Tuesday, September 15, 2026

En Garde! by Game Designers' Workshop

This post was originally posted in the Angalog Union newsletter 

En Garde! By Game Designers Workshop



I’m going to come out and just say- En Garde! is really awesome. It's one of those games I've heard about over the years and always been curious about. I know it's for me, but I often saw some negative writing about it online or declaring that it was a “product of its time” - which honestly can be a dismissive term for games that are quite honestly pretty great and playable. I mean, the OSR is my thing so I'm going to be drawn to these mysterious old games but in my experience; only some grognards whisper about En Garde! In passing before talking about more popular games. This game will sometimes draw the “I was playing this before you were alive!” statement but then can’t recall their own experiences with the game. And In my mind that isn’t to do with the game being not interesting- it's more that people just didn't commit to the game which is a shame because En Garde is really its own kind of game that I really really like.


So what is my personal interest with En Garde? It’s one of those games that I learned about early on when digging into RPGs, and it is easily one of the first notable ones with a  release in 1975. I read more that the game was very popular as a Play-by-mail game, which mechanically I can see why due to how it's played which I'll get to in a bit. But what are the main reasons why I found En Garde intriguing?

  1. The Genre: I love the idea of a game that attempts to gamify an iconic literary and media genre. Obviously Fantasy and sci-fi are major ones but there are some less appreciated ones like Cowboys and Swashbuckling that I feel like should be more elevated. So the idea of a Three Musketeer game is really fun to me.

  2. The game is an emulation of satire: You aren't a hero in En Garde! You are essentially being a crummy social-climbing privileged POS in an attempt to emulate the lifestyle of the privileged men in the Ancien Regime of France in the first half of the 1600s. This game overtly is inspired by Alexander Dumas’ works about the Three Musketeers and the related stories. Which were critiques about the social injustices and awfulness of the time period from a  post-revolutionary France perspective.

  3. Fencing: I am a fencer of 13+ years now, both modern epee (olympic) and historical (HEMA) including a main interest in the rapier. I coach historical classes weekly for adults and have a deep interest in the history and context of dueling. Which En Garde! It is directly inspired by the milieu that the rapier was developed and used.

  4. The Traveller Connection: This game was a primary inspiration on the creation of Traveller, featuring some of the creators of En Garde to not only be some of the iconic Traveller writers (Frank Chadwick, Loren Wiseman, John Harshman, and Daryl Hany) but also being published by Game Designers' Workshop.


Now RPG Rediscovery is for games that are out-of-print so this game review is a bit of a cheat because it is currently available as a print-on-demand product. However, it's essentially unchanged since its publication over 50 years ago and is readily available. So I want to use this article to discuss the value of an original cool game that really needs to be given a spotlight. I eventually bought the current print-on-demand version where it then sat on my shelf for a number of years. Actually I lost my last copy in my “great flood” but repurchased it because I knew I would actually play it some day. This past year I finally brought it to Shirecon in Northern Connecticut where Ben of Empty Castle Press and I rolled up characters while watching our vendor table. Fellow Analog Union member Jayson came by and hung out where we got talking about playing a game of En Garde since he played it awhile ago and also liked it. So we planned for TotalCon to play a session together in the Solarian room. Now at this point I wasn’t entirely sure HOW the game was played, just how you make a character because the game doesn’t present all of its procedures clearly. So at TotalCon, we made our characters and played a game and spent a lot of time trying to figure out the dueling rules.


So yeah, the main focus of this game was the dueling rules which were developed as a mini war game but then a roleplaying game emerged around it. And when I say roleplaying game, it's more like a solo game. And by THAT I mean, the game is structured so everyone at the table is rolling on tables for events independently until two players overlap and then they can duel. The Dueling rules are not great but also aren’t bad either. I will say they are a ‘product of their time” much like I derided earlier but it's a more complex rock-paper-scissors that is overly built but with some variables as determined by a character's stats or abilities. But we pushed the dueling rules to its limit and Jayson was able to absolutely kill me by repeatedly kicking me (kicking is overpowered!) which was really funny. I can see what the writers were doing but I can also see none of the writers had any experience with fencing, only Errol Flynn films. And that's okay! The dueling rules are certainly a  fun and funny way to have a game of risky swashbuckling, but the real meat of this game is the character generation and campaign.


