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.

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