No Dice No Glory Episode 158: Interview with Wes Crawford

We are back! This episode we have Wes Crawford a friend and local game designer whose game on the hunt for John Wilkes Booth is about to hit store shelves. We also talk about his other games soon to be released, Engine Thieves and the St Albans Raid, both set during the Civil War.  We also talk about Warf Rat Games, his new company with show favorite Ryan Heilman .

Connections Wargaming Conference 2024

By Mitch Reed

Another Connections Wargaming Conference is in the books and this last event was yet another benchmark performance. Held in Carlisle PA, the host Army War College Conflict Studies Laboratory exceeded what they did when they last hosted the event in 2019. We have covered this event over the last few years, and it is the premier event where wargamers from defense, industry, academia and the hobby community gather to talk about how to make wargaming better and what the next generation of wargaming looks like.

Remembering the Fantastic Fours: The SPI Quad Games Revisited

By Mitch Reed

I guess I am an old time wargamer, I started with Avalon Hill’s Tactics II in 1978, then Gettysburg by the same company. Soon after I purchased my first game from Simulations Publications Inc (SPI) which was their quad game, Blue and Gray II which contained four great battles of the American Civil War.

This purchase solidified me becoming a grognard, and now forty-plus years later I still wargame. Recently someone posted a picture of some of the quad games and I thought about how much these games probably brought so many people into the hobby such as it did for me. I also thought how much these games meant to our hobby and I wanted to revisit and discuss these great games.

Blood & Everything

By Mitch Reed

With Firelock Games release of Blood & Crowns which covers the period of the Hundred Years War, gamers now have the third game in the franchise as it joins Blood & Valor (Great War), Blood & Steel (era of black powder), and the flagship game Blood & Plunder which covers the early colonial Americas.

Gamers who play all three already know that each of these games shares a DNA that once you learn to play one of them, you understand how the others work. This design fungibility is a huge benefit to gamers who like to play multiple periods without having to learn many different rulesets.