Before I continue I would like to state one thing that makes this game cool- It was designed to be played in one session. As in, not an ongoing campaign but you could do that if you desired. I really like this idea- a game to fill in a game night session when you can’t get the whole group together for a session of D&D in 1975. This means all aspects of this game is gamified with dice rolls, there isn’t a referee or DM. You use tables to develop a story based on your decisions and the dice results of those decisions. This honestly makes En Garde a solo-gaming pioneer but you play alongside other players. So how does it work?

  1. Create a character: You'd determine the class you were born into, your father and mothers separate statuses (you could be born out of wedlock- oh my!) and your allowances from Daddy.

  2. Weekly Actions: From there, the game has each player attempt to do one social climbing action each week such as being seen calling on women, gambling, attending gentlemen clubs, joining the military, or visiting "floozy houses”. Players declare what they are doing each week simultaneously to determine if any players overlap. If you aren't seen with women enough, spending enough money, etc. then your social status decreases. You have to maintain a certain level of spending to maintain your current status, while overspending to increase your status. It's honestly a very interesting balancing act. You have four weeks to do this, otherwise you lose any social points at the beginning of the next month where you have to do it over again.

  3. Risk-reward: You need money essentially. You can get it from allowances as stated earlier, but also if you are seeing a noble woman who you can charm into financing your lifestyle. Finally, joining the military is a way to maintain some income while gaining some status, IF you get into an esteemed regiment. Lastly, you can always get money from a “shylock” but have to pay him back otherwise there's a chance you will be jumped and harmed and robbed! Being in the military means you will be sent on a military campaign for the kingdom, where you may gain status by participating in battle or become wounded or even killed! 

  4. Dueling: If two players declare that they are calling on the same noble woman then a duel can happen, where the game then incorporates some action. Dueling consists of players pre-writing out their “routine” of actions based on the dueling weapon. Each action will use some amount of endurance so players must declare when they rest per exchange instead of thrusting, cutting, etc. Both players reveal their declared actions and then consult a table to see who hit or if a miss occurred. When a hit happens, damage is rolled. Players can then decide if the duel continues or not. 

  5. Additional Campaign elements; Players can invest money and hope for returns on investment to help them in their social climbing but may also go broke! Players can also be appointed official titles at high enough statues or end up disgraced.

The main point of the game is the narrative that emerges based on the player’s decisions and luck of the dice, which may be modified for specific tables based on stats. The gameplay style of solo-but-in-a-group is pretty clever and is more of a zoomed out way to roleplaying the life of a wannabe gentleman, low-life noble, or con artist type. And the experience of actually doing this at a table and sharing what your character is doing and the risks or desperation of making decisions to climb socially makes for some very funny emergent play with friends for a couple of hours. This gameplay loop directly inspired the character creation mini-game of traveller, famous for dying iconic character creation due to rolling two d6s to pass a check and 1d6 to roll on a selected table to advance your character not unlike this game. The weekly events also impacted traveller where a traveller has to resolve actions on a  weekly basis, since jumping in hyperspace takes a week of time, and the arrival and navigation for a star system or starport takes another week of time to complete jobs- leading to a level of time management and weighing the odds of using your time that is a core feature of En Garde!


En Garde! went on to inspire a game called Flashing Blades by Fantasy Games Unlimited which extrapolates the gameplay here into a more traditional RPG in the 1980s that I plan on reviewing at a later date (sneak peak- it’s also very cool!)


There's nothing quite like En Garde! Highly recommended! There is an official website you can check out here


Monday, September 14, 2026

Celestial Guidance: Medieval Astrology in your OSR Game

please note: this post originally appeared in Under The Dice #7  

Celestial Guidance: Medieval Astrology in your OSR* Game

The Astronomer, engraved by M. Wolgemuth 1492


The desire to include fantastic medieval concepts into wargaming is the kernel that led to the development of Chainmail's Fantasy Supplement by Gary Gygax and then The Blackmoor Campaign by Dave Arneson which directly led to the development of the first roleplaying game. However, the middle ages are far weirder and alien than the creators of tabletop roleplaying games could understand. 


Much of the material I write is to reintegrate medieval ideas into the OSR-sphere of games to help aid playing within a “medieval mindset” and embrace the weird vibes of the middle ages. An easy way to include that is to apply medieval astrology to character creation! All walks of medieval life believed the stars above influenced both major and mundane aspects of their daily lives, making them choose specific activities on specific days to have the best possible outcomes. This also wasn’t considered heretical by the church since this apparently was well within the practiced canon of medieval christianity since the heavens is the domain of God the Father.


The following is a flavor and mechanic overview of both Zodiac Signs (months of the year) and Planetary Signs (Days of the week) and their application in your Old School Revival campaign.


