Thursday, 19 February 2026

Low Whig, High Tory. The Cards

 The Cards

I've done a lot of work on my MPs cards for the Low Whig, High Tory Parliament.  I have dozens upon dozens of these, some affiliated to Whig or Tory, some allocated on draw.

Most of the unaffiliated MPs are of very low influence 1-2. 



🏛️ Comic Politicians — Scandals & Reputations

Colonial Opportunist / Radical (Fixed)

  1. Sir Marmaduke Whitemoor. 3, Colonial Opportunist- Changed his views on land reform three times during the same luncheon.

  2. Julian Fagg, Esq 2.Radical
    Advocated universal suffrage until elected, whereupon he lost all enthusiasm.

  3. Lord Archibald Muckrake 2Colonial Opportunist
    Personally exposed corruption in every office except those he occupied.

  4. Mr Erasmus Parkour - Minor 2— Radical
    Denounced inherited privilege while quietly inheriting three estates.

  5. Sir Edwin Podsnap 2— Colonial Opportunist
    Believed the Empire worked best when it worked for him.

  6. Sir Lionel Waffleton 2— Radical
    Never took a firm position, but loudly condemned those who did.


Unaligned – Party Determined by Card Draw

  1. The Right Honourable Percival Blott 1
    Rose to prominence by never contradicting the last speaker.

  2. Alderman Septimus Cringe 1
    Apologised so profusely in debate that no one noticed he voted the wrong way.

  3. Lord Horatio Puffington 1
    Famous for speeches that began magnificently and ended nowhere.

  4. Mr Ambrose Tittlebat 1
    Once filibustered himself into unconsciousness.

  5. Colonel Reginald Bumble-shute 1
    Insisted civilian politics required “a firm hand and a louder voice.”

  6. Sir Giles Slubberworth 1
    Accused of impropriety but cleared after misplacing all relevant documents.

  7. Mr Thaddeus Sneerwell 1
    Opposed every bill on principle, especially those he had not read.

  8. Viscount Wilberforce Twaddle 1
    Considered compromise a sign of moral weakness—unless necessary.

  9. Mr Bartholomew Wheeze 1
    Absent from Parliament for health reasons during every critical vote.

  10. Sir Humphrey Dithers 1
    Formed three committees to decide whether action was required.

  11. The Hon Montague Flannelby 1
    Known for passionate speeches followed by immediate retractions.

  12. Alderman Tobias Grindlewig 1
    Built his reputation on fiscal responsibility and other people’s money.

  13. Mr Cornelius Blatherskite 1
    Spoke at great length on matters he only half understood.

  14. Captain Augustus Windbag (Ret.) 1
    Invoked military discipline while refusing to obey party discipline.



Terrain for the New Zealand Wars

Bringing together my terrain for the New Zealand Wars.  

Blood and Steel

...and a rules reminder "Terrain should cover 50%-75% of the playing area!"

AREA TERRAIN: woods, wheat fields or tall grass, 

LINEAR TERRAIN:  walls, fences, and hedges 

ELEVATED TERRAIN: Hills and upper floors of buildings. (just for the look it needs 2" of height)

DIFFICULT TERRAIN:  wooded areas, rubble, tall vegetation, and shallow waterways.  For New Zealand logged areas with tree stumps.  Muddy puddles.

BUILDINGS: Buildings divided into 4" Structures each

And another reminder

The way troops interact with the terrain is going to make the game.

Woods Area -1” and No Run to Ground Soft 

Buildings and Rubble Area -1” and No Run to Ground Hard

High Crops and Tall Grass Area -1” and No Run to Ground Soft

Fences and Hedges Linear Takes full Advance action to cross; No Run to Ground Soft

Low Walls Linear Takes full Advance action to cross; No Run to Ground Soft or Hard

Shallow Stream Linear -1” and No Run to Ground None

Marsh Area -1” and No Run to Ground None


Important to note that for the New Zealand Wars the Maori are "elusive" and gain extra use of cover in terrain.  They also felled logs for cover in dense woodland, and indeed dug Rifle pits!

Some source material:

Tracks, trees, bush, ferns

Gullies, big old trees, elevations, mud, rain

Smoke, fern, cover from view, Pa defences, trees

My New Zealand ideas.  Stuff I can use on table that will tie my game to this period.

