Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Wednesday, 12 August 2026

Build, Expand, Conquer! A Look at Swords & Stones

A couple of weeks ago I shared something I don't do particularly often on the channel, an unboxing video. The game in question was Swords & Stones: Dark Days, an ambitious fantasy tabletop strategy game that had been sent to me to take a look at. Having now had some time to sit down with the beta rulebook and read through it properly, I thought it was time to share some of my thoughts on what is an interesting and rather different approach to tabletop gaming. I've also put together a video looking at the rules in more detail, but I wanted this article to stand on its own as an introduction to what Swords & Stones is trying to achieve.



What attracted me to the game in the first place was the idea behind it. Swords & Stones is inspired by classic real time strategy computer games such as Age of Empires, Stronghold and Battle for Middle-earth, but instead of sitting in front of a computer screen, you're doing all of this on the tabletop with miniatures, terrain, dice and tokens. As someone who has spent many years playing tabletop wargames, I find that idea particularly interesting because it takes some familiar concepts from computer strategy games and asks whether they can actually work around a table with a group of friends.

The setting is also rather different from your typical fantasy wargame. Rather than starting with established kingdoms and huge armies, the game takes place after a catastrophic flood has effectively destroyed civilisation. You begin with a small group of survivors in a world where food and other resources are scarce, disease is widespread and hostile raiders are never far away. Your first priority is therefore survival and rebuilding rather than immediately marching off to conquer your neighbour.

That is probably the thing that stood out to me most as I worked my way through the rules. This isn't simply a game where you put your army on the table and then spend the next few hours trying to destroy somebody else's army. There is a whole process of building your kingdom around the fighting. You gather resources, construct buildings, recruit units, develop your settlement and expand your influence. Eventually, of course, you're going to have to fight, but the fighting is part of a much bigger picture.

As a long time wargamer, I rather like that approach. One of the things I enjoy about our hobby is the story that develops around a game, and having the ability to build that story from the very beginning of a kingdom's development is an appealing idea. Your army isn't simply appearing on the table fully formed. It is the result of decisions you've made during the game, and those decisions can potentially have consequences several turns later.

The basic turn structure is actually remarkably straightforward. Each turn is divided into three phases: Harvest, Advance, and Move and Combat. During Harvest you collect resources, Advance is where you spend those resources on buildings, units and upgrades, and then Move and Combat is where your forces take to the table and things inevitably start getting rather more violent.

I was pleasantly surprised by how concise the core rules are. Looking through the rulebook, the three basic phases take up only around seventeen pages. The rulebook itself is considerably larger than that, but much of the additional material deals with the various buildings, units, technologies and special rules that come into play as your kingdom develops. I think that's an important distinction because it means you're not necessarily expected to learn everything before you play your first game. You can learn the basics and then gradually discover the more advanced elements as your kingdom grows.

The game also gives players two very different routes to victory. You can win by Sword, which essentially means defeating rival kings or forcing them to surrender, but there is also victory By Stone. This involves constructing a monument and keeping it standing for fifteen turns. I particularly like the inclusion of that second option because it means the game doesn't automatically reward the player who is most aggressive. Someone who prefers a more defensive or economic approach has another way of trying to win, which should make for some interesting strategic decisions.

There are also several factions to choose from in the initial release, each offering a different approach. The Avalonians are technologically advanced and worship a single god, while the Paganites take a rather different path, relying more heavily on martial prowess and being less enthusiastic about technology. Then there are the Damned, who begin as another faction but can embrace dark rituals and necromantic magic. There are plans for additional races and factions as the game develops, so this is clearly intended to be the beginning of something much larger.

Another aspect I find interesting is the flexibility in how the game can be played. Swords & Stones supports solo play, cooperative games and larger competitive games, with the rules designed to accommodate anything from one player through to twelve. That's quite a range, and I think the solo and cooperative options are particularly worth mentioning. Finding a regular group of opponents isn't always easy, so I always think it's a positive when a game gives you more than one way to enjoy it.

The mechanics themselves are also fairly easy to understand. The primary resolution system uses ordinary six sided dice, with two different colours being used for different purposes. Most rolls involve trying to beat a particular target number, with a roll of one being an automatic failure. Combat follows a similarly straightforward process of determining attacks, rolling to hit, rolling to wound and then allowing the target to make its saves. Once a unit has accumulated enough wounds, it is removed from play.