  • The Celestial Sign: The influence of the stars on your birth by the month you were born, which directly alters attributes

  • The Astral Influence: The influence of Planets on your day-to-day life, including the day of the week you were born on. This provides a re-roll to a specific attribute skill or ability once per day or twice per day if on the day of your birth.


How it Works: Use your preferred OSR game’s character generation to roll attributes. Then determine the following:

  • Celestial Sign Roll: Roll a D12 on the Celestial Sign table to determine which sign you were born under. This will determine any final Attribute changes. This will also inform seasonal influence on your upbringing. 

  • Astral Influence Roll: Roll a D8 to determine which Planet you were born under. This can further be used to provide roleplaying inspiration if desired.

Once you're done, continue with your game’s character creation process.


Celestial Sign: Use the following table to determine your character’s birth sign.

  • Celestial Sign: This is the zodiac sign that influences your life broadly

  • Seasonal Activities: This represents the common activities or tasks the commoners do during this time. I included it to help inform the everyday activity that someone might be focused on based on the seasonal changes.

  • Attribute Increase: Increase the listed attribute by +1 due to celestial influence on your birth

  • Attribute Decrease: To balance out the celestial gift, the heavens will need to hinder your growth in a minor way. Roll a D3 on the associated Physical or Mental sub-tables to determine which attribute decreases.


*Attribute Decrease: Roll a D3 on the associated listing to randomly determine which attribute decreases by -1:

  • Physical: 1) Strength 2) Dexterity 3) Constitution

  • Mental: 1) Intelligence 2) Wisdom 3) Charisma

The Astral Influence: After finalizing your character’s attributes, determine the day your character was born on by rolling a D8 to find out what planet was in the sky on the day of birth. This will provide an advantage to using certain attribute abilities and skills. If desired, your astral influence can also be used to determine your character’s personality and interests to aid with roleplaying.

  • Day of Birth: Determine the day of the week you were born under to determine who you are. Roll a D8: 1) Sunday, 2) Monday, 3) Tuesday, 4) Wednesday, 5) Thursday, 6) Friday, 7) Saturday, 8) Choose any one day


Your Day’s influence: The following are traits gained by being born on any day of the week. This will help determine what your personality will be like, what interests you are inclined to, and your mechanical advantage.

  • Sign Mechanics: Based on the day you were born, you will gain the ability to reroll any single roll that is modified by that specific attribute and select the best result once per day. However, any day of the week you were born on allows you to make two rerolls on that day.

  • Example: Hans was born on Tuesday, the Day of Mars. Any day of the week, he can reroll a single roll that is modified by their Strength such as attacking with a sword. However, on Tuesdays they can do this twice.


Sunday: The Sun, No attribute

  • Character Personality: Just and Wise but indifferent

  • Mechanics: Reroll any single roll of choice per day. On Sunday you can make two rerolls.

  • Personal Interests: Law and Politics 

  • Personification: The Emperor


Monday: The Moon; Constitution

  • Character Personality: Honest and Insightful but fickle.

  • Mechanics: Reroll any single Constitution roll per day

  • Personal Interests: Socializing and Travel

  • Personification: The Lady


Tuesday: Mars; Strength

  • Character Personality: Bold and Strong, but Stubborn 

  • Mechanics: Reroll any single Strength roll per day

  • Personal Interests: Fencing, Wrestling, Sports, War

  • Personification: The Knight


Wednesday: Mercury; Dexterity

  • Character Personality: Clever and Quick, but Deceitful and sneaky; 

  • Mechanics: Reroll any single Dexterity roll per day

  • Personal Interests: Economics, Medicine, Acrobatics

  • Personification: The Doctor


Thursday: Jupiter, Wisdom

  • Character Personality: Courageous, Merry, and Elegant but Haughty and out -of touch

  • Mechanics: Reroll any Wisdom roll per day

  • Personal Interests: Philosophy and Religion 

  • Personification: The Bishop


Friday: Venus, Charisma

  • Character Personality: Love, Kinship, Passion, but self-centered

  • Mechanics: Reroll any Charisma roll per day

  • Personal Interests: Art, Music, Romance

  • Personification: The Lover


Saturday: Saturn, Intelligence

  • Character Personality: Smart and Confident, but shy and aloof

  • Mechanics: reroll any single Intelligence roll per day

  • Personal Interests: Magic, Science, Nature

  • Personification: The Elder


I hope this helps with getting into the headspace of not only your character but also the past in some way, since the heavens had a direct influence on every life within the medieval mind.


- Bryan