
- BGG rating
- 6.2
The Compleat Fondler: Eighteen Scenarios for Sharp Practice
- 2–8 players
- 120 min
- Complexity 2.0/5
- 2008

2008
Rules assistance for Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 is a board game released in 2008 for 2–6 players and 120 minutes per game. It was designed by Richard Clarke (III) and its main mechanics are Simulation, Variable Phase Order, and Measurement Movement.
Sharp Practice are large scale skirmish rules, designed for between 30 and 120 figures a side, with players taking the roles of heroic leaders of the black powder age. Hornblower, Flashman, Sharpe, Bolitho, all can lead their men into battle with these much heralded rule set. The rules are written with an emphasis on the Napoleonic Wars but include rules the will allow them to cover almost any conflict between 1750 and 1860. In the literary genre, Sharp Practice sees the enlisted men operate in groups of up to a dozen figures, with the key leaders adding their character to the action. Groups of men may be combined into formations and the rules contain a guide to using small unit Napoleonic drill in your games. The rules are suitable for figures from 15mm to 40mm in size and will work with any basing system you like.
Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 has a complexity rating of 2.6 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 belongs to these categories: Wargame, Napoleonic, and Miniatures. Its main mechanics are Simulation, Variable Phase Order, and Measurement Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 are: Richard Clarke (III). These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Sharp Practice: Wargame Rules for Large Skirmishes in the Era of Black Powder, 1700 to 1865 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.