I'm not going to go into the rules in much more detail here because the Swords & Stones Studios YouTube channel has produced a series of excellent tutorial videos that explain the game far better than I could in an article. What I was really interested in when reading the rulebook was how well it was structured, how clearly the mechanics were presented and how easy I thought it would be for a new player to actually get into the game.

On that front, I came away reasonably impressed. The rulebook is clearly laid out and the table of contents are colour coded, which makes finding specific sections relatively straightforward. The introduction does a good job of explaining the setting and the overall concept, while the simple three phase turn gives players a solid foundation on which to build their understanding of the game. The complexity comes as you start adding buildings, technologies, units and special abilities rather than being dumped on you from the very beginning.

That gradual increase in complexity is something I particularly appreciate. I've been playing tabletop games for a very long time and I've certainly encountered rulebooks that seem determined to make you understand every possible situation before you're allowed to move a single miniature. Swords & Stones doesn't appear to take that approach. The basic game is relatively easy to understand, but there is plenty of additional depth waiting for players who want to explore it.

It's also worth mentioning the work that has already gone into developing the game. From my conversations with Luke, it is obvious that Swords & Stones has been in development for quite some time, and feedback from early players has already resulted in changes to both the rules and the miniatures. There are also plans for additional buildings, factions and other content as the game develops.

For those with a 3D printer, there is another interesting incentive. The existing buildings, terrain pieces and tokens are being made available as free STL files as part of the crowdfunding campaign, with more content planned for the future. For a hobby that increasingly combines traditional miniature painting with 3D printing and terrain building, I think that's a very appealing addition.

Ultimately, what interests me most about Swords & Stones is the ambition behind it. It is trying to combine miniature wargaming with the kingdom building, resource management and progression that many of us will recognise from classic RTS computer games. Whether it can successfully translate that experience to the tabletop remains to be seen, but having now read the rules, I think there is certainly enough here to make me curious about playing it.

The next big step is the Gamefound crowdfunding campaign, which launches on 26th August. Like any crowdfunding project, its future depends upon reaching its funding goal, but if it does succeed then it looks as though Swords & Stones Studios has plenty of ideas for where the game can go next.

If you'd like to know more, I'd recommend taking a look at the Swords & Stones Studios YouTube channel, where you'll find the tutorial videos explaining the game in much more detail. You can also keep an eye out for the Gamefound campaign when it launches. Whether you're interested in fantasy miniatures, tabletop strategy games, 3D printing, kingdom building or simply seeing somebody try something a little different with our hobby, I think Swords & Stones is certainly worth watching.

And for me, that's probably the most interesting thing about it. We have plenty of established fantasy wargames to choose from, but it's always good to see somebody trying to take the hobby in a slightly different direction. Whether Swords & Stones ultimately becomes a game that develops a large following will depend on the players, the community and the support it receives, but the foundations certainly look promising.

Monday, 4 May 2026

Old School Gaming Done Right

In this latest video, I take a closer look at We Want the Gold, a narrative-driven fantasy skirmish wargame by Robert Poynton. Now, as someone who primarily focuses on historical wargaming, stepping into a fantasy system isn’t something I do often—but this one stood out for a couple of reasons. Not only does it come from a designer with a strong grounding in old-school gaming, but it also draws heavily on the shared DNA between early roleplaying games and tabletop wargaming.

What makes We Want the Gold particularly interesting is its clear design philosophy. This isn’t a game about tight balance, competitive optimisation, or exhaustive simulation. Instead, it leans into storytelling, player agency, and cinematic moments. Small warbands clash over objectives—usually involving treasure—while navigating shifting alliances, opportunistic betrayals, and the unpredictable flow of the game.

Mechanically, the system is deliberately lightweight. Using simple D6-based resolution and a randomised activation system driven by chit draws, the game introduces just enough friction to keep players engaged without slowing things down. The result is a fast-paced experience where decisions matter, but the rules rarely get in the way.

One of the standout features of the rulebook is how quickly it gets you into the right mindset. Within a few pages, players have a clear understanding of the game’s intent and tone. The inclusion of the designer’s notes helps reinforce this, encouraging players to treat the system as flexible and adaptable rather than rigid and prescriptive.


Of course, that flexibility comes with trade-offs. The rules are written in a more informal style, which means they rely on interpretation and common sense rather than strict precision. For some groups, that’s a strength—it allows for creativity and fluid gameplay. For others, particularly those used to tightly written competitive systems, it may present a challenge.

