Homebrew Rules

Friday, 1 May 2026

By Jove it’s Bundooks & Bayonets


I intimated last time that this post would be about the currently unloved ginger headed step child of my collection, ie my 100YW collection, but sadly, I lied.

Instead, and perhaps in compensation, I bring you some Indian Mutiny fodder. 

They say you can’t polish a turd…which is undoubtedly true, but you can of course always roll it in glitter - which is the approach I’ve just taken with a set of rules I wrote last year for the Indian Mutiny. They were almost erm…good. Almost. Tantalisingly close in fact…but while I grew disillusioned with them I failed to delete them off my computer in my usual fashion.

Which has been a blessing.

Because after months of dicking around with published (and very well regarded) rule sets, I’ve finally circled back to mine and might, just might, have something I’m happy enough to play actual games with. Are they perfect…nope…but they’re close enough for a paddy as my racist father would have said. 

To be clear the journeys been a long one on this particular front, and my experiments to date have included, 

1. The Men Who Would Be Kings. Great for general cinematic colonial adventures (which I love) but they really shine when fighting uncountable waves of savages who are happy to feed themselves into your Gardner guns arc of fire armed only with a kiwi fruit. 

2. The Sword and the Flame. Very old school (50yrs?) As difficult to get your hands on as a pair of elephants testicles, but once I had them I found I hated the close combat rules. Doh.

3. Sharpe Practise 2. An excellent set I cant honestly criticise. Sadly there’s too much detail in there for my drug befuddled brain to remember. It served as a constant reminder that I really am losing it and sort of took the fun out of proceedings. 

4. The Devils Wind. Sorry but I can’t get past that it sounds like the aftermath of a bad jalfrezi. 

5. Fist Full of Lead Bigger Battles. Almost. Almost. Probably came to these too late. I’ve now grown weary of roster sheets data cards and some of the more « amusing »  character traits ascribed to colonial officers. 

So then back to my own buggers muddle, my Frankenstein like mishmash of stolen ideas and ill thought through game mechanics. They’re probably crap…but they’re my crap…and if I really can’t recall the specifics of the terrain section on page 3 of 3 then I probably ought to accept that it’s over, call the nurse, and ask for the bedpan. I’m now on version 1.2 and the titles changed from “I don’t like it Sergeant - it’s too quiet”, through “Never mind the Bundooks” to “Bundooks and Bayonets”. They’re hex based, D6 ers, fire tables free and counters light (or lite as my American reader would have it) and they don’t contain nuts. 

Handsome fella ain’t he! Chat GPT knocked 15 years off my life and dressed me up as a colonial British East India Company officer which was jolly nice of it. Oh bless…look, actual hair on my head. I do miss you hair…Please come back.

My mutineers suffer from older weapons than their European opponents, fragile morale, and poor command and control, but they do not lack for pluck or intelligence and their greater numbers can often swing things in their favour.

Here’s a test game I ran with them last week.

The Indian forces surrounding Somerset House have set up several guns to bombard the defenders into submission. 

The 64th have exploited the breakthrough at the Mansanar bridge and the 1st platoon have advanced to within several hundred yards of the Somerset House perimeter. Their mission was to destroy the gun battery and seize or destroy two piles of supplies that the besieging force have looted from the EIC armory. Unfortunately their advance has not gone unnoticed and even as they close on their objectives a detachment of the 28th Native Infantry have been sent to block their path.

Three twelve man sections of the 28th Native Infantry advance to stop the company men in their tracks.

The card activation mechanic kicked the British in the teeth from the get go. A joker meant a random event and the 1D6 roll of 5 saw a conflict of interest arise within the Sikh troops on the right flank. They buggered off on turn 1.

Just as the normally doughty Sikhs were off to the shops the left wing of the Indian force benefitted from a double activation and made it to the camp full of arms and ammo. All they had to do now was hold against erm…well…erm, zero opposition.

In the centre of the field and advancing on the dug in cannon, men from the 64th press forward, backed by the forces command group. Each section has an nco that does all of the real leading. The command group act as a potential rallying point for figures that rout and ensure that the kettle is on at all times. 


The British capture their left flank objective while the Indians charge bravely at them. The Brits operate in 8 man sections and the natives 12 man sections. Two native sepoys were shot at close range (there is no wounding in my rules only “out off the fight”). If you think that might be an abstraction too far, I challenge you to pick yourself up and carry on fighting when a 30gram lump of lead has just hit you at 1000 ft per second. Yeah, thought not. The two guys with the yellow counters had near misses and are “shocked”. In the end of turn morale check they ran for it and the still intact group of four in the neighbouring hex followed in their wake since routing has a negative effect on those in neighbouring hexes. The British lads behind the crates will need to spend a turn reloading those muskets if they wish to fire again.


Having tested the musketry rules I moved over to the centre of the field for a shufti at the morale section. The Indians here have charged into a hex containing four British soldiers and due to some excellent  die rolling “slotted” all four of them. The other four British soldiers have turned to face them and would have no doubt avenged their comrades had not my builder turned up to give me a quote. 

