Culture and Politics in Tabletop Wargaming

Tabletop wargaming is often treated as a harmless diversion, a pastime of painted soldiers, dice, tape measures, scenery, rulebooks, club nights, campaign maps, and arguments over line of sight. Yet this apparently small activity carries a larger cultural weight. A wargames table is not simply a place where players move miniatures across model terrain. It is a social space in which history, imagination, competition, craft, memory, masculinity, community, hierarchy, and identity are all brought into contact. The battlefield may be reduced to six feet by four feet, but the assumptions placed upon it are rarely small. Every army list, scenario, campaign rule, morale test, casualty marker, and painted regiment makes choices about what is visible, what is forgotten, what is valued, and what is turned into play.

For that reason, tabletop wargaming should be understood not only as a game, but as a cultural practice. It belongs partly to the history of play, partly to the history of military thought, partly to the history of collecting and modelling, and partly to the sociology of voluntary communities. Its players do not merely consume rules. They create meanings around them. They build forces, choose periods, select manufacturers, debate interpretations, invent scenarios, repaint uniforms, reinterpret campaigns, and turn personal interest into shared ritual. A game of ancients, Napoleonics, colonial warfare, fantasy battle, Second World War skirmish, or science fiction conflict is therefore never just a mechanical exercise. It is also a miniature society in motion.

The broader theory of play offers a useful starting point. Johan Huizinga argued that play is one of the foundational elements of culture, rather than something marginal or childish. Play creates order, boundaries, ritual, and meaning, even when it is voluntary and apparently separate from ordinary life.¹ Roger Caillois developed this further by distinguishing forms of play based on competition, chance, mimicry, and disorder, while also recognising the tension between free improvisation and formal rules.² Tabletop wargaming sits directly across these categories. It is competitive, because players often seek victory. It depends upon chance, because dice, cards, activation systems, morale tests, and combat results introduce uncertainty. It is mimetic, because figures stand in for soldiers, heroes, monsters, machines, tribes, armies, fleets, or alien formations. It is also ordered by rules, although those rules are constantly interpreted, negotiated, challenged, amended, and absorbed into local practice.

The notion that games take place inside a separate sphere of play is helpful, but only to a point. The gaming table is bounded, but it is not sealed. Money crosses into it through the cost of figures, books, paints, terrain, storage, club membership, tournament fees, and travel. Social status crosses into it through expertise, seniority, painting skill, historical knowledge, collection size, and competitive success. Politics crosses into it through representations of empire, gender, race, nation, violence, heroism, and defeat. The so called magic circle of play is therefore porous. A player may say that it is “only a game,” and in one sense that is true. Yet the game still gives form to assumptions drawn from the wider world.

Miniaturisation is central to this process. Susan Stewart’s work on the miniature helps explain why small things exert such power over imagination. The miniature does not simply reduce scale. It produces a world that can be held, arranged, viewed, possessed, and controlled.³ This is one of the deep attractions of wargaming. A campaign that once stretched across continents may be represented by a map, a roster, and a few linked scenarios. A battle that involved thousands of men may become a table of battalions, companies, platoons, or individual figures. A warship, tank, fort, regiment, village, trench system, frontier station, or ruined city can be reduced to an object that can be painted, moved, admired, and commanded.

This reduction is creative, but it is never neutral. Scale decides what the player sees. A grand tactical Napoleonic game may show corps, divisions, and command friction, but leave out the wounded, the hungry, the camp followers, the civilians, and the aftermath. A Second World War platoon game may model fire and movement, armour penetration, suppression, and morale, but pay little attention to labour, industry, occupation, ideology, or trauma. A colonial skirmish may reproduce familiar adventure stories unless it consciously addresses invasion, dispossession, resistance, and asymmetric power. In each case, the game does not merely simplify reality for playability. It interprets reality by choosing what is worth modelling.

