B&T Warpath Chronicles Volume #8: Custom Battle Dice – How They Came to Be, Evolution, and Test Under Fire

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I started wargaming in the 1980s with the first edition of Jim Day’s Panzer. Convincing battle modeling has always been crucial for me. For a long time, I found the “to hit” process and also odds based combat result tables to be the ne plus ultra — along with 10-sided dice (I confess my love of exotic dice sprung from my D&D past!).

Then in the early 2000, my interest shifted to the bucket of dice approach. My experience is that when it is well conceived, its simplicity (1 piece : 1 die) frees the brain, allowing us to focus more on the narrative of the game.

From the very start, I wanted Bayonets & Tomahawks to be devoid of calculations. But I aimed for a battle system that could replicate each and every historical battle outcome of the French and Indian War. Dedicated research and perpetual evolution/streamlining (with many good ideas contributed by expert players) led to a custom dice system that is fun to use and delivers realistic results for that conflict.

Here’s the story of its development.

B&T Warpath Chronicles #5: From Bellin’s Map to B&T’s Game Board: How I Use Cartography in Game Design

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“Bayonets & Tomahawks Biweekly” is an article series appearing on InsideGMT periodically every two weeks. It features articles from the Bayonets & Tomahawks development team regarding the game’s design, development and upcoming release.

Issue #5: From Bellin’s map to B&T’s game board: how I use cartography in game design.

First my heartfelt thanks to everyone who pre-ordered the game so far! We reached 500 pre-orders on Halloween night.

The Bayonets & Tomahawks board was key to generating interest in the project. Most people have a positive reaction when they see it and they become curious about the game, which is good because they end up playing it! In this article, I’ll tell the story of its development.

B&T Warpath Chronicles #3: Action Tokens Part 3 — Full Action Round Example: French & Indian Rampage, British Resilience

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“Bayonets & Tomahawks Biweekly” is an article series appearing on InsideGMT periodically every two weeks. It features articles from the Bayonets & Tomahawks development team regarding the game’s design, development and upcoming release.

Issue #3: Action tokens PART 3 — Full Action Round Example: French & Indian Rampage, British Resilience.

The following play example focuses exclusively on how tokens are used in the Action Round. Movement, battles and other game mechanics will be explained elsewhere. I’ve minimized strategic insight for a clearer demonstration. The Action list featured in previous article is repeated at the end of this article for reference.

B&T Warpath Chronicles #2: Action tokens Part 2 — ABC of Action Tokens and Round Start Play Example

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Bayonets & Tomahawks Biweekly” is an article series appearing on InsideGMT periodically every two weeks. It features articles from the Bayonets & Tomahawks development team regarding the game’s design, development and upcoming release.

Issue #2: Action tokens PART 2 — ABC of action tokens and round start play example

In part 1, I explained how the Action tokens came to be, introduced their role and described broadly how they benefit gameplay. In part 2, I will explain the Action tokens in more detail and show how they are actually used at the start of an action round.

Bayonets & Tomahawks Warpath Chronicles #1: Action Tokens Part 1 — Nailing Down the Operational Tempo… and More

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“Bayonets & Tomahawks Biweekly” is an article series appearing on InsideGMT periodically every two weeks. It features articles from the Bayonets & Tomahawks development team regarding the game’s design, development and upcoming release.

Bayonets & Tomahawks, Volko Ruhnke and Barry Setser: A Perfect Collision at Stack Academie Montreal Last May

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The French & Indian War is by far my favorite historical period. When Volko’s Wilderness War was published in 2001, it was the very first game that brought all I was looking for to that subject. I was glad I had abandoned a few years before my own inexperienced attempt at creating a FIW game.