Over the years our club has been involved in playtesting rules, mostly by Sam Mustafa. It's an interesting process and often good fun.
Playtesting is often secret at first, and this post from ten years ago was our first go with a new set of WW2 rules. They eventually became Rommel, but were very different in their original form.
Sunday, 1 March 2026
Ten Years Ago - March 2016
Friday, 27 February 2026
Triumph!
Geoff has recently got hold of a copy of Triumph! and suggested we give it a try last night.
For those that don't know, Triumph! grew out of one of those interminable schisms that happen every timeWRG update a rules set. One of the DBA updates upset a group of people enough that they wrote their own DBA update, filed off the serial numbers and published it as Triumph! So, as you can guess, Triumph! is basically DBA. Part of the fun of the rules is looking at how familiar BDA/DBM terms have been clumbsily renamed to avoid the set looking the same.
To be fair it's a nicely laid out set of rules, with proper paragraphs, sections and diagrams. I don't know how tight the language is in terms of covering situations, so can't comment on whether any ambiguity has crept in whilst trying to make them readable. We let Geoff run the game.
We played Early Imperial Romans against Selucids. Armies are built using a simple points system - elements are 2, 3 or 4 points and you build an army with 48 points. Naturally we found ourselves juggling the army structure a little when we found ourselves one point over or under.
I did like the card-based terrain deployment system. It's a neat idea, albeit one that requires a deck of special cards or several pages of lookups in the back of the rules. You choose your terrain, then number each piece. Then you randomly determine a layout that shows where on the table each number must go. There are 36 layouts (I think).
Anyway, here are the armies all set up. Geoff played the Romans whilst I had teh Seleucids. Dave watched and offered advice.
What did we think? The three of us basically felt like we'd played a game of DBA with too much extra fiddle to make it fun. To be fair the other two play ADLG a lot, and I think that's just DBA that's been overcomplicated. But I think our view was that we weren't unhappy with the latest release of DBA when we wanted a small quick game, so Triumph! offered nothing new.
We did like that there was a troop type called 'Bad Cavalry'. Dave saw in as Bad in the Michael Jackson sense. I saw it as cavalry that needed to be punished. And did just that to it.
If you don't like DBA but want to play DBA then Triumph! might be the rules for you.
Thursday, 26 February 2026
HOTT In Brisbane
It was, indeed, hot in Brisbane.
So last week we travelled up north, crossed the border into the 1950s and went to visit my son and his family. He requested that I bring some HOTT armies as he hadn't played in a while and really fancied a game. We managed one game.
For those that remember my son from the UK HOTT compettion circuit many years ago, here he is now.
Monday, 9 February 2026
Magical Athlete
My latest boardgame obsession is Magical Athlete. Each player has a team of four racers. Each racer takes part in one of four races, with increasing rewards for victory as you progress through them. Two of the tracks are mild, so are just straight races. Two are wild, and are littered with bonus and penalty spaces. To race you line the competitors up and players take turns rolling the dice and moving their pieces that many spaces. It's a simple family race game with no skill and no fun.
Well ... no. You see each racer has a rules-altering special power. One can choose to move exactly five spaces instead of rolling. One can drag another racer to their space from anywhere on the board. One gets to advance a space every time another racer uses their ability. True, some of the abilities just happen, but others offer choices. Choosing which race to commit a particular racer to is also a decision. Some work better on the mild races, whilst others give you an edge on the wild board. But you know what racers are in the other teams and you also have to outguess your opponent - will they commit a racer that makes your power less useful?
And the fun? With multiple powers in play for each race the results can be chaotic and unpredictable. You'll enter some races at a disadvantage and still enjoy the process.
And how does he game look? Amazing. The artwork is wonderfully quirky and childish, really giving it a lot of personality. These are the playing pieces for the 36 racers on offer. A game will use between 16-24 of them.
Monday, 2 February 2026
York Factory Again
It's been a hot humid weeken, so to cool down on Sunday afternoon I got out my Galleys & Galleons scenario for the action at York Factory in 1697, which is set in a frozen and fog-bound Hudson's Bay.
You can read about the first time I played it HERE.
I played it as written but with randomly scattered ice-floes ships could collide with and with the Charismatic trait on Owner's Love instead of Fireship.
It's a fun scenario because, aside from the dangerous ice-floes and limited shooting ranges (because of the fog) both sides get a random set-up and random entry of reinforcements. The French started with two ships in play (Le Palmier and L'Equimaux), whilst the English only had the Dering. Two opposing ships actually started next to each other.
















































