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Est. listeners per new episode within ~30 days
10,001 - 25,000 - Monthly Reach
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25,001 - 75,000 - Active Followers
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5,001 - 15,000
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On the show
Recent episodes
RaW: Talon
May 5, 2026
Unknown duration
BtB: Sports Simulation
Apr 28, 2026
Unknown duration
Deadball
Apr 21, 2026
Unknown duration
BtB: Hidden Information
Apr 14, 2026
Unknown duration
RaW: Modern Tactics #1: Afghanistan
Apr 7, 2026
Unknown duration
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| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 5/5/26 | RaW: Talon | In this episode of Tales & Tactics, our Rules as Written series covers Talon from GMT Games, a tactical sci-fi fleet combat game pitting the human Terran Confederation against the alien Talon Empire across a series of ship to ship engagements. We discuss how the game’s impulse based turn structure creates a tense and interleaved flow of action that will feel familiar to veterans of Starfleet Battles, while remaining accessible enough to bring new players into the fold. We also highlight one of Talon’s smartest design decisions in placing all essential game information directly on the counters themselves, keeping the action on the table and the rulebook on the shelf. Clean, tactical, and rewarding, Talon earns its place as one of the more elegant entries in the space combat wargame genre. | — | ||||||
| 4/28/26 | BtB: Sports Simulation | From dugouts and playbooks to stat sheets and dice rolls, this Beyond the Book episode dives into the world of tabletop sports simulation. We look at how designers have tried to capture the drama and strategy of real world sport without requiring players to throw a single punch or swing a real bat. From classic replay games to modern fast play designs, we explore what makes a sports sim feel authentic, what gets abstracted away, and why these games have such a dedicated following. If you have ever wondered how a tabletop game can recreate the tension of a full season or a crucial fourth down, this episode is for you. | — | ||||||
| 4/21/26 | Deadball | In this episode of Rules as Written, we step up to the plate with Deadball by W.M. Akers, a fast, elegant tabletop baseball game that turns statistics, scorekeeping, and a handful of dice into a tense pennant race drama. We dig into the history behind the term Deadball, explore the real life Deadball Era of baseball, and look at how Akers translates that low scoring, small ball style into tabletop form. Along the way, we break down the game’s core mechanics, its evolving editions, the charm of the fictional Southern Circuit, and how it compares to other tabletop baseball classics. If you love sports history, clever design, or games that capture the feeling of their subject with surprising precision, this one’s for you. | — | ||||||
| 4/14/26 | BtB: Hidden Information | In this episode of Tales & Tactics, our Beyond the Book series turns to hidden information and randomness as design tools in tabletop gaming. We explore how fog of war and hidden unit mechanics in board wargames create authentic battlefield uncertainty, forcing decisions under incomplete information, and how random tables and GM driven dice outcomes in RPGs produce genuinely surprising results that no amount of preparation could script. Across both genres, the throughline is the same; well designed uncertainty doesn’t undermine player agency, it deepens it. | — | ||||||
| 4/7/26 | RaW: Modern Tactics #1: Afghanistan | In this episode of Tales & Tactics, we take a close look at Modern Tactics: Afghanistan from VUCA Simulations, a hex and counter wargame designed by Shayne Logan covering Coalition operations in Afghanistan from 2001 to 2021. We walk through the game’s core systems, including its alternating impulse structure, terrain and movement rules, and the unique challenges of fighting through walled compounds, grape fields, and wadis. We also break down the game’s asymmetric unit roster, examining how fanatics through to recruits force coalition players to approach each scenario very differently than a conventional wargame. With 20 scenarios spanning Canadian and American operations, and a design philosophy built around snap decisions, civilian presence, and rules of engagement, Modern Tactics: Afghanistan makes a compelling case for being one of the most tactically authentic modern warfare games on the market. | — | ||||||
