I have been writing this set of rules for over five years. It was both frustrating and a labour of love as my ideas, motivations and game mechanics changed over that time. Well it is finally out on Amazon and I am quite chuffed with the result. The mechanics are totally different than any you would have seen.

The mechanics in Conflict Under Constraint are deliberately built to reject the assumptions that underpin most tabletop systems. Instead of modelling combat as a sequence of efficient actions leading toward resolution, the rules focus on the instability of action itself. Every mechanic asks the same underlying question: can a force still act coherently under pressure, uncertainty, and constraint?

Indigenous sheep raid
At the centre of this approach is the Pressure system, which replaces conventional morale and casualty-driven logic. Pressure is not a reaction to loss, but a measure of accumulated strain. It rises through exposure, failed actions, and the inability to disengage cleanly, gradually narrowing what a force can do.

Indigenous leaders and warriors
At high levels, forces do not break because they are destroyed, but because they can no longer act with coherence. This shifts the focus of play away from killing power and toward managing tempo, risk, and withdrawal.

Indigenous raid on a settler Homestead
Equally significant is the Reaction Flow system, which replaces fixed turns with contested tempo. There is no guaranteed sequence of play. Control passes back and forth depending on proximity, visibility, and the ability to respond in the moment. This creates an environment where hesitation, positioning, and even inaction matter as much as decisive moves. It also means that time itself becomes uneven, experienced differently by each player depending on their level of control.

Indigenous raid on a shearing shed
The rules also redefine how terrain, or Country, functions. Rather than acting as a set of modifiers, terrain constrains decision-making. It narrows options instead of blocking movement outright. Players are not solving terrain, but operating within it. Visibility is partial, movement is risky, and no position is entirely secure. This makes the table an active participant in the game, shaping outcomes before any dice are rolled.

Police raid on an Indigenous camp
Another key departure is the abstraction of weaponry and capability. Weapons are not differentiated through detailed statistics. All groups possess the ability to act at range, engage in close combat, and withstand contact. What matters is not what is carried, but when and how it is used. This removes optimisation and redirects attention toward timing, positioning, and the conditions of action.

Hunting Ground
The system of State (Hidden, Revealed, Suppressed) further reinforces this emphasis. Power is not tied to firepower or numbers, but to visibility and control. A Hidden group may exert influence without being targeted, while a Revealed group becomes vulnerable simply by acting. Suppression does not remove units from play but disrupts their ability to respond at critical moments.

Settlers
The result is a constant negotiation between acting and remaining unseen. Taken together, these mechanics produce a fundamentally different experience. The game is not about winning through destruction, but about managing conditions that are always slipping out of control. Success lies in timing, restraint, and knowing when to disengage. In this sense, the mechanics do not simulate battle as a contest of strength, but as a condition to be navigated—one in which control is always partial, and resolution is never complete.

Attack on an Indigenous sacred site (a Bora ring)
I hope you enjoy it.




























































































