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Published — 27. Februar 2026 BoardGameGeek News | BoardGameGeek

Designer Diary: The Ground Between

27. Februar 2026 um 08:00

by Felix Sonne



I have been hearing that wargamers are getting “extinct” because nobody has the time to spend half a day playing games anymore and no one wants to play on a sad looking paper map. The thing is, it does not need to be that way. Wargames can be engaging, deep, fun, and yet modern-looking and quick. So I took it as my mission to make a free PnP hex-and-counter wargame that looks decent enough for non-wargamers to try, and simple enough for them to craft and try out.

This undertaking brought us into The Ground Between. It is a free, low complexity, Print and Play (PnP) wargame on the Western Front of World War 1 (WW1). Now that it is done, I can share that it was harder than I expect it to be. It is a whole circus act. I am juggling between fun factor, aesthetics, and educational value, while balancing on simplification and realism.



Cut, Cut, Cut Until There Is No Fat In the Meat
It is easy to do more: do more work, spend more money, use more components, create more rules. But I disagree with this approach because it creates bloat. My principle in design (and perhaps in life) is “to do more in less,” by cutting unnecessary parts and emphasizing what is really important.

1) PnP? Make it easy to craft. I learned this from the Designer Diary of David Thompson (Tactic Skirmish Apocalypse, Warchest, Undaunted). PnP games should be easy to craft ideally, and it has stuck in my head ever since when I designed games intended for PnP. I have crafted a PnP wargame from other designers that has a hundred small size, two-sided counters. I enjoy half of process, but the other half of it just feels like chores, and I do not want to impose this to players. While the game is designed with WW1 theme top-down, it is also designed bottoms-up from component consideration. Since D1 it has been set that the game shall only have large, 15 counters per faction, which can fit in one sheet of paper (actually half).



2) Cards? KISS it! You may have heard of it, it stands for “Keep it Simple and Short.” I had a tendency to make my initial design with a deck of 54 cards, since it fits nicely with a deck of playing cards, it seems to be the “industry standard”, and it takes exactly 6 sheets of paper to make. During the development I managed to halve it, with one sheet of paper per faction (which includes Tactic Cards for Advanced Mode and Solo Mode as well). I tried to eliminate the Command Cards completely, but I ended up keeping it because it gives a better reflection of the battle where each side is trying to maintain a balance between firing and maneuvering.

3) Where are the war machines? Not here! WW1 was the advent for Tanks and Aircraft, they are game changing (pun intended) and may seem like a “must have” in a WW1-themed game. However, sticking to the original intention of making a low complexity introductory WW1 wargame, it is refocused to the 1914-1915 period, where the tanks were still on drawing board, and planes were still mainly used for reconnaissance (machine guns were only equipped into airplanes on the later part of the war). So no killing machines, just good old shooting and hand-to-hand combat, which delivers the extra grit as intended.

Reduce, Reduce, Reduce Until It Is Streamlined
Streamlining is slightly different from cutting. It is about reducing exceptions, steps, and variants with the intention to make the game “flows” better and faster. There is no sane reason to move 20 different pieces 10 times (move active player marker, move turn tracker, play a card, move a piece, spend resources, flip a piece, tap a card, etc.) if we can get the same enjoyment by moving two pieces one time.

1) Secret Deployment. Realistically, on a battlefield you would not be able to tell exactly what Unit your opponent has 5 miles behind the bush. In the original Advanced Mode, Units were supposed to be deployed secretly face down. As much as it raises the excitement and realism, it also raises the fiddliness. So in one stroke to maintain the fidelity to simplicity and suppress the fiddlyness, the secret deployment is secretly deployed to the bin.



2) Blocks variant. As you can guess from the previous point, my absolute favorite games are block wargames where you can keep some fog of war without the fiddliness. Naturally I tried to make an option to play the game with blocks. In such case, it is inevitable to have exceptions and variants, which adds to one page in the rule, which may intimidate some people. So there goes the block rules to the chopping block.

3) Morale Checksss. For those who are unfamiliar, ‘morale check’ is a mechanic to determine the effectiveness of a Unit in some conditions (e.g. retreating, being barraged, etc.). I actually like the concept because it adds realism to the game, but some popular games take morale checks for a lot of things. I shall not name the game, but IFKYK. I adopted the same morale check system, but after a series of playtesting with non-wargamers, the morale checks are reduced to only when you are taking casualty. Works like magic.

True To the Theme
1) Translation. To facilitate immersion, originally the Units are named according to their native names. There were Mortier, Médical, Flammernwerfer, and so on. This looks and feels nice, but apparently it confuses some playtesters and it creates distance to players who do not speak the language. As such, I scaled back the local names only for the Advanced Units and Tactic Cards where they are unique to the country, whereas everything else is reset to English for functionality consideration. Worked like a charm.

2) (Mostly) Symmetrical. Some gamers are obsessed with symmetry, emphasizing for equal chance of winning, and some others are asymmetric who want something uniquely theirs or have different ways to play. This is not the the time to talk about it, but if you look at all the conflicts in the world, you would see that none of them are symmetrical. If everything is in perfect symmetry, there is no reason to start a conflict.

3) Variable Player (Country) Power. The majority of conflicts are won before it started, and in an armed conflict, arms race hold a pivotal role. Before the USA and USSR started their nuclear race, the arms race in WW1 was about machine guns (before tanks and airplanes). This is reflected in the game with a token difference between the German Machine Gunner Unit. The French had a lead in the machine guns race, which ironically causes the German to work harder and surpass the French machine gun development both in quantity and quality. Again, to keep things streamlined, the variable power of Flamethrower and Mortar is cancelled. For those who likes unique units, there are unique Units in Advanced Mode, just like in reality. The Germans were experimenting with Shock Troops, while the French is bringing their Foreign Legion to make up for numerical advantage.