| 3/31/26 | BtB: Super Heroes | This week on Beyond the Book, we zoom out to explore the world of superhero tabletop RPGs as a genre, tracing their evolution from early simulation heavy designs to modern narrative driven approaches, and asking what it actually means to play a superhero at the table. We examine how different systems handle power scaling, team dynamics, and comic book logic, while digging into the tension between crunchy mechanics and cinematic storytelling, all to answer a core question: can any RPG truly capture the feel of superhero fiction, or are they all solving different parts of the same impossible problem? | — | ||||||
| 3/24/26 | RaW: Marvel Multiverse Role-Playing Game | This week on Tales & Tactics: Rules as Written, we dive into the Marvel Multiverse Role-Playing Game to examine how Marvel built its own superhero RPG from the ground up and shaped it into a system focused on accessibility, structure, and brand consistency; we break down the d616 resolution system and explore Rank based power scaling, character creation through Powers and Traits. All while asking a central question: does this system truly deliver comic book action at the table, or does its tightly controlled design limit player agency in favor of maintaining the integrity of the Marvel universe? | — | ||||||
| 3/17/26 | BtB: On The Grid | In this episode of Tales & Tactics: Beyond the Book, we step back from individual rulebooks to explore how games represent movement and space on the tabletop in an episode we call “On the Grid.” From square and hex grids to broader area movement and point to point networks, we discuss the different ways designers structure how units and characters move through a game world. Looking at examples from classic board games and tabletop wargames, we consider how each approach shapes decision making, battlefield tactics, and the overall feel of play. Whether measuring careful hex by hex advances, maneuvering across defined regions, or navigating connected nodes on a map, this discussion examines how the structure of a game’s movement system quietly defines the strategy that unfolds across the table. | — | ||||||
| 3/10/26 | RaW: Commands & Colors: Samurai Battles | In this episode of Tales & Tactics: Rules as Written, we turn our attention to Commands & Colors: Samurai Battles, focusing on the second printing of this feudal Japan themed entry in the long running Commands & Colors system designed by Richard Borg. Drawing on several playthroughs, we discuss how the game captures the feel of battlefield command while remaining approachable and fast to learn. Its streamlined mechanics, distinctive unit abilities, and strong thematic focus on the wars of feudal Japan create an experience that is both tactically engaging and welcoming to newcomers. In our review we reflect on why Samurai Battles stands out as one of the most accessible entry points into the series, offering a lightweight yet elegant system that still delivers meaningful battlefield decisions. | — | ||||||
| 3/3/26 | BtB: Espionage Games | In this episode of Beyond the Book, we crack open the Cold War file cabinet and examine the golden age of espionage RPGs, from the procedural tension of Top Secret to the tactical grit of Mercenaries, Spies & Private Eyes and the cinematic brilliance of James Bond 007. Why did the early 1980s produce so many spy games at once, and how Game Masters might solve the core design challenge of espionage: information, pacing, and mission structure? We compare percentile skills versus quality ratings, gear catalogs versus narrative control, and ask what makes a spy game feel like Bond, Le Carré, or a black ops thriller. If you care about mission frameworks, and how design supports tension without breaking immersion, this one’s for you. | — | ||||||
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| 2/24/26 | RaW: James Bond 007 | In this episode of Rules as Written, we dive into James Bond 007: Role Playing In Her Majesty’s Secret Service by Victory Games and examine how a 1983 licensed RPG mechanically captures cinematic espionage without relying on GM improvisation or narrative hand waving. We break down the Quality Rating system and its graded success structure, explore why the chase rules are the true engine of tension in the game, and analyze how Hero Points function as a controlled survival mechanic rather than a storytelling override. Is Bond cinematic because the GM is told to be cinematic, or because the procedures enforce competence, escalation, and consequence? Join us as we explore the text and see how this early espionage classic builds genre through rules rather than vibe. | — | ||||||