This is especially important in historical wargaming, where players frequently claim a relationship to the past. Historical wargaming can encourage research, close reading, practical understanding of terrain, attention to logistics, and sympathy for the limits under which commanders and soldiers acted. Philip Sabin has argued that conflict simulation can be a serious method for studying war, because it forces participants to confront decision making under uncertainty rather than merely reading outcomes backwards from known results.⁴ Yet historical wargaming can also encourage a comfortable command fantasy in which battle becomes tidy, consequence is limited, and suffering is abstracted into removed figures. The tension between historical inquiry and pleasurable control lies at the heart of the hobby.

The history of wargaming itself reveals that this tension has always existed. H. G. Wells’s Little Wars presented toy soldier gaming as both comic and civilised, famously imagining miniature battles as a substitute for real war.⁵ Donald Featherstone’s post-war wargaming books helped popularise the modern hobby by bringing together rules, military history, collection, and practical tablecraft.⁶ Tony Bath’s campaign writing showed how imaginary worlds, dynastic politics, logistics, diplomacy, and battle could be linked into long-running communal narratives.⁷ These works are not merely technical manuals. They are cultural documents. They show how wargamers learned to transform military history into repeatable procedures, club activity, and personal authorship.

Community is therefore not an accidental feature of wargaming. It is one of its foundations. Gary Alan Fine’s study of fantasy role playing games described gaming groups as social worlds built through shared language, repeated interaction, group memory, and collective fantasy.⁸ Wargaming clubs operate in a similar fashion, though they place greater emphasis on material display, measurement, army construction, and historical or tactical legitimacy. Players learn not only the rules of a game, but the etiquette of a room. They learn when to argue, when to concede, when to offer advice, when to admire a conversion, when to forgive a mistake, and when someone is becoming a problem. The club is a school of informal norms.

Those norms can be generous. Many wargaming communities are sustained by mentoring, loan armies, shared terrain, painting advice, scenario writing, and the patient teaching of rules to newcomers. They can also be exclusionary. The newcomer who owns unpainted figures, mispronounces a historical term, lacks tactical confidence, uses proxy models, or cannot afford the latest edition may find that the table is less open than it first appears. Pierre Bourdieu’s concept of cultural capital is useful here because wargaming communities often convert taste, knowledge, skill, and possession into status.⁹ Knowing the difference between battalion and brigade, between skirmish order and close order, between tournament optimisation and historical plausibility, or between acceptable and unacceptable proxying can become a way of belonging. It can also become a way of keeping others out.

The material economy of the hobby reinforces this. Miniature wargaming is often expensive. Figures, rulebooks, army books, paints, brushes, airbrushes, basing materials, cases, resin terrain, 3D prints, STL files, subscriptions, and convention attendance all require resources. Of course, wargamers are famously inventive. Cardboard hills, second hand figures, home cast terrain, homemade rules, photocopied rosters, club libraries, and improvised markers have always been part of the culture. Even so, economic inequality shapes participation. A player with money can buy options, change armies, commission painting, and follow new releases. A player without those resources may be treated as less serious, even when they have greater historical knowledge or tactical skill.

The rise of large commercial systems has sharpened this issue. Games such as Warhammer 40,000 have made tabletop wargaming visible to a far wider public, but they have also intensified the relationship between play, branding, collecting, and consumption. Marcus Carter, Martin Gibbs, and Mitchell Harrop have shown that building an army is itself a major part of the Warhammer 40,000 pastime, involving list construction, collecting, modelling, painting, and strategic preparation before the first die is rolled.¹⁰ The game therefore begins well before the game. The player’s identity is partly formed through the army they collect, the faction they defend, the lore they repeat, the colours they choose, and the tactical style they prefer.