1. Rainstorms (Bloody hell its raining.  Deploy Puddles!)

  • Irregular shapes, not circles (NZ rain never behaves).
  • Tint a few with brown/green wash underneath → looks churned, not clean water.
  • Put them where units must go: track junctions, gate approaches, stream exits.

Rules nudge

  • Puddles: No modifier, but first failed Run test in contact = Fatigue (wet boots, slipping).
  • Dice for "wet powder markers"

Cheap, thematic, and it feels right.

2. Bush Tracks & Cart Roads (Linear)

  • Track: No penalty
  • Mud Track (after rain): -1” Move, Run allowed but failed Run = Fatigue
  • Counts as Soft for saves if flanked by bush

Visually: brown felt strip + static grass edges = instant win.

3. Fern Scrub (Area)

Thick waist-high bracken, not trees.

Rules

  • Area, -1” Move
  • Shoot -1 beyond 6”
  • Run allowed, but failed Run = Pin

This is the classic NZ firefight terrain — skirmishers love it, formations hate it.

4. Fallen Timber & Windfall (Area / Linear)

Storm damage, logging debris, old clearings.

Rules

  • Area or Linear
  • -1” Move
  • Counts as Hard cover when shot through
  • No Run to Ground

Easy build: twigs + bark + coffee grounds.

Under construction.


5. Gullies & Cuttings (Linear / Area)

Dry creek beds, erosion cuts — everywhere in NZ.

Rules

  • Inside gully: Hard cover
  • Entering/exiting costs full Advance
  • Units inside cannot be seen unless attacker is within 6” or elevated

This makes elevation matter without needing hills everywhere.

Recreation of a contemporary painting.


6. Raupō Huts & Whare (Buildings)

Not just European buildings — this shouts NZ Wars.

Rules

  • Buildings, Hard cover
  • Can be Burned (scenario/event driven)
  • Burning building: Area of Smoke after 1 turn

Visually: they don’t need to be perfect — suggestion beats accuracy.


7. Tree Stumps & Clear-Felled Ground (Area)

Post-logging or artillery-cleared areas.

Rules

  • Area, -1” Move
  • No cover
  • Units charging out of stumps suffer -1 Melee first round

It’s nasty, awkward ground — perfect.


8. Stock Pens, Yards & Post-and-Rail Enclosures (Linear / Area)

Half-farms, half-defensive.

Rules

  • Fences
  • Enclosed yard counts as Soft cover
  • Crossing fence = full Advance

Looks civilian… plays military.


9. Flooded Low Ground (Area)

Different from marsh — temporary and cruel.

Rules

  • Area, -1” Move
  • Run allowed, but any Run = automatic Fatigue
  • No cover

Great after “Heavy Rain” events.


Optional additions

Smoke & Damp Powder

  • After heavy rain: first Shoot action by a unit = -1 Shoot (wet powder markers.
  • During heavy rain -2 Shoot.
  • Smoke markers linger 1 extra turn in still weather

Slippery Banks (Stream edges)

  • Pass resolve as Advance test failure means = unit gains 1 Fatigue.

Terrain density rule of thumb

For Blood & Steel skirmish fights:

  • 1 terrain piece per square foot
  • At least one linear obstacle per table quarter
  • At least two “awkward” areas (fern, marsh, rubble)

If units can just march and shoot cleanly — add one more patch of misery

The tabletop 

A Logged area occupied by the Maori

The Pã

So far so good!


Wednesday, 18 February 2026

Te Awa Kōawa – First Patrol

Te Awa Kōawa – First Patrol, 

June 12, 1863






The Detachment
Senior Constable Thomas R. Calder — The Veteran
Constable Edwin Pike — The Recruit
Constable Samuel “Sly” Mercer — The Thief
Constable William Hargreaves — The Soldier
Constable Joseph “Joe” Rangi — The Tracker
Kuri. Constable Rangi’s Dog


Police Gazette – Southern District, June 1863

From the Office of Sir Marmaduke Whitmore, District Commissioner – Southern District

Wanted / Dangerous Persons

  • Thomas Butler, alias “The Butler Gang,” male, early 30's, armed and considered violent. Suspected in gold thefts and tent assaults across the Eastern Diggings. Reward £25.
  • Mary O’Leary, alias “Red Mary,” female, suspected of aiding the Butler Gang in robberies and assaults. Reward £15.

