# Colonial Adventures *Created:* 2026-10-05, *Modified:* 2026-10-05 ![[Colonial Adventures (cover).jpg|600]] A European patrol wanders into country that is emphatically not theirs, and one roll decides whether it's a gunfight, a rout, or a very short conversation with a very large Zulu. **Colonial Adventures** is Two Hour Wargames' colonial-period skirmish game — one of the hobby's better arguments that "the sun never sets" belongs filed under "famous last words." ## Setting It's the classic colonial tabletop: European and colonial forces on one side, and on the other the Mahdists, Zulu, Tuaregs, and the Afghans and Pathans of the Northwest Frontier — plus the rest of the world's resistance to being annexed. There's no invented canon; the setting is the historical friction of the colonial era, run as man-to-man patrols and skirmishes where fire and discipline meet a great many people with spears and strong opinions about foreigners. ## Mechanics The **Chain Reaction / THW Reaction System** under the hood: **Reputation**, **2d6 taken-versus-Rep**, the **In Sight** reaction test instead of strict initiative, and solo play driven by **PEFs** (Possible Enemy Forces) with tables for both European and tribal patrols — how many of them, what they are, and whether your scout spots them before they spot you. It's the same engine as the rest of the line, with the khaki and the heat haze added. ## Editions - **Colonial Adventures** — an early Two Hour Wargames release by Ed Teixeira (held as a slide-format PDF). *In the library.* ## References - [Two Hour Wargames — Two Hour Wargames site](https://twohourwargames.com/)