Every wargamer remembers their first real battle. The first time the dice rolled just right, a unit did something heroic, and they realised this was more than a game. It’s that spark, that sense of discovery, that we try to recreate when introducing someone new to the hobby. But what exactly makes a good set of introductory wargame rules?
In my latest video, I explore that question in depth. A subscriber asked, “What should we look for in a set of wargame rules when you want to introduce a new player to the hobby?” It’s a deceptively simple question that gets to the heart of what makes tabletop wargaming so special. From clarity and pacing to theme and presentation, a great starter game needs to be approachable but still exciting. The best rules make sense as you play, keep both players engaged, and encourage moments of drama and laughter. Whether it’s Bolt Action, What a Tanker, or Chain of Command, the goal is always the same: to create memorable stories and share the joy of miniature wargaming.
The video also touches on the importance of presentation and community. The way we teach, play, and welcome new players says as much about the hobby as the rules themselves. Wargaming, after all, isn’t just about rolling dice. It’s about creativity, connection, and storytelling. If you’re a historical wargamer, painter, or just someone who loves the hobby, this discussion is for you. Join me as we explore what makes a first game great.
Lee, you have easily stepped into an ambassadorial role to the hobby.
ReplyDeleteCan't suggest rules to use because as you say, it depends on the interests and starting point of the newcomer.
ReplyDeleteGood post.
A good start.
ReplyDeleteI know shiny new figures get a lot of attention and people can't wait to part with their money to let them sit in a box for years. But what about shiny new rules? Why do new rules entice people happy to play with one set suddenly get the urge to try something that may not live up to expectations? And at £30-45 a pop it gets a bit expensive.
Is it a desire to try something new? A hope and a prayer that 'this one' will prove to be the Holy Grail of rules for that type of game?
Some rules have changed the nature of wargaming battles: Black Powder, Hail Caesar, Bolt Action.
But how many miss the mark and why?
New rules boosted medieval gaming, NMTBH, and those that hadn't tried that period of war found it likable to continue. What did those playing other rules think at first? Did they change rules just to have more games and is that the reason others change rules in other genres?
I think it's a very deep mine to mine on this.
I'm wondering what a psychologist would think of it.