Major Stolen Property Reports

  • Gold dust stolen from Claim #47, Eastern Diggings, 7 June. Public warned to secure claims.
  • Firearms unaccounted for: 3 rifles, 2 pistols, last seen at Gorge Creek.

Criminal Intelligence / Notices

  • Miners and tent owners are urged to report unusual gatherings of armed persons.
  • Recent disturbances indicate the Butler Gang may be attempting to consolidate power in the Gorge region.
  • Upper Gorge Armed Constabulary detachment, commanded by Senior Constable Calder, has been dispatched to patrol eastern diggings. Further instructions will follow.

Scenario Seed: Eastern Diggings Confrontation

Minor Antagonists:

  • “Tin Teeth” Callahan: Pistol, small knife; boastful, quick-tempered petty thief linked to the Butler Gang
  • “Shaky Jack” McCaffrey: Rifle, brass knuckles; nervous, twitchy, encourages trouble

NPC:

  • Doc Parker: Feared dentist, New Zealand's Doc Holliday; sharp-tongued, quick on the draw, but a terrible dentist.

Event:
Callahan and McCaffrey confront Doc Parker over a gold tooth dispute, the argument escalating toward violence.  When the Upper Gorge detachment arrives to patrol and maintain order a fight breaks out.

Objectives for the Constables:

  • Prevent the argument from turning deadly
  • Arrest or neutralize the minor gangsters if necessary
  • Recover stolen property (gold dust, tools)

The diggings.  

And Dentist "Doc" Parker relaxes outside his business tent.

Tin Teeth” Callahan, and “Shaky Jack” McCaffrey appear.

A full on disturbance as Doc's qualifications in dentistry are questioned vigorously.

But the Armed Constabulary appear.  Weapons have been drawn.

The Constables get stuck in, pistol barrels and billy clubs.

Tin Teeth is KO'ed.  Shaky gives himself up.

But Doc runs for it.  He splashes into the panning stream, pursued by Joe.


The Miscreants are lead away.  A nice first action for the Detachment.

Occurrence Book – Upper Gorge Detachment

12 June 1863

Constables Calder, Mercer, and Rangi patrolled eastern diggings.
Argument between local dentist and two known troublemakers (“Tin Teeth” Callahan and “Shaky Jack” McCaffrey) threatened to escalate.
Intervention successful. No casualties. Gold tooth recovered as evidence.
Further monitoring required.


Outcome:

  • Reputation for the detachment increased slightly among law-abiding miners
  • Minor gold reward secured
  • Callahan and McCaffrey sent running — flagged for future attention by Sir Marmaduke Whitmore






After-Game Look Forward

Southern District Police Gazette – 14 June 1863

Recent intelligence suggests that the Butler Gang has regrouped further north, near Kōawa Creek.
Upper Gorge Armed Constabulary detachment is advised to patrol the area.
Reward for capture of Thomas Butler increased to £30; any information on Red Mary O’Leary remains vital.
Citizens are reminded to secure all gold claims and report suspicious individuals.



Saturday, 14 February 2026

A test game for the New Zealand Wars


 My new and trusty (so far) QRS for Blood and Steel, aimed at the NZ Wars, finally arrived as a bound copy.  Time for a test game.

I set the table up,  Divided my units to give each side four groups (well im still painting) and went a it.

A solo game.  Instead of bidding both sides draw from a ten card deck and compare draws.  Higher activates first.  A draw means take another card.


The Pä seems undefended

And my terrain is making progress.

Instead of bidding it's a solo game so I draw.

Cornelius leads his men on table

The Maori prepare


Shotgun armed Maori behind the gate

The Militia.  Don't expect much!


A drunken draw, so I drew again.

The Maori duck among the logged trees.  Hard cover!

And Cornelius takes to the bush.

The Militia walk into an ambush.  The critical ten gives another dice, and it's three hits.

A volley through the gate.  Shotguns. Repeating weapons with a critical hit additional dice.  Four hits.

Sergeant Kettle loses three men and his dignity.  Shaken.

Th Militia advance on the objective.  They take it but more Māori jump the wall. 

On the Ariki's order, a Haka, lead by that whacky Shaman guy from my Caribs who are pretending to be Māori.
When they charge it will be with an extra dice!


Cornelius shoots it out.  Those tree stumps are excellent cover!

But the Shaman leads the charge.  The Militia volley but break.


