- Seven Pines; or, Fair Oaks Unboxing [video]
- On Publishing Berg’s Dynasty
- The Year of Living Awesomely
- On Publishing the Scheldt Campaign
- Brief Thoughts on Two Traditions of Wargame Design
- How Boardgames Saved My Life
- Seven Pines; or, Fair Oaks (new from Hollandspiele)
The first game in the Shot & Shell battle series, Seven Pines; or, Fair Oaks, recreates the actions fought on May 31 and June 1 of 1862 during the American Civil War. A complex Confederate battle plan hatched by Joseph E. Johnston that called for coordinated flank attacks devolved into an unsupported frontal assault, resulting in the largest battle of the war up until that time, and one of the bloodiest. Beyond the historical scenario, there are scenarios which allow players to explore the feasibility of Johnston's actual plan, as well as what might have resulted had he been opposed by a more aggressive Union general than George B. McClellan. [Forum]
- N: The Napoleonic Wars Review
- More Aggressive Attitudes: The 1862 Virginia Campaign Review
- Dynasty: The Era of the Five Dynasties (new from Hollandspiele)
design by Richard H. Berg. A multi-player game that recreates the power politics and military struggles of tenth century China. One player begins the game as the Emperor, defending the realm from Khitan raiders, providing flood relief, and collecting taxes, so as to maintain the Mandate of Heaven and continue to rule. The other players are provincial governors seeking to weaken the Emperor's grasp on power and take it for themselves. [Forum]
- The Grunwald Swords Replay
- Teutons!: Assaults on the West, 1870-1940 Review
- Ukrainian Crisis & The Little War Review
- Horse & Musket Play Tutorial [video]
- Operation Unthinkable: Churchill’s World War III (new from Hollandspiele)
- Battles on the Ice Replay [video]
- Interview with Tim Taylor
- Interview with Ty Bomba
Designer of Operation Unthinkable: Churchill’s World War III from Hollandspiele
- More Aggressive Attitudes (new from Hollandspiele)
an operational-level game for two players exploring the 1862 Virginia Campaign. Each hex represents a span of five miles, and each turn is a day. The counter density is low, just a handful of units per side — and the rules are simple, but nuanced. The focus is squarely on the operational level, and the ability of your subordinates to carry out your orders — to march a given distance in a day, to avoid battle, or to coordinate their attacks — is not entirely within your control. [Forum]
- Plan 1919 Review [video]



