“It’s like a bird. If he knew what he was doing, he would fall.”
— Carl Reiner
![]() |
| The Battle of the River Plate on the game table; not quite as it actually happened. |
“It’s like a bird. If he knew what he was doing, he would fall.”
— Carl Reiner
![]() |
| The Battle of the River Plate on the game table; not quite as it actually happened. |
“History is the interpretation of the significance that the past has for us.”
— Johan Huizinga
![]() |
| Papercraft Romans awaiting a playtest battle with Germanic tribesmen. |
“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.“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. |
“Fathers, both you and the English are white, we live in a Country between; therefore the Land belongs to neither one nor t’other.”
— Chief Tanaghrisson
![]() |
| French and Indian War provincial militia re-enactors march forth at Fort Frederick. |
“I am always ready to learn although I do not always like being taught.”
— Winston Churchill
My son returned to public school today, a constant gripe given the swampy weather and the lack of adequate environmental air handling in his school. So I offer apologies to regular readers; this piece is a bit more self-centered, having been pulled together late, after several false starts on other topics, and having dealt with several days of frantic back-to-school activities. Part of my deep mental programming still views the start of the academic year in the “autumn” as a time of new beginnings, new routines, and new goals, unlike my ever-growing disdain for personal re-evaluation and re-dedication to often unattainable ideals during the New Year’s holiday in mid-winter. In trying to organize my adventure gaming efforts, I look to projects foremost in my mind develop toward more refined forms worthy of sharing.“There are many truths of which the full meaning cannot be realized until personal experience has brought it home.”
— John Stuart Mill
![]() |
| The author peers out over the wall along Fredericksburg's Sunken Road. |
“Throw forward your cavalry, as soon as you approach your new position, to Culpeper Court-House, and carefully watch the whole country toward Richmond and Gordonsville.”
— Union Major General John Pope
![]() |
| Battle of Cedar Mountain, Aug. 9, 1862, engraving from a sketch by Alfred R. Waud. |
“The plump silhouettes of the American Dauntless dive-bombers quickly grew larger, and then a number of black objects suddenly floated eerily from their wings.”
— Captain Mitsuo Fuchida
![]() |
| SBD Dauntless squadron seeks the Japanese fleet. |
“The key to growth is the introduction of higher dimensions of consciousness into our awareness.”
— Lao Tzu
I admire discourse that challenges me to think more deeply about tabletop games, whether new perspectives or ones investigating (and sometimes affirming) concepts I advocate. I often wish the adventure gaming hobby had more such discussion geared toward the kind of hobbyists and informed generalists who wander the borderlands between more steadfastly ensconced professional and scholarly game circles. Secondary education offers some promising opportunities as young people, not yet established in our staunch intellectual silos, explore and develop their own ideas on gaming subjects. Dr. Jeremiah McCall, himself an innovator in the field of games for learning, recently mentored one of his students at the Cincinnati Country Day School through a senior independent study project examining how different media — literature, film, and video games — presents the same historical event in different ways...and to different ends. It encourages us to more closely analyze how we interact with the various media we consume and how the context of form shapes its messages.“Man is most nearly himself when he achieves the seriousness of a child at play.”
— Heraclitus
![]() |
| A toast to summertime gaming aspirations. |
“There are many truths of which the full meaning cannot be realized until personal experience has brought it home.”
— John Stuart Mill
![]() |
| What's it like to lead the advance at the Battle of Great Bridge? |
“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.“The reading of all good books is like a conversation with the finest minds of past centuries.”
— Rene Descartes
Every so often I feel inspired (compelled?) to revisit topics I’ve explored in the past. My latest? Bibliographies, which I last featured in July 2024 in “Inspiring Citations.” That piece mostly focused on sources listed in bibliographies sending readers off to learn more about a game subject, whether for their own edification or incorporation in their hobby activities...a process that perpetuates itself as readers look at the bibliographies in those subsequent resources. And I’ll touch on that again here. But lately I’ve been finding bibliographies also give my frail self-esteem a sense that my past intellectual explorations have merit when I find sources I’ve read in the past listed in more current, relevant work. Bibliographies can send us off in new, exciting directions of personal and professional research as well as validate our past readings to remind us we’re on the right course.“Historical game design is the ultimate historical research project for non-specialists!”