This is not unique to commercial fantasy and science fiction gaming. Historical wargamers also construct identity through armies and periods. To collect late Romans, Zulus, Prussians, Greeks, Australian infantry, Dutch colonial troops, samurai, Vikings, or interwar tanks is to declare an interest and often a position within the culture of the hobby. Some players value exact uniforms. Some value tactical challenge. Some prefer obscure campaigns. Some enjoy narrative campaigns more than points balanced battles. Some collect defeated armies because they are interesting precisely in their limitations. Some are drawn to the romance of the underdog, others to elite formations, others to the oddities of military history. These choices are personal, but they are also cultural performances.

The painting and modelling side of wargaming makes this performance visible. A painted army is labour made public. It records hours of preparation, experiment, failure, correction, and pride. Recent research on miniaturing has rightly emphasised that the hobby includes crafting, gaming, collecting, storytelling, displaying, socialising, and appreciating, rather than play alone.¹¹ This is especially true of wargaming, where a model’s value often lies as much in its preparation as in its battlefield effectiveness. A poorly performing unit may be treasured because it is beautifully painted, historically meaningful, inherited from an older collection, or associated with past games. A figure can be both game piece and memory object.

Rules give this material culture its procedures. They decide how the miniature world behaves. Rules are often discussed as mechanisms, but they are also arguments about reality. A movement rule says what terrain means. A morale rule says what fear does. A command rule says how authority travels. A casualty rule says what violence counts. A victory condition says what success is. A campaign system says whether losses matter beyond the evening. The more carefully one reads rules, the clearer it becomes that they are not neutral tools. They are compressed theories of conflict.

This is why wargame design has cultural consequences. A colonial game in which Indigenous forces exist only as random attackers tells a different story from one in which they possess strategy, intelligence, country, memory, and political purpose. A Second World War game in which all national armies are reduced to colourful special rules risks turning history into caricature, but a game with no differentiation may erase real differences in doctrine, training, supply, and experience. A fantasy game in which evil is visually coded through deformity, darkness, tribalism, or eastern imagery may reproduce old cultural hierarchies without meaning to do so. The politics of wargaming are often found not in explicit statements, but in default settings.

Gender is one of the clearest examples. Wargaming has long been coded as a masculine hobby through its association with war, technical knowledge, collecting, competitive argument, and public gaming spaces such as clubs and shops. This does not mean women have been absent, nor does it mean all male dominated spaces are deliberately hostile. It does mean that entry into the hobby has often required navigating assumptions about who the “normal” player is. Work on female representation in geek spaces, including scholarship on Warhammer 40,000, has shown how fictional erasure and community identity can reinforce one another.¹² When the imagined universe repeatedly centres male bodies, male commanders, male violence, and male expertise, the gaming room may quietly reproduce the same expectations.

The problem is not solved simply by adding female figures or alternative sculpts, although representation certainly matters. The deeper question is whether the community recognises different ways of participating as legitimate. Some players enjoy competition. Others enjoy painting, narrative play, historical reconstruction, campaign logistics, solo gaming, scenario design, terrain building, or social gaming. A healthy wargaming culture does not reduce legitimacy to tournament success or encyclopaedic rules knowledge. It recognises that the hobby is sustained by many kinds of labour. The player who builds terrain, hosts campaign nights, teaches newcomers, writes scenarios, paints club armies, or maintains a welcoming space contributes as much to the survival of the hobby as the player who wins events.

Tournament culture deserves careful treatment because it is often criticised too easily. Competitive wargaming can produce discipline, clarity, fairness, and innovation. It requires players to know rules, prepare armies, manage time, and accept outcomes. It can also create friendships across regions and provide structure for communities that might otherwise fragment. Yet tournament culture can become narrow when victory is treated as the highest form of play. List optimisation, rules exploitation, meta chasing, and adversarial interpretation can displace scenario, history, narrative, and generosity. The issue is not competition itself. The issue is whether competition becomes the only recognised measure of seriousness.

