Tuesday, April 28, 2026

Packing A Battle in A Small Box

 “Though she be but little, she is fierce.”

William Shakespeare

A package recently arrived with a wonderful little game in a small tin: Battle Box: Napoleonic Wars from Feral Wizard in Manchester, UK. It’s the size of a mint tin (do they still put mints in those?), a compact 4 x 2.5 inches, easy enough to fit into a large pocket, a purse, go bag, or backpack. I’ve occasionally dabbled in Napoleonic gaming, though it’s by no means one of my core wargaming interests. But it promised a compact yet entertaining experience with a far smaller tabletop presence than many such games, either board wargames or miniature wargames. I was curious how the combination of wooden bits, map tiles, and rules for, essentially, a Portable Wargame-style game, would deliver. I was not disappointed. It offers a complete Napoleonic wargame in conveniently extreme miniature, with optional rules and solo play rules, that satisfied a number of my criteria for an enjoyable game.

I’ve discussed my extensive dabblings with the Napoleonic period in wargaming before. With a few exceptions (Avalon Hill’s Hundred Days Battles comes to mind) they take up considerable space on the tabletop; one might argue such fare as Commands & Colors Napoleonics and Battles of Napoleon: The Eagle and the Lion fall into the category of “table hogs.” Such board wargames often come with exceptional production values...and corresponding price tags (not to mention the shelf space they take). Of course any miniature wargame fielded with terrain and toy soldiers at all but the tiniest scales takes up table and shelf space (and comes with its own costs). The smallest I’ve managed so far have been a few battles using Bob Cordery’s The Portable Wargame rules (regular and the Napoleonic-specific ones). So when I heard about Battle Box: Napoleonic War using a modular map of cards, wooden pieces for units, and a handful of dice, along with a rules system that fit into such a small package, I couldn’t resist.

The Battle Box tin and components
(with 25mm miniatures for scale).
The game comes in the aforementioned small tin that houses all the components: three dice (red, blue, and black), and 24 wooden pieces, half in blue, half in red, representing units (eight infantry, two artillery, and two cavalry for each side), and 18 cards in a parchment-map style of the period, each with two “control zones” outlined on them, some sporting terrain like high ground and forest that can affect battles. Players set up a “board” of cards three wide and four deep, providing a grid field of six by four zones. A random table provides variation in the kinds and numbers of units deployed, usually a solid set of infantry with varying numbers of artillery and cavalry. Each zone can hold a limited number of units, with a primary one up front and others in reserve; facings play a role when attacking as well as preventing outflanking maneuvers.

Sample pieces for infantry,
artillery, and cavalry.
The “Gunpowder & Bayonets” rules a four-panel, eight “page” folded pamphlet fitting into the tin present a fairly basic system for simulating movement, combat (fire and assault), and morale (called “tenacity”) with plenty of room for added depth. They’re the usual collection of movement rates and variable combat effectiveness, success determined by rolling a target number or higher on a d6. Not a whole lot of leeway there for modifiers, though some exist for specific situations such as flanking, defending high ground, and similar period considerations. An advanced rule offer guidelines for using terrain features, including positioning troops in the woods and skirmish fire.

Each turn a player makes a command test to activate units in one control zone by successfully rolling the turn number or higher on a d6. All units in that zone can take one action: march, fire, or assault. Play then continues activating other zones until all units have taken an action or the player fails a command test. Some might dislike the command test mechanic, as it can prematurely curtail one’s plans (an infamous mechanic in Osprey’s earlier editions of Lion Rampant and Dragon Rampant); I’ve grown to enjoy it. Each side is guaranteed one command at the start of their turn...beyond that, well, it’s up to fate. That said, the rules provide one or two automatic command test successes per game, to use as players decide, a nice compromise in a mechanic that often frustrates players.

An initial game set-up.
An insert for “Advanced Rules and Scenarios” gives players the opportunity to add greater depth to their games. Half the insert presents six scenarios to play, including troop deployment and card terrain set-up. The rules for solitaire play focus on prioritizing the battlefield zone (left, right, and center) the enemy focuses their attention on and the kind of actions they pursue. I found I had to fudge a good deal when such actions weren’t possible in the given zone, shifting to the next zone or action in the random tables. Special unit rules give bonuses to certain notable units on the field that allow them bonuses or special exceptions from the standard rules.

Overall the rules text fit onto the two small folding inserts appropriate for the tin size, though old grognards like me might need a magnifying glass to read the tiny type. (The Kickstarter campaign included PDF downloads of the printable material, so I may see how I might print that at a larger size for my aging eyes.)

The situation after a few turns.
I’ve already played several solitaire games, though I’m hoping the small, short format entices my son away from his tablet and over to the game table. Battle Box: Napoleonic War hits the mark in several categories. It’s small, meaning it doesn’t cost as much as larger games and doesn’t take up so much space on the table or shelves. Despite its size the game includes a set of nice components, notably the wooden pieces ideal for other forms of wargaming. The rules offer plenty of options to add onto the existing system and provide greater depth. The solitaire rules, while not comprehensive, give a workable framework seasoned players can modify to their own tastes.

Indeed Battle Box: Napoleonic War offers inspiration for further game development. The rules seem adaptable to other “horse and musket” era conflicts, with a few adjustments: the American War of Independence (requiring rules for militia units), the American Civil War (more artillery, less effective cavalry), and possibly even British colonial wars (requiring more rules to effectively simulate indigenous units). The modular gridded battlefield might inspire some to design their own. And the wooden pieces long ones for infantry, cubes for artillery, and bent arrows for cavalry — get one thinking about other uses for representing troops on a battlefield, whether gridded, graphic, or even a map. One can even purchase additional sets to field games involving larger territory and more units on each side.

I’m encouraged by the Battle Box concept and Feral Wizard plans to develop it further The company is Kickstarting Battle Box: Age of Sail, a similarly sized and priced game for period naval combat. Nothing as complex, elaborate, or sprawling as, say, Sails of Glory (which I’ve also enjoyed), but a compact wargame that doesn’t take up too much space but delivers a satisfying gaming experience.

Small games have their place alongside the rest of the adventure gaming hobby fare. I certainly think visually impressive “table hogs” have their place, especially at public events where the set-up might attract potential players and interested onlookers. But compact games have their benefits in their smaller size, more reasonable price tag, and easy portability. I have a host of small games, most of which made it to the table once, but few which have become enjoyable repeat standards. Some titles reside on our go-to games to bring along when we travel: Piepmatz, Sushi Go!, Rat-A-Tat Cat, Sprawlopolis. They don’t always come out for a play session, but it’s nice knowing they’re around just in case. Most such games fall into the category of general board and card games, but Battle Box: Napoleonic Wars strikes me as one of a few compact board wargames. Not always the crowd-pleaser of more general audience games, but satisfying if you and a fellow grognard on the road need some wargaming action.

If you’re in America you can purchase Battle Box: Napoleonic Wars from Catastrophe Games for a very reasonable $20.

From a little spark may burst a flame.”

Dante



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