| 2/17/26 | BtB: The Long Game | In this episode we explore “The Long Game”. Why some tabletop campaigns fade quietly into memory while others endure for months or even years. We discuss the hidden factors that determine campaign success: pacing, player investment, scheduling realities, emotional momentum, and knowing when to bring a story to a satisfying close. From burnout and overreach to flexibility and shared purpose, this conversation looks beyond mechanics to the human elements that truly sustain long term play and is a reflective look at what keeps the dice rolling over time. | — | ||||||
| 2/10/26 | RaW: Dragon Rampant 2nd Edition | In this Rules as Written episode, we take a close look at Dragon Rampant 2nd Edition by Daniel Mersey, examining how the updated rules build on the strengths of the original while refining clarity, balance, and flexibility. Designed for fast playing fantasy battles with a strong narrative slant, Dragon Rampant continues to offer an accessible entry point into mass fantasy wargaming without sacrificing tactical interest.We discuss core mechanics, unit profiles, activation, and how the game encourages creative army building across a wide range of fantasy settings. Drawing on tabletop experience alongside the read through, we reflect on how the second edition tightens the system while preserving its easygoing, toolkit style approach. | — | ||||||
| 1/13/26 | RaW: Paranoia XP | In this Rules as Written episode, we dive into Paranoia, the tabletop RPG where the rules are unreliable, the GM is your enemy, and knowing how the game works is a capital crime. Focusing on Paranoia XP, we examine how the system deliberately weaponizes mechanics like hidden target numbers, arbitrary modifiers, mutant powers, clone death, and secret societies to enforce mistrust and institutional chaos. This episode breaks down how Paranoia’s rules are not meant to create fairness or balance, but to model bureaucracy, blame, and control, making it one of the clearest examples of a game where Rules as Written are not just part of play, but the core joke and the core threat. | — | ||||||
| 1/6/26 | RaW: Pillage | In this episode of Tales & Tactics, we take a close look at Pillage, the 2025 tabletop wargame release from Victrix. Designed for fast, aggressive play with a strong historical flavour, Pillage delivers decisive clashes, clear battlefield roles, and a ruleset that rewards momentum and bold decision making. We break down the rules as written, examining how the core mechanics function at the table and how the game balances accessibility with tactical depth. Drawing on multiple games played prior to recording, we discuss what Pillage does particularly well, how it flows in practice, and why it succeeds as a pick up and play system without feeling shallow. From command decisions to combat resolution, this episode reflects on why Pillage has quickly earned a regular place on the tabletop. | — | ||||||
| 12/30/25 | BtB: Turns & Timing | In this Beyond the Book episode of Tales & Tactics, we examine how turns and timing shape play in RPGs and wargames, from rigid "I go you go" structures and phased turns to initiative systems, simultaneous actions, and narrative timing. We explore how different approaches to sequencing time affect pacing, tension, fairness, player agency, and cognitive load, and why certain genres demand precision while others thrive on flexibility. Ultimately, this episode looks past the surface mechanics to show how timing systems quietly guide player behavior, tactical thinking, and the overall feel of a game at the table. | — | ||||||
| 12/23/25 | RaW: Star Fleet Battles | In this Rules as Written episode we take a deep dive into Star Fleet Battles, one of the most detailed tactical starship combat games ever published. Using the Cadet Training Handbook and Captain’s Edition Basic Set as our primary sources, we break down how secret energy allocation, simultaneous action, and subsystem level damage create a tense, simulation driven experience. From disruptors and drones to impulse movement and shield collapse, this episode explores why Star Fleet Battles rewards foresight, discipline, and mastery, and why it remains a cornerstone of tactical sci-fi gaming decades after its release. | — | ||||||
| 12/16/25 | BtB: In The Canon | In this episode of Tales and Tactics: Beyond the Book, we sit down for a roundtable discussion on the question of playing “in the canon” gaming within established settings, shared universes, and licensed properties. From famous fantasy worlds to well worn sci-fi timelines, we explore how much canon should matter once the dice hit the table. Drawing on examples from RPGs, wargames, and campaign play, we examine how canon can either empower creativity or unintentionally constrain it. Whether you prefer strict lore adherence or treating canon as a flexible backdrop, this episode digs into how groups can make shared worlds their own while still respecting what made them compelling in the first place. | — | ||||||