Two Militia left alive.  Shaken with five fatigue.  They run for it.

The shotgun armed Maori crowd forwards pouring in fire.  Another Haka!  They don't need it.  Sergeant Kettle is broken.

Cornelius leads a retreat.





Saturday, 7 February 2026

NZ Wars Blood and Steel game design.

 I'm currently working on creating additional tokens and house rules to add flavour to my New Zealand Wars games.   

DESIGN NOTES 

  • Māori rules = tempo, concealment, shock
  • British rules = preparation, discipline, friction
  • Bad European habits are allowed, but punished
  • Good adaptation is slower, safer, and less glorious

The Maori


AMBUSH
HIDDEN PATH
CALL THE WHĀNAU (the extended family or tribal links, basically reinforcements)

I’ll go through them each as:

  • What it represents
  • When you can use it
  • Simple tabletop effect
  • Why it feels right for Māori warfare

Version one!

Of course the Maori are "elusive" and that gain of extra use of cover in terrain is important. They also felled logs for cover in dense woodland, and indeed dug Rifle pits!  I'll consider using Ambush and hidden deployment as part of the points system.


AMBUSH

Represents:
Prepared killing grounds, concealed firing pits, and deliberate baiting of British advances.

When:
At scenario start, a Māori unit is deployed Hidden.

Rule:

  • Place an AMBUSH token next to a Hidden Māori unit. 
  • When that unit first reveals itself, it may:
    • Shoot before the enemy activatesor
    • Shoot with +1 die / +1 to hitor
    • Force the target to test Resolve immediately after the attack, even if no casualties are caused.
    • AND count as rifle pits.  Hard cover. (a single Shoot Test penalty of +1 applies, and Hard Cover also provides a -1 Shoot Save bonus.)  
  • Remove the token if the unit moves or fires.

Why it works:
Māori combat doctrine often relied on timing and shock, not sustained firefights. This gives them one decisive moment — not a permanent bonus.

Possible mechanicm

I may place up to three Maori Ambush markers, with only one of these being the actual ambush. 


HIDDEN PATH

Represents:
Bush tracks, fern gullies, creek beds, and local knowledge that simply doesn’t appear on European maps.

When:
Once per game per Māori force, during movement.

Rule:

  • Spend a HIDDEN PATH token to:
    • Move one Māori unit through Difficult Terrain without penaltyor
    • Enter the table from any jungle/bush edge (not the enemy baseline), or
    • Withdraw from combat and immediately become Hidden if in cover.

Restrictions:

  • Cannot be used while Shaken.
  • Unit may not Shoot in the same activation unless it has Run to Ground.

Why it works:
British columns repeatedly lost contact with Māori forces who seemed to vanish into the bush. This makes terrain feel asymmetric, not just difficult.


CALL THE WHĀNAU

Represents:
Kinship, mana, and rapid mustering when the fighting turns serious.

When:
Triggered by loss or crisis.

Rule:

  • When a Māori unit is:
    • Reduced to half strength, or
    • A Leader is wounded or killed,
  • Place a CALL THE WHĀNAU token on the table edge or a terrain feature.

On the Māori player’s next activation:

  • Replace the token with:
    • small reinforcement unitor
    • Restore 1 removed model to up to two nearby units, or
    • Remove Shaken from all Māori units within 6”.

Campaign variant:

  • Costs 1 Glory / Mana point.
  • If overused, future calls arrive Delayed.

Why it works:
This models community response rather than drilled reserves. It’s not infinite manpower — it’s social resilience.


HOW THEY INTERACT WITH EXISTING TOKENS

These slot neatly into what I already have:

  • Run to Ground + Hidden Path = classic bush skirmish withdrawal
  • Ambush + Wet Powder (British) = historically brutal matchup
  • Call the Whānau counters British Sentry / Activated tempo play

Nothing replaces core mechanics — they add decision points, not bookkeeping.


OPTIONAL BALANCE LEVER (VERY IMPORTANT)

To keep things fair and historically grounded:

Māori forces may only have two of these tokens in play at once.

This forces choice:

  • Do you ambush now?
  • Or save strength for a call later?


For the British answers to Māori asymmetry, with the right amount of friction. I went with the same Blood & Steel “token + decision” language. 


I went a little too "shako" heavy there.