Narrative and campaign play offer a different community politics. In campaign gaming, players are asked to think beyond a single battle. Losses may carry forward. Supply may matter. Commanders may gain reputations. Political consequences may shape future operations. Territory may change hands. Grudges develop. Humour accumulates. The campaign becomes a shared memory machine. Bath understood this well, which is why his approach to campaign design remains influential among wargamers who want battles to feel connected rather than isolated.¹³ Campaign play can soften competitive aggression because players become co-authors of an unfolding world. It can also intensify exclusion if the campaign group becomes closed, internally referential, or dependent upon insider knowledge.

Solo wargaming complicates the picture further. At first glance, solo play might seem outside community, but this is misleading. Solo players use published rules, online reports, blogs, magazines, random event tables, artificial opponents, and inherited design traditions. Donald Featherstone and later solo gaming writers treated solo play not as a lesser substitute, but as a distinct mode of engagement with uncertainty and imagination.¹⁴ The solo wargamer may be physically alone at the table, yet remains part of a wider culture of scenario design, after action reports, problem solving, and shared method. In many cases, solo play also makes the hobby accessible to those without local clubs, reliable opponents, or the desire to enter competitive spaces.

The digital age has expanded wargaming communities while also making their politics more visible. Blogs, YouTube channels, Facebook groups, Discord servers, forums, podcasts, and online stores have allowed small interests to survive. A player interested in an obscure campaign, an out of print ruleset, or a minor army can now find others with similar enthusiasms. At the same time, online spaces can amplify hostility, factionalism, nostalgia, misinformation, and performative outrage. The old club bore may now have an audience. The old argument over rules interpretation may become a public dispute. The old gatekeeping habits may be reproduced as moderation policy, meme culture, or collective mockery.

Yet online culture has also widened the hobby in important ways. It has made tutorials accessible, encouraged historical correction, supported independent designers, helped small manufacturers, and allowed marginalised players to find one another. It has also enabled public criticism of racism, sexism, colonial nostalgia, and exclusionary behaviour in gaming spaces. The result is a more contested hobby, but contest is not necessarily decline. A community that argues over representation, scenario ethics, accessibility, and historical framing is at least acknowledging that its practices have meaning.

The cultural politics of wargaming therefore cannot be reduced to a simple accusation that wargames glorify war. Some do. Some do not. Many sit uneasily between fascination and critique. Wargamers may be drawn to uniforms, tactics, vehicles, flags, heroic last stands, and the drama of battle, but they may also be deeply aware of loss, incompetence, fear, and tragedy. The hobby contains toy soldier nostalgia, military history, engineering curiosity, tactical problem solving, craft practice, storytelling, and social ritual. Its politics depend on how those elements are framed. A game can turn violence into spectacle, but it can also reveal uncertainty, command failure, logistical strain, and the fragility of plans.

Mary Flanagan’s concept of critical play is useful because it reminds us that games can question their own assumptions.¹⁵ Wargames are capable of critical play when they make players confront limits rather than simply exercise power. A game that models broken communication, civilian presence, exhaustion, ammunition shortage, divided command, political constraint, or unreliable intelligence can disturb the fantasy of perfect command. A scenario that gives one side the task of withdrawal, rescue, delay, survival, or protection rather than simple destruction can change the moral shape of the table. A campaign that records losses rather than resetting armies after each battle can make victory less clean.

This does not require every wargame to become a moral lecture. Play needs pleasure, pace, humour, surprise, and the freedom to enjoy clever manoeuvre and dramatic reversal. The point is not to remove fun from wargaming. The point is to recognise that fun is structured. Players enjoy what the game teaches them to enjoy. If a game rewards extermination, players will pursue extermination. If it rewards command judgment, preservation of force, civilian evacuation, reconnaissance, delay, or political restraint, players will learn to value those things within the play space. Design is therefore not separate from culture. It trains attention.

