Sunday, 22 February 2026

Are you rolling your dice wrong?

Every tabletop wargamer knows the feeling: you line up the perfect attack, pick up a fistful of dice… and roll absolute disaster. Again. It’s easy to joke that our dice are cursed, disloyal, or harbouring a personal grudge against our beautifully painted troops. But what if the problem isn’t bad luck at all? What if we’ve been rolling dice “wrong” for years?

In this video, we take a cheerful deep dive into one of tabletop gaming’s most enduring bits of club folklore: the idea that how you roll dice might actually influence the outcome. It’s a topic that sits right at the intersection of probability, superstition, and the wonderfully odd culture of historical and miniature wargaming.


We explore a whole gallery of familiar techniques. There’s the dramatic flick, launching dice across the battlefield like plastic artillery. The long tumble, beloved of casino players and guaranteed to send dice rolling through terrain pieces. The chaotic high drop, which sounds like a bag of gravel hitting a tin roof. We also look at pre-roll shaking rituals, lucky (or banned) hands, and the ever-popular dice cup or tower for players who’d rather let gravity make the decisions.

Along the way, we gently untangle the myth from the maths. Dice are, after all, simple randomising tools governed by physics, not feelings. As long as they’re rolling freely and fairly, the results are effectively random. But that doesn’t mean rolling style is meaningless. Far from it. The way we roll dice affects the pace of the game, the clarity of results, and the shared drama around the table. It’s part performance, part ritual, and part social contract between players.

For historical wargamers and miniature hobbyists, these little habits are part of the wider joy of the hobby. We already spend hours painting figures, building terrain, and recreating battles from the past. A few dice-rolling superstitions fit right in with that blend of history, storytelling, and playful imagination.

This video is ultimately a celebration of those quirks. Whether you’re a careful cup-user, an enthusiastic flicker, or someone who shakes dice like you’re trying to wake them up, you’re not alone. Dice may be random, but the stories and laughs they create at the table are anything but.


Friday, 20 February 2026

More Retreat from Moscow Testing this weekend.

More playtesting has been underway this week, with even more sessions lined up for the weekend and into next week as we hammer out the final refinements to Battle Chronicle: The Retreat from Moscow.  Each game nudges the system a little closer to where we want it. Tight enough to hold together under pressure, but flexible enough to let the story breathe. 

The system will be a co-operative narrative skirmish campaign booklet, built around small groups, hard choices, and consequences that carry forward. Every playtest has thrown up something useful: a rule that needs tightening, a mechanic that sings, a moment of unexpected drama that reminds us why we’re doing this in the first place. That’s the quiet magic of playtesting, because it exposes the cracks and the gold in equal measure.

We’re keeping our powder dry on a release date for now. There’s still work to do, and we’d rather get it right than get it rushed. But with each session, we’re getting closer to a system we genuinely believe people will enjoy putting on their tables. In the meantime, here are a handful of photos from the latest playtest session—small glimpses of a project steadily taking shape.






Sunday, 15 February 2026

The 5 Secret Rules of Wargaming

Every hobby has its unspoken codes of conduct, and tabletop wargaming is no different. Sit down at a games table almost anywhere in the world, and you’ll soon pick up on them — those unwritten rules of etiquette that keep play running smoothly. But here’s the question I want to explore in today’s video: do these rules make the hobby more fun, or do they sometimes act as hidden barriers that discourage newcomers from sticking around?


A couple of years ago, I made a video outlining my personal “top five rules of wargaming etiquette.” They were meant as a light-hearted guide to making sure everyone enjoys their time around the table. But on reflection, I realised I never asked whether those rules might also create pressure for new players who don’t yet know the invisible expectations. So in this new video, I go back to those same five rules and weigh up the pros and cons of each.

Courtesy, integrity, honesty, fairness, and conviviality are all good principles in life, but how do they work when applied to tabletop wargaming? Do they make a club more welcoming to outsiders, or can they sometimes feel like gatekeeping? I take a closer look, sharing my own experiences as a social historical wargamer while recognising that competitive players may have a very different perspective.

Most importantly, I want to open the floor to discussion. Do you recognise these rules in your own gaming group? Do you agree that they help the hobby, or have you seen them enforced in ways that drive people away? Whether you’re a veteran historical wargamer, a miniatures painter dipping your toe into gaming, or a complete beginner trying to learn the ropes, this is a conversation worth having.

Friday, 13 February 2026

We Broke our own Ruleset

Designing a new tabletop wargame ruleset sounds exciting, and it is, but the real magic happens during playtesting. In this video, I talk through my recent experiences helping develop The Battle Chronicle, a brand new historical skirmish system set during Napoleon’s Retreat from Moscow. Rather than focusing purely on the finished product, this discussion explores the messy, fascinating stage where ideas are tested, broken, repaired, and slowly shaped into something genuinely fun to play.

Playtesting is where theory meets tabletop reality. Mechanics that look perfectly reasonable on paper can behave very differently once players start experimenting. Balance issues appear, unexpected rule combinations crop up, and the flow of the game becomes much clearer. Some rules turn out to be more complicated than they need to be, while others don’t deliver the tension or decision-making they promised. This process isn’t about chasing perfection; it’s about making sure the game creates an enjoyable experience that feels right for the setting.


Because The Battle Chronicle is rooted in a very specific historical moment, narrative tone matters just as much as mechanics. The retreat from Moscow is defined by hardship, attrition, and desperation, and the rules need to support that atmosphere. Playtesting helps reveal whether those themes come through naturally in play or whether certain elements undermine the intended feel. A good historical game should tell stories that make sense for the period, not just produce balanced dice exchanges.

Another key part of the process is clarity. Designers often know what they meant when writing a rule, but new players only have the text in front of them. Watching others interpret the rules highlights unclear wording, inconsistent terminology, and assumptions that need to be explained. Fixing these issues early makes the finished ruleset far more welcoming and easier to learn. Beyond mechanics and wording, playtesting also reveals practical improvements: when tokens would help, where reference sheets are needed, and which parts of the game benefit from simplification. These small refinements can dramatically improve the overall experience.

In the video, I share why this stage of development is so important, what it has taught me about rules design, and why thorough playtesting builds confidence in a finished product. If you enjoy tabletop wargaming, historical settings, or thoughtful hobby discussion about how games are made, this behind-the-scenes look at the design process should be right up your street.