rules, they’re available from Wargame Vault for £4 as a pdf
https://www.wargamevault.com/product/368891/Hell-and-Uncivil-Disorder
They’re available from Amazon for £4 on Kindle or £9.50 in paperback.