Showing posts with label Product Review. Show all posts
Showing posts with label Product Review. 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.

Wednesday, 15 July 2026

History in Your Pocket

Today I wanted to look at an intriguing new Kickstarter project called Pocket General: Waterloo, a portable historical wargaming system that replaces traditional miniatures with beautifully illustrated playing cards. While the video explores my first impressions after speaking with creator Brandon Fisichella, the wider discussion raises some interesting questions about accessibility, affordability and the future of introducing new players to historical tabletop gaming.

Historical wargaming has always been a rewarding hobby, but it is also one that demands a considerable investment of time, money and space. Building opposing armies, painting hundreds of miniatures and collecting terrain can be immensely satisfying, but it can also appear daunting to newcomers. Pocket General approaches that challenge from a different direction. Instead of asking players to assemble large collections before enjoying a battle, it provides complete armies represented by high-quality illustrated cards that are ready to play straight out of the box. The result is a system that can easily travel in a pocket, making it ideal for holidays, weekends away or simply gaming where storage space is limited.


Importantly, Pocket General is not presented as a replacement for traditional miniature wargaming. Rather, it offers another way to enjoy the hobby while lowering the barriers for those taking their first steps into historical gaming. By making classic battles such as Waterloo more accessible, it may encourage newcomers to discover the wider hobby before eventually moving on to painted miniatures and larger collections.

Another aspect that makes the project stand out is its visual presentation. The card artwork captures the energy and movement of Napoleonic battlefields with an expressive style that conveys the smoke, confusion and drama of combat. The creators have also committed to commissioning only original artwork from human artists, with no AI-generated imagery used in the production of the game. The Kickstarter campaign is focused primarily on funding these commissions while ensuring the artists are paid fairly for their work.

The initial release focuses on the Battle of Waterloo, providing French and British forces, with plans to expand into Prussian, Dutch and Hanoverian contingents as additional funding becomes available. Future ambitions also include terrain cards that would allow players to build more detailed battlefields while retaining the system's remarkable portability.



Whether Pocket General becomes a regular feature on gaming tables remains to be seen, but it is certainly an imaginative attempt to make historical wargaming easier to access without sacrificing its historical flavour. Anything that encourages more people to explore our hobby deserves consideration, particularly when it is supported by original artwork and a genuine passion for history.

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, 18 January 2026

Does accepting free products change how honest a review can be?

One of the quiet but powerful forces shaping modern hobby YouTube is the rise of free review products. Rulebooks, miniatures, paints, tools, and even entire games are regularly sent to content creators in exchange for coverage, often with the promise of an “impartial” review. On the surface, that seems harmless, even helpful. After all, it lets viewers see new products without having to buy them first. But beneath that surface sits a much more complicated question: Does accepting free products change how honest a review can be?


In this video, I explore that tension from the perspective of a historical tabletop wargamer and miniature painter. Over the last few months alone, I’ve received more than a dozen offers of free products to review, including three different 3D printers, despite never having used one on the channel. I turned them all down, not because they weren’t generous offers, but because they would have pushed the channel away from what it’s actually about. Accepting a free product doesn’t just mean opening a box; it means committing time, energy, and creative focus to something that might only be there because it costs nothing.

That’s where the real danger lies. Free products don’t automatically make someone dishonest, but they can quietly distort priorities. They can pull creators toward what is being offered rather than what they genuinely want to explore. In a hobby built on long projects, deep dives, and slow creative work, that shift can be damaging.

The video also looks at the other side of the argument: are reviews of things we buy ourselves really more objective? Paying for a product doesn’t remove bias; it just changes it. We all want our purchases to feel justified, and that can colour how we talk about them. Whether something is free or bought, what really matters is transparency, context, and a willingness to talk about both strengths and weaknesses.

Throughout the discussion, I argue that trust in the tabletop and miniature painting community doesn’t come from pretending money and freebies don’t exist. It comes from being honest about them. Viewers deserve to know whether something was bought, gifted, or part of a larger collaboration so they can judge the opinion for themselves.

If you care about historical wargaming, hobby YouTube, and the future of honest reviews in our niche, this video digs into a topic that affects us all, whether we realise it or not.

Friday, 14 November 2025

Wet Pallets - A Tool, not a Rule

Are wet palettes really essential for miniature painting, or are they just another gimmick? That’s the question I tackled in my Podcast last weekend (which I forgot to repost here for regular readers!). For anyone new to the idea, a wet palette is a simple tool—an airtight container with a damp layer underneath and a semi-permeable paper on top. It keeps acrylic paints moist for longer, which is especially useful for painters who want smooth blends, consistent layering, or need their colours to stay usable across multiple sessions. Many pro painters swear by them, and they’ve become a familiar sight in online tutorials and painting guides.

But are they really for everyone? In the video, I explore the clear benefits: less wasted paint, better consistency for thin techniques, and a real advantage in hot or dry conditions. At the same time, I point out some genuine drawbacks. Metallics, contrast paints, and technical paints often separate badly on a wet palette. Maintenance can be a hassle if you only paint occasionally. And for batch painting, drybrushing, or quick “slapchop” methods, the wet palette can feel more like an unnecessary obstacle than a game-changer.


I share my own experience too. I used a wet palette for around six months, but ultimately it didn’t suit my style. It felt like extra maintenance that slowed me down, and I went back to a dry palette happily. That doesn’t mean they’re bad—it just means they’re not for everyone. So, are wet palettes gimmick or essential? Watch the video to see the full breakdown, and join the conversation by leaving your own experiences in the comments. Have you found a wet palette invaluable, or did you, like me, decide it wasn’t worth the effort?

Friday, 17 November 2023

6mm Medieval Building Kickstarter

Phil Page (aka 6MilPhil of Slug Industries fame) sent me a few buildings to review from his new 6mm Medieval Village Expansion Set Kickstarter. I already had one of these models earlier in the year so I jumped at the chance to get my hands on the full set for a review video. I wasn't disappointed, with every model being wonderfully sculpted and full of character. There wasn't a single flaw in the casting of any of these models and I'm more than happy to recommend them. 



All views expressed in this product review are my own and reflect my genuine and independent view of the product. 


Phil Page's YouTube Channel - Includes video of lit interiors

Slug Industries on Facebook