Dux Bellorum remains one of my favourite sets of rules written by Dan Mersey. In a hobby overflowing with increasingly complex systems that often demand pages of special rules and constant reference to charts, Dux Bellorum takes the opposite approach. It is fast, enjoyable, and remarkably easy to learn, yet it still captures the uncertainty and feel of Dark Age warfare.
One of the game’s greatest strengths is its elegant design. The mechanics are simple enough that new players can grasp them after only a turn or two, allowing everyone to concentrate on making decisions rather than searching through the rulebook. Games move at a brisk pace, which means you can comfortably play several battles in an afternoon without feeling mentally exhausted. That speed never comes at the expense of tactical depth. Success depends on using your warband effectively, managing momentum, and recognising the right moment to commit your best troops.
The rules also encourage the sort of games I enjoy most. Battles are decisive, armies have real character, and no two encounters feel quite the same. Rather than becoming bogged down in accounting for every individual warrior, the focus remains on command, timing, and battlefield judgement. It is a system that rewards good generalship instead of rules mastery.
There are certainly more detailed Dark Age rules available, and players looking for a highly granular simulation may prefer those alternatives. For me, however, Dux Bellorum strikes an excellent balance between historical flavour and enjoyable gameplay. It is one of those rare rulesets that can be placed in front of experienced gamers and complete newcomers alike, with both groups finishing the game smiling and immediately asking for a rematch.
After many years and many different rules systems passing across my gaming table, Dux Bellorum continues to earn a place near the top of the pile. It is proof that a well-designed set of rules does not have to be complicated to be rewarding, and that sometimes the simplest ideas produce the most memorable battles.

Anyway on to the game between myself and Julian. The scenario was “End of Reign” which was about killing your opponents leader. Nothing else matters. In fact if your opponents army breaks but their leader survives it is a draw? Kill the leader as nothing else matters.

Julian had a contingent of Land Raiders (no not those 40k vehicles!) using 14mm Viking figures and I had a Romano British army using 15mm Late Romans. In the pic above my noble cavalry are making a bee-line for the Viking Leader in the front line, hoping to get some quick casualties on the unit.

Although the Viking Leader was allocated 6 leadership points in this scenario they could not be used for defence.

My leader does the brave thing of going on a flanking manoeuvre to stay out of trouble!

Crunch time for my nobles who had swapped 3 hits on themselves for four on the Viking Leader!

With my Noble Cavalry now gone and the Viking leader with only one strength point left I though I was in with a chance of Victory. Julian thought otherwise and very craftily moved his general out of the front line and towards his left flank away from my main attack.

I finally broke the Viking army but their leader survived albeit with only that 1 measly hit point. My heroic leader’s unit was totally intact despite destroying three enemy units that were bravely blocking my access to their leader.
A great game with the luck with me early gaining some very quick but extremely lucky hits on the Viking leader before the dice gods evened things up.
Dam merseys rules certainly have a smoothness about them and I have played quite a bit with lion rampant in a multi player unit sized set up which also seems elegant.