Support for the game is relatively light, with limited official resources and a smaller community presence. However, this also reinforces the idea that We Want the Gold is less of a live service product and more of a self-contained toolkit—something you can pick up, adapt, and make your own.

Ultimately, this is a game that knows exactly what it wants to be. It offers a flexible, narrative-first approach to skirmish gaming that prioritises fun and memorable moments over mechanical complexity. If that aligns with what you’re looking for, it’s well worth exploring.


Sunday, 8 May 2022

Are historical wargamers a fantasy

A few weeks ago I was asked "Are historical wargamers a fantasy?" I gave a brief answer in the comments be decided to try to expand my answer for today's video.


Question supplied by The Friends of General Haig who can be found on Twitter @FriendsHaig

Wednesday, 17 February 2021

AHPC XI - Week Eight - Last Survivour

Time is speeding by in that slow-motion rapid blur timewarp that is the UK's covid Lockdown, and before I know it we are two-thirds of the way through the painting challenge. I'm still plugging away at the Chambers of Challenge bonus rounds, working through a pile of old lead miniatures and revisiting my youth with some old school fantasy figures. I have some historical stuff to work on this week but for the time being here are my entries for week eight of the Analogue Hobbies Painting Challenge. 

The Oubliette - Undead Standard Bearer

This old figure is the last survivor of a lost army. The first wargame I played was Warhammer Fantasy Battle, back in the early '90s. It was a logical choice for my group of friends because we were all committed D&D players so trying out a Fantasy wargame wasn't as big a step as it would seem. The first (and only) army I build for this rule system was an Undead Hord which included masses of zombies, skeleton warriors in rusted armour, undead horsemen ready to sweep across the battlefield and even a Zombie Dragon that set me back a lot of money. The thing that made my army stand out was that of my group of 8 friends, I was the only one who fielded a fully painted army. Indeed most of the time I played against entire forces of grey unpainted miniatures (the horror!).


As a group, we only played this system for a couple of years and eventually, we moved on to other games and one by one we sold off our armies, mine included. I regret not keeping a few pieces of this army even if, looking back, the panting was shockingly poor. Then I recently found this model and realised he had somehow missed the cull, and survived in my collection long after his comrades had gone to another home. When I saw the Chamber of Challenge entitled Oubliette, I knew instantly what I was going to paint. 



I actually had four of the same model (no idea why I bought four) so this Grenadier figure from 1991 will go on display with his unpainted companions. Because he's the last survivor, and a reminder of my earliest days of wargaming, I also made a small terrain base for it using some spare resin scenery I bought and didn't use in the last challenge. 

The Tomb - Gothic Vault and a Restless Resident

I can imagine the conversation had by the family of the occupant... "If we build him a really outlandish gothic tomb maybe he'll stay dead this time". 


I bought this excellent resin crypt from Debris of War before the last Challenge but didn't have time to finish it. It is such a nice model that it couldn't stay unpainted any longer. I really like the resin terrain by this company as it flawless and paints up really well. The model is pretty small at 3.5"x3"x4" so it is barely a 5th of a terrain cube...but it looks marvellous so it had to be my entry for this round. 



The figure is a 1984 Grenadier Zombie which I bought on eBay a few months ago. I couldn't let the poor fella go unpainted any more, and while his torn shirt may once have been expensive and fancy, his tattered appearance now made me feel sorry for him. 

Wednesday, 3 February 2021

AHPC XI - Week Six - Guardians of Felstad

Week Six of the Painting Challenge and we are almost at the halfway mark. My painting output has slowed a little because I have diverted some time to prepare a couple of Solo games for the coming weeks. The rules I am using required a bit of tweaking for the game I want to play (top-secret for the time being!) and I needed to relabel some bases to match the historical units...all time consuming but enjoyable work that has distracted me from the painting table. Another reason for the reduced painting is that I have ordered some resin terrain and 3D printed models and was still waiting for them to arrive. The Terrain has now been delivered and I have started work on it, and if the models arrive I should have the whole thing completed by next week. Fingers crossed! 

Chambers of Challenge - The Orcs Pit - Orc Hero

I bought this model three years ago and its been looking at me accusingly ever since. At first glance, he looked quite simple to paint but as I worked on him I found all sorts of little details that demanded to be painted, such as a tiny gold ring in his lip or the various charms and amulets hanging from his belt. I went for a deliberately dark theme as it seems appropriate and matches the dark look in his eyes... I certainly wouldn't want to encounter him while exploring the ruins of Felstead. 



