It feels like it has been an eternity since I last did anything on this website… Mostly because it has. But I am still alive, and hopefully going to be posting a lot more here. For many months now I have been distracted, and then really busy, and then distracted again, so I just didn’t do much with this website. But that’s changing now!

Firstly, I have written a new game! Not one I said or planned I would, but hey, it’s something! It’s called The King is Dead, and involves players vying for the throne of a kingdom, each representing noble houses. The idea is that you should make your own kingdoms to fight over by drawing your own maps. Coming up with and drawing maps is really fun and easy, and you can even use real maps modified slightly if you want. The game rules, as well as tokens for it are available on the Other Games page, and also the downloads one.

Next, an update on my main games. For a very long time now, I have been working on new editions of both At the Gates of Doom, and Day of Glory. I have made a lot of progress on these, and while Day of Glory is going to take a while longer to finish, the new version of At the Gates of Doom is very, very close to done. At the time of writing, I just need to make a few final edits, add in some images, and then set up the new website page. Hopefully I can publish it within the week.

I’ll go into detail about the new Day of Glory when it’s closer to being published, but here’s what you can expect from the new At the Gates of Doom:

Firstly, the core of the edition is contained in two separate books: one contains all of the rules, and the other all of the background. The universe and all of its factions have been fleshed out considerably, with histories, examples of their cultures, and descriptions of their societies and ways of war. This is also carried over into the rules, with each faction having a number of (often new) units and special rules that make them distinct from each other. The universe is still the same one, just greatly expanded and developed.

But the biggest change is probably to the way the game works. The original version was a very simple game, heavily inspired by One Page Rules, and similar games. The idea was that army building could be done in literal seconds, and the game played quickly too. I think it did this very well, and was even relatively balanced, but I eventually decided that this wasn’t the direction I wanted it to go. The new version is in many ways much more similar to the current version of Day of Glory, with a universal list of weapons and equipment that units can pick from, and much more in-depth rules.

Basically, I wanted the game to be a lot more thematic and narrative-driven, and give players much greater control over their armies. So whereas units in the previous version generally had access to one of two options of builds, most units in this new version have dozens if not hundreds of combinations possible. This is expanded further by being able to choose for each of your units how experienced you want them to be. So you can have versions of the same unit, with same special rules, equipment, and weapons, as fresh recruits, or hardened veterans, giving extra variation.

The core mechanics are also completely different now. There are five weapon types, all of which work differently, and units get to do a lot more, with new actions, and even reactions.

So yeah, that’s something to look forwards to!

In terms of miniatures, I have not made quite so much progress, so I can’t promise anything super soon, but they will come at some point - I’ve been practicing my blender skills, so hopefully I’ll get around to making some infantry models, the first set of which will (probably) be some UNF troopers, the concept art for which you can see here.

See you again (hopefully) soon!