Everything worked out very satisfactorily, so if things continue to go well with the testing I’ll jump back into my Mutiny campaign and finish it off (it’s only been a year since the last update) lol. 

In other news, no sign of my blue moon ECW lads (old glory UK seem, erm, a bit “laid back” shall we say about sending stuff out. When I contacted them last week by email I got a “oh yeah, I was going to get in touch and let you know I didn’t have one of the packs you ordered - any thoughts on what you’d like instead?” Despite my prompt return email, they’ve still not turned up. Sheesh…you’d think I lived in ruddy Kathmandu.

Catch you on the flip side.




14 comments:

  1. Well that is a very nice looking game there Mark and the Chat GPT chap is rather dashing:)! As for hair, I'm feeling the loss of mine more each day, much to my wife's chagrin;). Colonial rules are always tricky IMHO, as you don't want it to be 'splat a rat', which many are, but something that gives the locals some chance. I've tried both TMWWBK's rules, which are certainly cinematic as you say, but for me rather dull and one sided. SP2 was just far too detailed for my liking, the sort of rules you need to play a lot just to even get a basic grip of them. These days simpler rules get my vote!

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    1. Hi Steve, more complex rules like SP2 would probably be okay if I had an actual opponent who could point out errors and things I’d forgotten. As it stands at the moment it’s only usually me versus major clanger - and he’s ruddy useless. I have a huge respect for and interest in the culture of both India and Pakistan and I specifically chose this colonial conflict to play because both sides were relatively well balanced capability wise. Maybe I’m too “woke” but machine gunning “fuzzy wuzzys” in the later Victorian campaigns does not appeal.

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  2. Agree about both the commercial sets - SP would benefit from losing half the detail, in my opinion - and you could just play it that way if you choose to?
    The absolute highlight of this post for me, though, was this comment - I literally did "laugh out loud" for ten to twenty seconds and must share it with my gamming mates, it's a classic!
    "If you think that might be an abstraction too far, I challenge you to pick yourself up and carry on fighting when a 30gram lump of lead has just hit you at 1000 ft per second. Yeah, thought not"

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    1. Glad I gave you a titter matey. The problem is I often write as I if I’m saying things in a conversation. I didn’t even think that line was amusing tbh. With that said I don’t think I’m too far off the mark. Soft lead slugs pancake on impact with predictably nasty results. If a hit didn’t kill you straight away, chances are you wouldn’t have long to wait - especially if the regimental surgeon got his hands on you.

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  3. Always fun to read others' efforts in creating their own rules set and I'm always impressed, regardless if those rules were effective, playable or otherwise. I'm far too low IQ to even think about attempting to try and do likewise.

    Your rules set sounds like it would play very well even for other musketry era type games? Interested in reading more on them being used with your games mate.

    This post was hilarious by the way. (And I too miss hair... sometimes.)

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    1. Howdy Dai. I refuse to believe you don’t have a set of rules in you sir. Low IQ indeed. Tosh sir. Tosh. The basic rules would work fine for any conflict involving muskets but some of the period / Indian specific flavour (mmmm…Lamb Korma) would have to be taken out and new stuff added to reflect say the French / Indian war.

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  4. Good to see your Indian Mutiny collection back on the table JBM and great news that your rules are up and running and seem to give a very good game. Your AI self looks a dashing chap but a wee bit of the Flashman to it!! Enjoyed your rules reviews, when I get around to finally getting my Indian Mutiny stuff done I think I may go with the "Devil's Wind" bought them last year and think they might well do for me.

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    1. Donnie by the way, don't know why Google made me anonymous!

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    2. Hello Donnie, nothing wrong with the Devils Wind as a set of rules, but I couldn’t resist the curry gag…so apologies. I think I remember you saying you’ve a set of empress Indian miniatures so It’ll be interesting to experience a game or two through someone else’s eyes.

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  5. The table looks terrific with all the trees Mark. And glad the rules worked out - have you rejected Carry on Up the Khyber as a name ;-) ?

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    1. Thanks Chris, there’s a thousand goldfish bowls out there devoid of green plastic foliage due to my last TEMU splurge. Carry on up the khyber would have been a great name - had I the wit to have thought of it at the time.

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  6. The grid is good. AI managed an astonishing result on your portrait. I love it! What panache and dignity it instilled in this work as well as a dash of humor. There are many advantages and satisfaction to buckling down and writing your own rules. I recommend it.

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    1. Hi Jon. I was quite taken with the portrait - I fed the AI a couple of photos and…voila. Very Flashmanesque and a tad too dashing for me - but hey, I’m not complaining. Rules writing is a great leveller - makes you realise how much skill some folk have. I think the trick is persistance and I agree that every wargaming hobbyist should give it a go at some point.

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  7. Great looking game JBM and excellent that your rules give both sides a chance.
    I agree that rules where the native side's chance of winning depends on the colonial oppressors rolling badly are not much fun.
    I like the unexpected events .... they add a lot to a solo game. I need to add more to my games.

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