The model is mostly cast in a yellow resin that must be unique to this manufacturer. The axe hand and shield hand (and their contents) are cast in metal. Combining the parts was trickier than I had hoped, not because they were ill-fitting but simply because they needed to be pinned and supported while the Epoxy I used to join the set. Then both of the legs broke at the ankle! This required yet more pinning and repair work before I could even prime the figure. The sculpting is wonderful, but the choice of material lets this particular figure down. 




Standing at 35mm tall this guy is very imposing and will make a significant presence on the games table. The implied threat in his expression will also leave little to the imagination for any that face him!  

Chambers of Challenge - The Shrine - Cult Priest

Paint something religious said the brief, so I rummaged through my lead mountain and ended up buying two figures from Ebay instead. But the postal service being what it is (or more specifically Royal Mail being what it is) the models still hadn't arrived when it came time to start on this chamber. So I had another rummage in the lead mountain and found this guy/thing. "He looks fairly religious" I thought, so I give you a cult priest raising the dead. 



The not so sharped eyed will notice that the pages of the book are completely blank. Somehow I managed to overlook that until right now when adding the pictures to this post! I'm going to plead tiredness and the fact I allowed myself to be sidetracked by work projects (something I never normally do). I guess it is one of the hazards of working from home... those lines between work and home life become very blurred. I will add a few arcane letters and symbols at a later date. 




The model is from Grenadier I think, although I'd happily be corrected if I'm wrong. The tab on the base had been filed flat and this is usually where the manufacturer and date are located. I decided to go with a simple but bold red and green colour scheme and I'm happy with the result. 

Wednesday, 27 January 2021

AHPC XI - Week Five - Lone Goblin and some Recce Jeeps

Week five of the Painting Challenge and I managed to complete two projects that I had been looking forward to doing for a while. As last week I have a mix of Fantasy and Historical figures to show off, in two different scales. The big news of the week, however, has nothing to do with miniatures as I spent part of Saturday morning getting my first dose of the Phizer Vaccine. Because of my job, I'm classed as a key worker and, along with my colleagues, was able to get my 'jab' a little earlier than I otherwise would have. Hopefully, my wife will have hers soon as well, and then we can breathe a little easier knowing we have at least some protection. One small step back to normality and an important antidote to the January blues! 


The Guardroom - Gobbo Treasure Guard

My entry for this room in the Chambers of Challenge is a modest homage to all those brave Goblin treasure guards that countless adventurers have encountered in dungeons from the earliest days of D&D right up to the present. Every dungeon seems to have a lone Goblin guarding a treasure chest in a 10x10 room, seemingly just waiting for a bunch of 'hero's' to come along and slaughter him and steal the treasure. These brave keyholders have too long gone unsung, unrespected & unrecognised! 


This little guy is from Midlam Miniatures, which if you don't know them, do a wonderfully eclectic mix of fantasy figures suitable for dungeon crawling. Many of their figures are quirky and unique...making them ideal fodder for the bonus rounds! I've got quite a few Midlam figures stashed away for future Challenges. Mind you they are such fun figures to paint its hard to say of they'll last that long in my lead mountain. 


I wanted to add a Treasure Chest to the base but I painted up all the ones I had last year. So, in the end, I decided to make a chest myself using Milliput. Not the greatest looking bit of sculpting, but it sets off the resin base nicely. This guy will also be my 'Entry Fee' figure for the Challenge, so it'll net a few extra points on top of the CoC Bonus...seems appropriate that I should get some extra 'treasure' by painting him! 


Airborne Jeeps

Last week I posted pictures of my Airborne Platoon for use with Chain of Command and this week I have a few jeeps to add to the mix. These would be delivered to the landing zone in specially adapted gliders which could be broken in two to release the heavy load inside. I have been looking forward to painting these, and while some of the detailing on the figures wasn't as good as on the infantry I did last week, I'm still happy with them. 


I've modelled three vehicles, one with Bren Team, one with a small rifle team and the last one empty, to be used when a jeep has delivered its passengers. 