— Dr. Jeremiah McCall
I love interactive fiction, both narrative programmed stories like the Choose Your Own Adventure and Endless Quest series and similar fare incorporating basic game rules, like the Fighting Fantasy gamebooks. I enjoy exploring numerous historical periods. And I’m an advocate for using games for learning with various age groups in different environments. What better way to learn about history than explore a specific topic and incorporate it into a game activity. Dr. Jeremiah McCall has developed a history assignment for his high school students integrating all these interests. His Student-Designed Histories are a model educational tool for exploring historical topics and sharing that knowledge in an engaging interactive format.
“There is nothing insignificant in the world. It all depends on the point of view.”
— Johann Wolfgang von Goethe
Every gamer has their favorite genre periods and game systems, whether for wargames (both miniature and board), roleplaying games, or board games. Some folks maintain avid interests in numerous favorites. In many cases — but perhaps mostly with wargamers — players enjoy multiple games on the same subject, each title emphasizing something different about the theme. This seems almost stereotypical of wargamers, who fixate on historical periods or even focus on single battles: Gettysburg, Rorke’s Drift, Cannae, D-Day, and, of course, Waterloo. People interested in specific episodes in history rarely settle on reading just one book about them; they read several, often expanding their curiosity further into the period, and sometimes even related subjects. No one book tells the definitive story; neither does one single game perfectly depict a historical event. Different books contain new research, approach from a new perspectives, or incorporate particular biases; multiple game rules simulate conflicts differently in how their systems account for or interpret historical factors. Just like reading several books with different perspectives can broaden our understanding of a historical period, so, too, can multiple games on a subject present different ways of modeling a conflict and hence give us varied experiences from which to learn, both about the history and about effective simulation techniques.“It’s not what you look at that matters, it’s what you see.”
— Henry David Thoreau
I’ve enjoyed many of John Curry’s volumes in his History of Wargames Project, from republication of early wargame rules and historical wargames used for training and analysis to treatises on matrix games and other serious wargaming. I recently acquired one that had previously eluded me, Joseph Morschauser’s How to Play War Games in Miniature: A Forgotten Wargaming Pioneer: Early Wargames Vol. 3. I was initially lured to it by the claim it included an introduction of a gridded play surface into miniature wargaming, but I pleasantly found it filled with intuitive, concise rules, options for basing, and overall solid advice for miniature wargaming newcomers just as relevant and inspiring as when it was first published more than 50 years ago. It was a refreshing affirmation of many miniature wargaming elements I’ve come to enjoy over the years: concise simplicity; based units; flexibility between open battlefield and gridded surface; flexibility between eliminating units or keeping a roster for a multiple hit system; and an overall informative and welcoming approach to hobby.
“Random chance plays a huge part in everybody’s life.”
— Gary Gygax
To use cards or not to use cards? That’s a question some designers might consider when developing mechanics for a particular game. Cards can deliver a similar infusion of effects we get from rolling dice on random tables. Differences exist in the two systems, but the result — generating a randomized element from a thematic list — remains the same. I’m debating whether to use cards or tables for a game I’m in the early stages of developing, a solitaire simulation focusing on supplying the Warsaw Uprising of 1944. As a player I love cards: the tactile nature, the space for illustrations, blurbs of lore, and stylized icons for values and functions. But at this early stage, and from a designer’s perspective, I’m leaning toward random tables as an expedient to focus more on concepts and system rather than give in to my urge to obsess over physical components.“A toy is seen both as a bauble and as an intellectual machine.”
— Brian Sutton-Smith
![]() |
| Ranks of paper minis march across the Great Bridge to disperse rebels. |
“I have but one lamp by which my feet are guided, and that is the lamp of experience.”
— Patrick Henry
![]() |
| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |