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Tuesday, November 3, 2026

Minute Might: A Wargame Review...

Roleplaying has wargaming blood. This goes without saying. It doesn't tell the whole story given Wesely's non-wargaming contributions to the hobby, but Braunstein aside, we can absolutely credit wargaming for the nascent pastime's technical nature. Simulation rules the day, and this began with miniatures on green-felt battlefields in someone's basement - or garage, as the case certainly was, with the early scene giving rise to clubs and local rulesets not unlike Minute Might by Matteo Radice, proving its spirit endures: 

Minute Might is a 26-page digital rulebook that channels the early hobby's charm while providing something frequently missing: clear and concise explanations. The introduction clearly states its purpose and cites its contributing minds in a manner recalling OD&D's foreword, which sets the amateur hobby's tone. Many (although certainly not all) of these early rulesets assumed an understanding of wargaming mechanics, providing only the necessary tables. This one inverts the arrangement completely...

Radice's offering assumes knowledge of the concept of wargaming, which has presence in the popular mind, while clearly explaining how to implement its content, preserving early gaming's charming openness while remaining useable. It feels like revisiting the mysterious rules that so fascinated me in my youth, only this time I understand, which feels a bit like revelation. Robyn, by no means a wargamer, likewise felt like she could apply its mechanics, which is the ultimate verdict here, like a fusion of competing experiences.

It begins with an explanation of terms: units and their descriptors (move and melee, among others), followed by two core mechanics: SCRUD, a dice-pool based on attack type as assigned and EDNA, which reflects an ever-changing battlefield situation by modifying future rolls based on prior success (or failure). Everything needed to play is derived from these aforementioned descriptors, meaning that in two short pages readers get most of whatever a battle may require. Unit melee? Missiles? Everything is on display...

Hereafter, it's a sequence of play, citing the above provisions plus whatever specifics may apply; and for such a straightforward ruleset, it goes pretty deep. Anything a wargamer should reasonably know, from artillery to terrain, is covered in its pages, written in simple and straightforward prose. A unit of 8 levies (spearman) gets an 8d6 dice pool (SCRUD), with morale checked against a 5 (EDNA). The latter is roll under, with each failure further reducing this by 2! Other units are more resolute, but peasant levies are famously cheap. 

Of course, this is wargaming, so resolutions are a bit more ponderous given the scale and scope involved, but only when compared to traditional roleplay. It's a different thing well within the grasp of curious roleplayers, who should find much to appreciate. This is historical fare equally at home in fantasy warfare, with low-fantasy units (our respects to Tolkien) completing its fighting ensemble. The War of the Ring is on the metaphorical table, with house ruling a viable (and clearly expected) option. The opportunities are endless...

The rulebook is laid out in a simple, letter-sized format much like something printed on the university's computer circa 1970-something and illustrated with some well-chosen public domain woodcuts. This completes the package, taking readers back to the emergent scene that eventually birthed modern roleplay, this time with the added bonus of well-explained mechanics. But this hits personally given my previous fascination with the green-felt hobby, and aspiring wargamers should find Minute Might a most excellent introduction.