This has greatly influenced wargaming rules design since a designer can now test an idea fast and confidently. AI does a faster analysis of rules compared to traditional play testing. Indeed, flawed mechanics, dominant strategies, and surprising results can easily be recognized in the earliest stages of design. The change now compels game designers to put across rules that are more flexible in nature, reflecting uncertainty, morale, fatigue, and command challenges.
AI has really changed the way we’d abstract complex history down to a game. The intelligence reveals to the designers which factors in a given scenario most drive the outcomes, helping them focus on decision-making, team play, and endurance without blurring the message with too much technical detail. For that reason, many modern rules reward good judgement and timing more than raw power or optimization.
Examples include advances in the field of AI, improving enemy behaviour to be more realistic and adaptable. Instead of rigid sets of rules, games nowadays utilize systems that dynamically change according to player actions, thus making the game easier to manage. This enhances the solo experience without calling for any complicated record-keeping.
Overall, AI’s impact on the design of wargaming rules is to enhance clarity and speed of development rather than to replace designers-at least, not yet. When used effectively, AI helps create stronger rules clearer in purpose and more realistic for human conflicts. And if you believe all that, then I’m a wise little Guru!
I wanted to try out how AI designed a simple game. So Hi Ho, Hi Ho is onto Chatgpt we go.
This is what I typed in”
“Design a simple one page set of rules for cavemen fighting a Woolly Mammoth. Needs to require little resources- just some cavemen and one mammoth plus a small amount of terrain on a 300mm X 300mm table. Design like a standard QRS style.”
Here is what it came up with:
I have no changes here except to turn the information into three columns.
I also have two more sets of rules which are similar in genre: “Tusk” and “Prehistoric Settlement”. Here is my quick comparison:
Mammoth Hunt, Tusk, and Prehistoric Settlement are all prehistoric-themed; however, each has a rather different style of play. Mammoth Hunt is a fast, one-play game wherein a small group of cavemen are trying to hunt one dangerous mammoth. The rules are very simple: few statistics, a behavior table to make the mammoth unpredictable instead of a balanced enemy. It is fast and tense-a great deal of lethality can be involved, and not all hunters may survive.
Tusk is a campaign-based skirmish game featuring various tribes, characters, equipment, and creatures. It is more structured and forgiving than Mammoth Hunt, allowing the players to befriend their figures and develop ongoing stories across multiple games. Combat in the game focuses on the player’s tactics and not on chaos.
Prehistoric Settlement is less about fighting and more about surviving and prospering. It’s all about resources and population, and making choices that will have consequences far down the line. The action unfolds not in pulse-pounding single takedowns but incrementally as a society comes to terms with its environment.
Mammoth Hunt is ideal for quick, portable, high-risk games; Tusk caters to players interested in character-centric storytelling; Prehistoric Settlement-for when strategy and long-term survival appeal more than combat.
Hmmmm. Adds fuel for thought doesn’t it?
I also asked Chatgpt to simulate a play test of the rules and here is what it came up with:
A standard test setup uses six cavemen against one mammoth on a 300mm square table with five small terrain pieces. The cavemen deploy on one edge, the mammoth in the centre. On turn one, most cavemen will move and attempt either harassment or spear throws. With six cavemen, you can expect two to three successful harass or spear results on average. This usually produces one or two wounds on the mammoth and often triggers agitation. At this stage the cavemen feel fragile but active, which is correct.
During the first mammoth phase, the behaviour table immediately creates pressure. Rampage and Trample results occur two-thirds of the time, meaning the mammoth is usually moving aggressively and threatening multiple cavemen. Automatic hits followed by a 3+ kill roll mean cavemen die quickly. In most test runs, one or two cavemen are killed by the end of turn one. This reliably creates tension without immediately ending the game.
By turn two, the core loop is clear and functional. Cavemen are forced to choose between attacking for wounds or harassing to control behaviour. If they focus purely on attacking, the mammoth remains unpredictable and kills hunters rapidly. If they coordinate harassment, they gain short windows of improved effectiveness but still suffer losses. This trade-off works and requires no additional rules explanation.
Morale triggers at the right frequency. Losing two cavemen in one turn happens regularly but not automatically. The morale roll introduces a real chance of sudden failure, which matches the theme of a fragile hunting band. Importantly, morale does not trigger too often; most games reach at least turn three unless the players are reckless.
Across multiple simulated games, outcomes are consistent. With six cavemen, the mammoth is killed in roughly one third of games. With eight cavemen, success rises to about half. With five cavemen, success is rare. Average game length is four to six turns, comfortably within a 20–30 minute play time. This indicates the wound count, hit chances, and kill rolls are broadly balanced for a one-off scenario.
No rule contradictions or dead moments appear during testing. There are no phases where players have nothing meaningful to do, and the mammoth always acts. The behaviour table produces enough variation to prevent repetition without requiring extra bookkeeping. Terrain rules are simple and are remembered in play without reference.
The only minor friction identified is that thrown spears are very strong early and irrelevant later, but this is historically and thematically appropriate and does not break the game. If desired, limiting spear throws to half the cavemen rather than all would slightly extend average game length, but this is optional.
Overall, the rules function as intended. They produce fast, tense games with high lethality, clear player choices, and minimal overhead. No essential rules changes are required for the stated design goal of a simple, QRS-style mammoth hunt.
This is a powerful tool if you are designing your own game.