FORM SQUARE 

Represents:
European drill instinct kicking in at exactly the wrong moment, in terrain and at troop densities it was never designed for.

When:
Declared at the start of a British unit’s activation.

Rule:

  • Place a FORM SQUARE token.
  • Unit:
    • May not move
    • May not enter Skirmish Order
    • May only fire at Short range
  • Unit gains:
    • +1 Resolve against melee only

Critical Downside (the important bit):

  • All Māori shooting against a unit in Form Square gains:
    • +1 dieor
    • Re-roll 1 failed hit
  • If the unit suffers any casualties from shooting:
    • It must immediately test Resolve
    • On failure, it becomes Shaken and the Square collapses (remove token)

Scaling Clause (key for NZ Wars):

A British unit may never gain full Square benefits unless at full strength.
Reduced units gain no melee bonus at all — they just clump up.

Why this works historically:

  • Squares require numbers, open ground, and cavalry threats — none of which apply.
  • Māori skirmishers loved dense, static targets.
  • It becomes a panic button, not a tactic.

Table Effect:
Players can do it… but quickly learn they shouldn’t.


FIX BAYONETS

Represents:
Preparation, drill, and psychological hardening before close combat.  Required for Bayonet drill.

When:
Declared at the start of an activation.  Not an action, a state.

Rule:

  • Place a FIX BAYONETS token.
  • Unit:
    • May move at full speed
    • May not Shoot this activation
  • Remove Shaken if already in cover.
  • The next time this unit charges or is charged:
    • It gains Bayonet Drill automatically.

Restrictions:

  • Cannot Fix Bayonets if already Shaken in the open.
  • Token remains until used or the unit fires.

Why it matters:
This prevents Bayonet Drill from being an “always on” buff and makes the British player telegraph intent.

I know shooting could occur with bayonets fixed, but this is the prelude to a charge or defence so shooting at half effect seems reasonable.  You may still volley, fix bayonets then charge in an activation. 


BAYONET DRILL

Represents:
Controlled aggression, volley discipline, and willingness to close.

When:
Triggered after Fix Bayonets, during a charge or melee.

Rule:

  • Unit gains:
    • +1 Melee die
  • If the enemy breaks or withdraws:
    • British unit may immediately advance D6 inches.

Risk Clause (important):

  • If Bayonet Drill fails to break the enemy:
    • British unit falls back 6"

Why this works:
Bayonets were effective — but only when conditions were right. In bush fighting, failure was often punished brutally.


BRING UP THE GUNS

A Scenario Tool

Represents:
Naval guns, mountain howitzers, or dragged field pieces.

When:
Once per scenario, when conditions allow.

Rule:

  • Place a BRING UP THE GUNS token on a road, track, or table edge clearing.
  • After 1 full turn, replace it with:
    • A gun model with crew.  

Bombardment effect:

  • Pick a terrain feature or fortification.
  • All units within test Resolve.
  • Cover in that feature is reduced by one level for the rest of the game.

Why this works:
Guns shape the battlefield — they don’t dominate it.


Option B: Risky Field Deployment

  • While the token is in play:
    • British units within 6” suffer –1 Move (they’re guarding, hauling, arguing).
  • If Māori reach the gun:
    • Remove it and gain Glory / Mana.

SKIRMISH ORDER

This one is essential for NZ Wars.

Represents:
Adaptation — files opening out, men taking trees, junior NCO initiative.

When:
Declared at start of activation.

Rule:

  • Place SKIRMISH ORDER token.
  • Unit:
    • Forms a loose line on table
    • Moves at half speed
    • May simultaneously Shoot with –1 die
  • Gains:
    • Improved Cover in bush or broken ground
    • May ignore first point of movement penalty from terrain

Trade-off:

  • Skirmishing units:
    • Cannot Form Square
    • Cannot use Bayonet Drill unless re-formed first

Re-forming:

  • Spend an activation to remove Skirmish Order and return to close order.

Why it’s good design:
This becomes the British answer to Māori Run to Ground — not superior, just survivable.


HOW THESE TOKENS INTERACT (IMPORTANT)

SituationWhat Happens
Form Square vs AmbushSquare gets mauled
Skirmish Order vs Hidden PathCat-and-mouse
Fix Bayonets + Bayonet DrillDecisive but risky
Bring Up the GunsShapes objectives
Call the Whānau vs Bayonet DrillMomentum vs resilience