Posts

Let’s Go Delving: A Child Lost Among the Dead

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It’s been a little while since I last posted, as I usually I only share games I’ve actually hosted. This time, though, I’m mixing things up. On the recommendation of Mike Demana ( Lead Legionaries ), I took a look at Four Delvers, a solo fantasy miniature skirmish game by David Bezio. The easiest way to describe it is as a tabletop take on the classic ’80s Gauntlet arcade game. A fast, dungeon‑crawling action distilled into a compact, narrative-driven experience. In Four Delvers, you control a party of four archetypal heroes: a Fighter, a Dwarf, an Elf, and a Wizard. Each character has their own stats and a unique ability, giving the group a nice mix of strengths and tactical options. You send the party out on encounters, which define everything from the setting and scenario to the enemies they’ll face and the treasure they’re hoping to recover. It’s simple to pick up, quick to play, and full of that old-school fantasy charm. Drawing a card from my “Notice Board Quest Deck,” the band o...

Farewell to Chivalrous Bum: Fast Fun and Flying Arrows

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For this game, we chose to play the final scenario from the Chivalrous Bum ruleset: “ The Desperate Stand at Duncan House. ” In this encounter, John P commanded the Merrymen, who were tasked with rescuing a noble lady held captive by the treacherous Lord Duplici. Opposing them, I led a force of Normans determined to prevent the Merrymen and rescue the noble lady. We introduced a small but impactful modification to the published scenario. At the end of each turn, Lord Duplici’s forces would unleash a volley of arrows at the nearest visible figures, regardless of allegiance. This meant that both the Merrymen and the Normans had to contend with the unpredictable and indiscriminate threat posed by Duplici’s men, adding an extra layer of tension and tactical complexity to the game. Additionally, we added a dynamic control element: if either the Merrymen or the Normans were defeated, their player would immediately assume command of Lord Duplici’s forces for the remainder of the battle. This...

One-Day Triad: Speedpainted and Table-Ready

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Over the last couple of weeks, I’ve been experimenting with the relatively new Army Painter Speedpaint markers, and I have to say they’ve proven to be a really handy addition to the hobby toolkit. One of the biggest advantages is convenience, as there’s no need for water, no brush clean-up afterwards, and you can easily pick them up for a quick session while doing something else (I’ve found them perfect for a bit of painting in front of the TV). That ease of use makes them very accessible and encourages more frequent, shorter painting sessions. As a result, they’ve noticeably sped up my overall output. For me, that’s a big win and anyone who knows me knows I paint primarily for relaxation and to get models ready for the tabletop, rather than aiming for display-level perfection. I’m not someone who wants to spend days or weeks on a single figure, so anything that helps get decent results efficiently is a welcome addition. Which brings me neatly onto these figures. They’re Urban War Tria...

Battle for the High Ground: A Tale of Two Momentum Swings

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This game was actually played a few weeks ago, but a recent holiday delayed the write-up. We played Scenario 3: Hold the High Ground from the Chivalrous Bum rules, where the aim was to control any of the three hills - earning one victory point per hill held uncontested at the end of each round. Once again, it was Normans versus Merrymen. Turn 1 Both sides rushed forward in a scramble to seize the hills. Strong movement rolls saw the Normans surge ahead, quickly securing two of the objectives. Meanwhile, a lone Merrymen archer managed to clamber onto a hill and claim it. Running Score: Merrymen 1, Normans 2. Turn 2 Little John, Friar Tuck, and an archer charged up one of the Norman-held hills. “Up the slope, lads - drive them off!” bellowed Little John as arrows hissed overhead. The Norman soldiers braced. “Hold the line!” one shouted, as they weathered the storm of shots and blows, striking back when they could and refusing to give ground. On the hill claimed by the lone Merrymen arc...

Golden on the Tabletop: HUNTR/X Join the Collection

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With my fondness for the film K‑Pop Demon Hunters , and the fact that I’d already picked up and painted 3D‑printed models of the Saja Boys , it really only felt right to complete the set by adding their rivals: HUNTR/X (pronounced “ Huntrix ”), the fictional K‑pop girl group at the heart of the movie. In the world of the film, HUNTR/X aren’t just chart‑topping idols. Beneath the lights, choreography, and fandom energy, they live double lives as demon hunters. Their music and performances aren’t merely entertainment - they are rituals, reinforcing a mystical barrier known as the Honmoon , which keeps demonic forces from breaking into the human world. The members of HUNTR/X The group consists of three distinct personalities, each bringing something vital to both the band and the fight: Rumi – Leader & Main Vocalist Calm, driven, and quietly burdened, Rumi leads the group both musically and in combat. As the emotional and strategic centre of HUNTR/X, she carries the weight of respons...

Bold as Brass, Quick on the Feet: Chivalrous Bum in Sherwood

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So, last night we got our first game of Chivalrous Bum to the table - a wonderfully simple but very effective game of medieval melee. I actually discovered it indirectly thanks to Mike Demana of Lead Legionaries fame . Mike has been playing a fantasy game called Four Delvers , written by David Bezio , and while looking into that ruleset I followed the trail back to Chivalrous Bum , which is also by Bezio. Just as importantly, the rules are free to download, which makes giving it a try an easy decision. Sometimes a bit of curiosity, a good recommendation, and a zero price tag are all the excuse you need. Digging out some Robin Hood and Norman figures that have yet to see the tabletop - remnants of a long‑dormant Dragon Rampant project - I put together two opposing Retinues. One represents the Merrymen , led by Sir Robin of Locksley (Robin Hood) , while the other is commanded by Sir Guy of Gisborne. Each retinue is built using 10 Muster Points (MP) , drawn from three unit types: Peasa...