Erving Goffman’s idea of frames helps explain why the same action can carry different meanings within play.¹⁶ A player removing casualties from a table is not literally killing anyone. A painted figure is not a soldier. A die result is not a wound. Yet within the frame of the game these actions carry significance. Players cheer, groan, narrate, joke, complain, and remember. The frame allows violence to be represented without being real, but it also requires trust. When players abuse the frame through bullying, cheating, contempt, racism, sexism, or deliberate humiliation, the game ceases to be a shared imaginative structure and becomes ordinary domination in miniature form.

The best wargaming communities understand this. They recognise that the table is sustained by mutual consent, generosity, and shared investment. A good opponent does more than obey rules. They help make the game worth playing. They contribute to the story of the evening. They respect the labour in another person’s army. They accept uncertainty. They teach without belittling. They compete without contempt. They understand that victory gained by making the other player miserable is a poor victory. Such habits are not decorative. They are the ethical foundation of communal play.

In conclusion, tabletop wargaming is a miniature society, not merely a miniature battlefield. It brings together material culture, historical interpretation, social hierarchy, craft labour, commercial systems, competition, narrative, memory, and identity. The politics of the hobby lie in its rules, its representations, its economies, its club customs, its online cultures, and its treatment of newcomers. The table may be small, but it contains the values of those who gather around it. To study wargaming seriously is therefore not to drain it of pleasure, but to understand why it matters. Painted figures, dice, and scenery are not trivial simply because they are small. They are the objects through which communities imagine conflict, rehearse belonging, and decide what kind of worlds they wish to build.

Footnotes

  1. Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston: Beacon Press, 1955), 1–27.
  2. Roger Caillois, Man, Play and Games, trans. Meyer Barash (Urbana: University of Illinois Press, 2001), 11–36.
  3. Susan Stewart, On Longing: Narratives of the Miniature, the Gigantic, the Souvenir, the Collection (Durham, NC: Duke University Press, 1993), 37–69.
  4. Philip Sabin, Simulating War: Studying Conflict through Simulation Games (London: Bloomsbury Academic, 2012), 1–18.
  5. H. G. Wells, Little Wars: A Game for Boys from Twelve Years of Age to One Hundred and Fifty and for That More Intelligent Sort of Girl Who Likes Boys’ Games and Books (London: Frank Palmer, 1913), 1–10.
  6. Donald Featherstone, War Games: Battles and Manoeuvres with Model Soldiers (London: Stanley Paul, 1962), 9–24.
  7. Tony Bath, Setting Up a Wargames Campaign (Worthing: Wargames Research Group, 1973), 3–18.
  8. Gary Alan Fine, Shared Fantasy: Role Playing Games as Social Worlds (Chicago: University of Chicago Press, 1983), 1–16.
  9. Pierre Bourdieu, Distinction: A Social Critique of the Judgement of Taste, trans. Richard Nice (Cambridge, MA: Harvard University Press, 1984), 1–7.
  10. Marcus Carter, Martin Gibbs, and Mitchell Harrop, “Drafting an Army: The Playful Pastime of Warhammer 40,000,” Games and Culture 9, no. 2 (2014): 122–147.
  11. Mikko Meriläinen, Jaakko Stenros, and Katriina Heljakka, “More Than Wargaming: Exploring the Miniaturing Pastime,” Simulation & Gaming 51, no. 4 (2020): 493–515.
  12. Alejandro Muñoz-Guerado and Laura Triviño-Cabrera, “The Erasure of Female Representation in Geek Spaces as an Element for the Construction of Geek Identity: The Case of Warhammer 40.000,” Catalan Journal of Communication & Cultural Studies 10, no. 2 (2018): 193–211.
  13. Bath, Setting Up a Wargames Campaign, 19–42.
  14. Donald Featherstone, Solo-Wargaming (Southampton: Kaye and Ward, 1973), 7–22.
  15. Mary Flanagan, Critical Play: Radical Game Design (Cambridge, MA: MIT Press, 2009), 1–15.
  16. Erving Goffman, Frame Analysis: An Essay on the Organization of Experience (Cambridge, MA: Harvard University Press, 1974), 10–40.

Please leave a comment