| 12/9/25 | RaW: The Star Wars Roleplaying Game | In this episode of Tales and Tactics, we jump to hyperspace as we take a close look at West End Games’ Star Wars D6 Second Edition Revised & Expanded, the legendary RPG that defined an era of galaxy spanning adventure. We break down the rules as written from the elegant attribute skill dice system to the iconic Wild Die and explore why this edition remains one of the most beloved and influential RPGs ever published. | — | ||||||
| 12/2/25 | BtB: Survival Mechanics | Survival games are built on pressure. Food runs out. Weather turns deadly. Equipment breaks at the worst moment. In this episode we dive into how tabletop systems model hardship, scarcity, and the struggle to stay alive. From the granular logistics of Twilight 2000 and The One Ring to the streamlined narrative scarcity of more recent games, we explore how designers create tension, how players adapt under pressure, and why survival rules can transform even simple journeys into memorable stories. Whether you love spreadsheets or story clocks, this episode breaks down the mechanics that make danger feel real and choices feel heavy. | — | ||||||
| 11/25/25 | RaW: Twilight 2000 1st Edition | In this episode we head back to 1984 to explore the original edition of Twilight: 2000, GDW’s legendary Cold War survival RPG. First Edition presents a world where World War Three has burned itself out, governments have collapsed, and the remnants of the U.S. Players are left stranded in the ruins with one final message: you are on your own. We break down how this game blends gritty realism with a percentile task system, how skills, attributes, and hit locations define the tone of play, and why scarcity, attrition, and constant change are at the heart of its design. From the brutal combat engine to the open world survival sandbox, this episode examines what makes First Edition one of the most influential military role playing games ever published and why its vision of collapse still resonates today. | — | ||||||
| 11/18/25 | BtB: Rule Zero | Rule Zero says the Game Master can overrule the rules. But if the rules don’t matter, why have them at all? This episode examines this paradox at the core of tabletop gaming: the balance between written systems and the GM’s authority. We explore the idea Rule Zero from its role as a safety valve for incomplete designs to its modern use as a philosophy of play. Along the way, we explore how it protects creativity, enables bias, and tests the very idea of what makes a game fair or meaningful. | — | ||||||
| 11/11/25 | RaW: Quadrant 13 | In this episode of Tales and Tactics, we dig into the 2012 sci-fi company level wargame Quadrant 13 by TooFatLardies. Built on the robust framework of I Ain’t Been Shot Mum, this ruleset brings granular, historical style mechanics into a future battlefield filled with drones, grav tanks, and alien infantry. After a demo game and a detailed read through, we offer our thoughts on what this game does well, who it’s best for, and where it fits within the broader Lardies library. If you’re a fan of narrative sci-fi gaming with historical roots, or just looking to try something with more crunch and command tension, this episode is for you. | — | ||||||
| 11/4/25 | BtB: Framing & Mindset | In this episode we explore how Framing & Mindset shape every tabletop experience. Whether a game feels like tense horror, absurd comedy, or grounded realism often has as much to do with the rules themselves, as it does with how players frame their expectations. Complexity, tone, and even genre emerge from the collective agreement on what kind of story everyone is here to tell. From crunchy systems to narrative-driven ones, we unpack how the same mechanics can produce entirely different experiences depending on how you choose to play. | — | ||||||
| 10/28/25 | RaW: Chronicles of Darkness 2nd Edition | In this episode we dive into the mechanical heart of Chronicles of Darkness 2nd edition, and its expansion Hurt Locker, the modern horror engine that rebuilt the Storytelling System from the ground up. From exploding d10s and Integrity checks to the Conditions and Beats that turn emotion into math, we break down how the system makes fear, guilt, and consequence playable. | — | ||||||
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Chart Positions
4 placements across 4 markets.
Chart Positions
4 placements across 4 markets.

