Tuesday, September 15, 2026

Rules Tinkering & Redesign

 “History is the interpretation of the significance that the past has for us.”

— Johan Huizinga

Papercraft Romans awaiting a playtest
battle with Germanic tribesmen.
This past week I started getting an idea for a new set of kid-friendly historical miniatures gaming rules. Having covered World War II tank combat in Panzer Kids and small unit action where individual soldiers each play a role in Skirmish Kids, I began wondering if I evolved the latter rules to accommodate full units in ancient, medieval, and pre-20th century battles on a larger scale. I started jotting down notes, typing out a few ideas, considering how elements of Skirmish Kids would have to change to accommodate battles with lines of infantry, cavalry charges, and artillery (and all that across the ages). I started drafting stats for various units I wanted to field in playtest games. And then I stopped myself. Does the world really need another set of wargaming rules? Do I really need that, even despite my personal design preferences for kid-friendly games? Haven’t I enough game projects requiring attention? Don’t we have enough rules already? Perhaps it’s the restless, unfulfilled creative drive within me, or my urge to share my interest in using games to help people learn about history, or that maybe this one might catch the attention of a publisher other than myself who can better produce and promote the game. And so I soldier onward, despite the leering shadows of doubt whispering “Why bother?”, ignoring my depleted reservoir of time and energy and enthusiasm, oblivious to the adventure gaming world’s inevitable indifference at yet another wargaming rule set.

Tuesday, September 8, 2026

Playing with Battle Box: Age of Sail

 “If one does not know to which port one is sailing, no wind is favorable.”

— Seneca

I’ve dabbled in many historical wargaming periods over the years. The Age of Sail remains one for which I’ve never really found an accessible game — in both cost and rules — until now. Feral Wizard’s Battle Box: Age of Sail promises to deliver an intuitive game with plenty of tactical choices in a small package (much like its previous game, Battle Box: Napoleonic Wars). The game ran a successful Kickstarter back in the spring and should deliver physical components by the end of the year...but backers received the print-and-play component files when the campaign ended. So I printed out some cards and rules and played a few battles using my craft store sailing ships and my large-hex light-blue ocean canvas. After a few games to help me grasp the mechanics and strategies I found it offered a host of player choices to add depth to what seems on the surface a basic Age of Sail game.

Tuesday, September 1, 2026

What Do Games Tell Our Adversaries?

 “In our leisure we reveal what kind of people we are.”

— Ovid

Members of the Chinese PLA Navy play Sebastian
Bae’s Littoral Commander: Indo-Pacific wargame.
A recent social media post by Sebastian Bae — game designer, wargaming professor, defense analyst, former US Marine (among many other roles) — shared news that members of China’s People’s Liberation Army Navy (PLAN) were playing his modern wargame Littoral Commander: Indo-Pacfic. “I did not have the PLA Navy playing my ‘Littoral Commander Indo-Pacific’ #wargame on one of their ships on my bingo card for 2026. Absolutely wild,” Bae posted. It is an interesting testament to our open-source internet age, where information and products travel the world for use by anyone who wants them...including our potential near-future adversaries. It certainly validates the quality and utility of Bae’s wargame. It also raises questions about what adversaries can learn from the games we ourselves design and use, how such games reflect both the designer’s knowledge of battlefield capabilities and assumptions about elements affecting the outcome of combat.