These models are from Skytrex and came with a selection of crew to put in them. On their website, it shows the vehicles with its passengers sat with their legs inside the vehicles, but I've seen several pictures with then sat the other way around, legs over the sides, presumably ready to leap off at a moments notice. I was in a real quandary about how to assemble these but in the end, I found enough period photo's showing them as Skytrex had them set so I went with "arms and legs inside the vehicle at all times". I actually had some feedback on the Challenge blog from some of the challenges that have ridden a jeep exactly like this, confirming it is the safest way to stay inside the vehicle! 

Wednesday, 13 January 2021

AHPC XI - From the Hatchery to the Armoury

I haven't got as much painting done this week as I would have liked, but I did manage to complete two more 'rooms' of the Chambers of Challenge bonus rounds in the Analogue Hobbies Painting Challenge. Before the competition started I envisaged getting one room done per week, just to keep the points ticking along and to provide a counterpoint to my historical projects. The reality has been that without these little 'side' projects I would be massively behind my WTD target, and aside from my Viking Santa all my entries so far have been fantasy figures for the Chambers of Challenge. 


The Hatchery - Werecroc and Brood Nest

Many years ago I started attending a show in London called Dragonmeet. Its amained more at Roleplayers than wargamers and is a great place to see a wide range of products and new games across a range of genres. I hadn't been in a few years, during which the show changed venue and had grown and diversified a little. So when my daughter and her partner asked if I wanted to join them and their friends (all newbie Roleplayers) at this show called Dragonmeet, I jumped at the chance. The show had indeed grown and as well as all the usual rooms filled with gamers playing all manner of ROG's and Boardgames the Trade Hall was double what I had experienced a few years earlier. In amongst the stalls, there were several model companies selling miniatures for Frostgrave and D&D and it goes without saying I was in my element. This figure virtually leapt off the rack into my hands and I had to buy it (by the end of the day I had spent more than the rest of the group combined!). 


This is a Ral Partha Reaper WereCroc cast in their original 'Bones' polymer plastic. I haven't painted much in this material before but according to their site, this stuff doesn't need to be primed. Call me old fashioned but I couldn't not prime the figure so after giving it a wash I gave it a light coat of brown spray primer. Material aside, this figure demanded to be painted because the sculpt is just so good. I know it is a fantasy creature, but anatomically it just looked so real and menacing I couldn't not paint it. Then when I saw the first room of Level Two in the Chambers of Challenge "The Hatchery" I knew what I was going to do immediately. 




The figure is meant to be 28mm scale but actually stands just short of 40mm tall and comes on a plain cast base. I wanted to add more detail to the groundwork so I added it to a bigger circular MDF base which I then built up with putty. The nest pit was then gouged out while the putty was drying and then I added in some hand made 'eggs' made from Milliput. The eggs are a touch larger than I had originally envisaged, but it has to be said making eggs in Milliput is harder than I'd imagined! Half of what I made were discarded because they were the wrong shape and eventually I was left with four decent eggs for the nest. In case anyone is confused, yes Crocodile eggs are normally small circular and soft, but I had this image in my head of the eggs from the dinosaur nest in Jurrasic Park and besides, its a fantasy creature...its eggs can look however I like!!


The Armoury - Frostgrave Knight

Few Wizards will feel bold enough to enter Felstead without the support of their apprentice and a select band of fighters to protect them. Most of the mercenaries, adventurers and trained soldiers they hire will be kitted out with a rough assortment of weapons and often leather or at best chain armour. However, sometimes a little more is needed and if the wizard's pockets are deep enough, and the rewards high enough, they may hire a knight to accompany them. These steel-clad warriors would be the elite leaders in another less magical world, but they remain powerful and impressive figures non-the-less. Rarely are they subtle, and their armour and heraldry often proudly and visibly mark them out to be the toughest fighters. 



This model is a 1991 Grenadier Knight that I bought years ago, long before Frostgrave was a twinkle in Joseph McCullough's eye. I'm building up quite a collection of figures for use with Frostgrave, sometimes painting whole warbands and sometimes individual figures like this one. I deliberately wanted to keep the paint job simple on this, because I think it makes the maximum impact with that plate armour. The coloured heraldry is also simple, but very striking...this guy is no shrinking violet! 





I had hoped to have my first historical figures submitted by now but my first week back to work after the holidays has been... "challenging" shall we say! I have made progress with my 15mm WWII stuff, but the first of these won't now be finished until next week. I'm still on track with my target so it's not the end of the world, and hopefully, things will settle down at work in a couple of weeks.