Meeples & Miniatures – Episode 167 – Royal Armouries and Sharp Practice 2

Download Episode 167

Welcome to Episode 167 of the Meeples & Miniatures Podcast



In this episode, hosts Neil Shuck, Mike Hobbs & Mike Whitaker once again chat about all things wargaming.

Due to time considerations, this episode only contains our main features, which are once again two interviews – once we’d recorded the interviews, we didn’t have room for anything else!

First off, something a bit different as we chat with Kirsty Rogers of the Royal Armouries, and discuss several upcoming events which may be of interest (as well as taking a verbal whistle-stop tour of the museum)

Then we are once again joined by Richard Clarke of Too Fat Lardies. We catch up with the latest happenings on Lard Island, and have a (very) in-depth discussion on the Sharp Practice 2 rules. which are due out next month.

We hope you enjoy the show

Show details:

  • 00:00 – Intro
  • 06:15 – Kirsty Roger / Royal Armouries interview
  • 1:24:30 – Richard Clarke interview
  • 3:51:00 – Outtro

Further links

Royal Armouries Facebook page

Royal Armouries Easter Tournament

Royal Armouries Hundred Years War Wargaming Event

8 Comments on Meeples & Miniatures – Episode 167 – Royal Armouries and Sharp Practice 2

  1. I think Mr. Whitaker doesn’t get the difference in tactile experience between pulling out a dice from a bag instead of turning over a card, in my opinion there is the same difference of playing with paper soldiers instead of miniatures. 😉

  2. I just heard Mike Whitaker say that card activation is no different to Bolt Action dice pulling out of a bag. Activating one specific unit by pulling a card from a deck is not the same as a dice or token that allows the player to choose one of their units. Seems like two very different mechanics to me. Giving some control to a player makes a big difference.

    • But it’s the same mechanic. Whether it’s a card off a deck, a chit or token out of a cup or a dice out of a bag, they are all the same way of randomly activating a unit.
      What happens after that token is drawn is then a rules specific issue.

    • For example, Bolt Action would work in exactly the same way if you used a standard card deck, with one side allocated the red cards, and the other allocated black cards, with one card in the deck for each unit.
      If you wanted to be pedantic about the random factor of moving the dice around in the bag each time you put your hand in, simply shuffle the remaining cards after each draw.

  3. While it may be the same mechanic, I don’t think that the mechanic and rules can be so easily separated. As you mentioned, it is true that Bolt Action would work as well in the manner described. Richard Clarke alluded to CoC being “card driven” in this very way in a previous podcast. It is a card mechanic with dice, but the dice had to be rolled and then choices made. What it seems to come down to is a spectrum of design options. But while cards or dice can deliver a simple randomization of moves, try delivering random events so elegantly as putting the text on a card. Admittedly, you could achieve specific activations with coloured dice, and random events with recollection and tables, but I don’t believe it would be so intuitive. You choose the tools for what you want to achieve.

  4. An absolutely classic episode well worth a re-listen for Rich’s views on game design alone (Ms. Rogers interview was good too). To View from the Veranda – can we please add Insights from the Island?

    Well done all around

  5. Dave Blood // March 23, 2016 at 22:15 // Reply

    How many rulebooks did Mr. Clarke say he sold a year? All I could make out was “a hundred garble garble”

  6. Excellent podcast, a real pleasure to listen to 🙂

3 Trackbacks / Pingbacks

  1. First look at Sharp Practice 2 layout | Meeples & Miniatures
  2. Stop Press … March 2016 | von Peter himself
  3. Sharp Practice 2 is coming! | The Raft

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