Ready, Cut, Shoot!
New to wargames? You could try this. Just one hour to craft the component, 4 paper for maps, 2 paper for cards, card stock for counter, 2 dice and some tokens from your existing games.

The latest version (v1.2) is just uploaded recently in its BGG file page.

Designer Diary: Hnefatafl: Valhalla

27. Februar 2026 um 08:00

by Roman Zadorozhnyy


Some games begin with mechanics.
Some begin with prototypes.
And some begin with a place.
For Hnefatafl: Valhalla, everything started with a journey.

Norway, Gods, and a Feeling That Never Left

A few years ago, my wife and I traveled to Norway. Like many people, I had always loved Viking stories: the gods, the sagas, the ships, the battles. But reading about a culture and experiencing it are two very different things. We spent a wonderful week in Oslo. We walked the city, visited the Viking Ship Museum, took a water trip on an old ship, and simply absorbed the atmosphere. Everything felt heavy with history—but alive at the same time.

Yet the moment that truly changed something inside me was our visit to Oslo City Hall. If you’ve ever been there, you know what I mean. The walls, the sculptures, the murals—so many of them depicting Nordic gods and mythological scenes, carved and painted in a way that feels ancient, powerful, and deeply human. Standing there, surrounded by these images, I felt something click. Not excitement. Not inspiration in the usual sense. Something deeper. I bought Viking-themed souvenirs, books, and small artifacts. During the long flight back to the U.S., I couldn’t stop thinking. About Vikings. About gods. About games. And then, somewhere above the Atlantic, I had a clear Eureka moment. I didn’t want to create a new Viking game. I wanted to add new meaning to an old one.

Why Hnefatafl?
Hnefatafl is one of those games that feels eternal. Simple rules. Deep strategy. Easy to learn, hard to master. An abstract game that survived centuries. And that’s exactly why it felt right. The question wasn’t “How do I redesign it?” The question was “How do I respect it and still add something new?”

Exploring the Paths Forward
At first, I explored several possible directions. One idea was to create a solo mode, similar to scenarios in chess puzzle books where players solve positions with specific goals. Interesting? Yes. Exciting? I wasn’t sure. Another idea was to introduce clans, each with special rules or capture conditions. But that approach felt… limiting. Too rigid. Too mechanical. Then I realized something important.

I didn’t want factions. I wanted blessings. Not gods fighting instead of Vikings. But gods guiding, influencing, and rewarding them. And suddenly everything aligned.

Valhalla as a Mechanic
I dove deep into Norse mythology: stories, legends, and symbolism. And that’s when Valhalla revealed itself not just as a theme, but as a mechanic. Valhalla is the place where fallen warriors go after dying in battle: to feast, to celebrate, to stand among the gods. And that solved the entire design puzzle. What if fallen pieces weren’t just removed from the board? What if they became a resource? Captured warriors could now grant blessings from the gods. Loss became opportunity. Sacrifice became strategy. Suddenly, the abstract battlefield gained emotional and tactical depth without breaking its core identity.

Designing the Blessings
I experimented a lot. Hidden cards? One-card-per-turn effects? Triggered abilities when the King moves? I created dozens of effects and began playtesting relentlessly. Some were too strong. Some felt thematic but broke balance. Others were clever but unnecessary. And then another realization hit me. This expansion must stay small. Not a massive deck. Not a bloated system. But something elegant. Minimal. Almost invisible until you feel it. That’s when I decided these should be promo-style cards rather than a huge expansion box.


Small Changes. Big Impact.
A year on the shelf… Until IGNM
The expansion was finished. Balanced. Tested. And then… it waited. Like many prototypes, Hnefatafl: Valhalla spent nearly a year quietly sitting on a shelf. Until this year when it was selected for Indie Game Night Market at PAX Unplugged. That opportunity changed everything. I realized that bringing only an expansion wouldn’t work. Most players wouldn’t already own Hnefatafl. So I made a bold decision: I created Canvas and Postcard editions of the base game, so anyone could jump in immediately. Now the expansion had a proper home.

Art, Collaboration, and Pride
While preparing for IGNM, I was also writing an article about ancient games for Casual Game Insider. I casually asked the team, “What if we also add an expansion for Hnefatafl?” Their response was immediate, “That would be awesome". That was the final push. I contacted my friends Max and Angelita, and they created stunning artwork for the gods. Art that felt ancient, powerful, and respectful — exactly what the game needed. Seeing the final product was one of those rare moments of pure pride.

An Old Game, A New Layer
What makes me happiest about Hnefatafl: Valhalla is not sales or attention. It’s the feeling that we added a new layer to a cultural artifact without damaging it. The rules remain simple. The strategy remains deep. But now, every capture carries weight. Every loss has meaning. It’s still Hnefatafl. Just… alive in a new way.

Maybe I’ll finally publish my book about ancient games. Maybe I’ll add new gods as promos. Maybe I’ll finish my long-planned chess expansion. Whatever comes next, one thing is certain: I want more people to discover how powerful, elegant, and relevant ancient games still are today. Because sometimes the best design work isn’t about inventing something new. It’s about listening to the past and continuing its story.

(C) Roman Zadorozhnyy
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