In this newsletter | En Garde! | Romeo Is A Dead Man | 321RPG/5E Crossover | The Mercys |
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Arcane Sword Press – RPG Rediscovery En Garde! By Game Designers Workshop |  | I’m going to come out and just say- En Garde! is really awesome. It’s one of those games I’ve heard about over the years and always been curious about. I know it’s for me, but I often saw some negative writing about it online or declaring that it was a “product of its time” – which honestly can be a dismissive term for games that are quite honestly pretty great and playable. I mean, the OSR is my thing, so I’m going to be drawn to these mysterious old games, but in my experience, only some grognards whisper about En Garde! In passing before talking about more popular games.
This game will sometimes draw the “I was playing this before you were alive!” statement but then can’t recall their own experiences with the game. And in my mind, that isn’t to do with the game not being interesting- it’s more that people just didn’t commit to the game, which is a shame because En Garde is really its own kind of game that I really, really like.
So what is my personal interest with En Garde? It’s one of those games that I learned about early on when digging into RPGs, and it is easily one of the first notable ones with a release in 1975. I read more that the game was very popular as a Play-by-mail game, which, mechanically, I can see why due to how it’s played, which I’ll get to in a bit. But what are the main reasons why I found En Garde intriguing?
The Genre: I love the idea of a game that attempts to gamify an iconic literary and media genre. Obviously, fantasy and sci-fi are major ones, but there are some less appreciated ones like Cowboys and Swashbuckling that I feel like should be more elevated. So the idea of a Three Musketeers game is really fun to me. The game is an emulation of satire: You aren’t a hero in En Garde! You are essentially being a crummy social-climbing privileged POS in an attempt to emulate the lifestyle of the privileged men in the Ancien Régime of France in the first half of the 1600s. This game is overtly inspired by Alexandre Dumas’ works about the Three Musketeers and related stories. These were critiques about the social injustices and awfulness of the time period from a post-revolutionary France perspective. Fencing: I am a fencer of 13+ years now, both modern epee (Olympic) and historical (HEMA), including a main interest in the rapier. I coach historical classes weekly for adults and have a deep interest in the history and context of dueling. Which En garde! It is directly inspired by the milieu in which the rapier was developed and used. The Traveller Connection: This game was a primary inspiration for the creation of Traveler, featuring some of the creators of En Garde not only as some of the iconic Traveler writers (Frank Chadwick, Loren Wiseman, John Harshman, and Daryl Hany) but also as being published by Game Designers’ Workshop.
Now RPG Rediscovery is for games that are out-of-print, so this game review is a bit of a cheat because it is currently available as a print-on-demand product. However, it’s essentially unchanged since its publication over 50 years ago and is readily available. So I want to use this article to discuss the value of an original cool game that really needs to be given a spotlight.
I eventually bought the current print-on-demand version, where it then sat on my shelf for a number of years. Actually, I lost my last copy in my “great flood” but repurchased it because I knew I would actually play it some day.
This past year I finally brought it to Shirecon in Northern Connecticut, where Ben of Empty Castle Press and I rolled up characters while watching our vendor table. Fellow Analog Union member Jayson came by and hung out, and we got talking about playing a game of En Garde since he played it a while ago and also liked it. So we planned for TotalCon to play a session together in the Solarian room.
Now at this point I wasn’t entirely sure HOW the game was played, just how you make a character because the game doesn’t present all of its procedures clearly. So at TotalCon, we made our characters, played a game, and spent a lot of time trying to figure out the dueling rules.
So yeah, the main focus of this game was the dueling rules, which were developed as a mini war game, but then a roleplaying game emerged around it. And when I say roleplaying game, it’s more like a solo game. And by THAT I mean, the game is structured so everyone at the table is rolling on tables for events independently until two players overlap, and then they can duel.
The Dueling rules are not great but also aren’t bad either. I will say they are a ‘product of their time,” much like I derided earlier, but it’s a more complex rock-paper-scissors that is overly built but with some variables as determined by a character’s stats or abilities. But we pushed the dueling rules to its limit, and Jayson was able to absolutely kill me by repeatedly kicking me (kicking is overpowered!), which was really funny. I can see what the writers were doing, but I can also see none of the writers had any experience with fencing, only Errol Flynn films. And that’s okay! The dueling rules are certainly a fun and funny way to have a game of risky swashbuckling, but the real meat of this game is the character generation and campaign.
Before I continue, I would like to state one thing that makes this game cool- it was designed to be played in one session. As in, not an ongoing campaign, but you could do that if you desired. I really like this idea- a game to fill in a game night session when you can’t get the whole group together for a session of D&D in 1975. This means all aspects of this game are gamefied with dice rolls; there isn’t a referee or DM. You use tables to develop a story based on your decisions and the dice results of those decisions. This honestly makes En Garde a solo-gaming pioneer, but you play alongside other players. So how does it work?
Create a character: You’d determine the class you were born into, your father and mother’s separate statuses (you could be born out of wedlock- oh my!), and your allowances from Daddy. Weekly Actions: From there, the game has each player attempt to do one social climbing action each week, such as being seen calling on women, gambling, attending gentlemen’s clubs, joining the military, or visiting “floozy houses”. Players declare what they are doing each week simultaneously to determine if any players overlap. If you aren’t seen with women enough, spending enough money, etc., then your social status decreases. You have to maintain a certain level of spending to maintain your current status, while overspending to increase your status. It’s honestly a very interesting balancing act. You have four weeks to do this; otherwise, you lose any social points at the beginning of the next month, when you have to do it over again. Risk-reward: You need money essentially. You can get it from allowances as stated earlier, but also if you are seeing a noble woman who you can charm into financing your lifestyle. Finally, joining the military is a way to maintain some income while gaining some status, IF you get into an esteemed regiment. Lastly, you can always get money from a “shylock” but have to pay him back; otherwise, there’s a chance you will be jumped, harmed, and robbed! Being in the military means you will be sent on a military campaign for the kingdom, where you may gain status by participating in battle or become wounded or even killed! Dueling: If two players declare that they are calling on the same noble woman, then a duel can happen, where the game then incorporates some action. Dueling consists of players pre-writing out their “routine” of actions based on the dueling weapon. Each action will use some amount of endurance, so players must declare when they rest per exchange instead of thrusting, cutting, etc. Both players reveal their declared actions and then consult a table to see who hit or if a miss occurred. When a hit happens, damage is rolled. Players can then decide if the duel continues or not. Additional Campaign elements: Players can invent money and hope for returns on investment to help them in their social climbing but may also go broke! Players can also be appointed official titles at high enough status or end up disgraced.
The main point of the game is the narrative that emerges based on the player’s decisions and luck of the dice, which may be modified for specific tables based on stats. The gameplay style of solo-but-in-a-group is pretty clever and is more of a zoomed-out way to roleplay the life of a wannabe gentleman, low-life noble, or con artist type. And the experience of actually doing this at a table and sharing what your character is doing and the risks or desperation of making decisions to climb socially makes for some very funny emergent play with friends for a couple of hours.
This gameplay loop directly inspired the character creation mini-game of Traveller, famous for dying iconic character creation due to rolling two d6s to pass a check and 1d6 to roll on a selected table to advance your character, not unlike this game. The weekly events also impacted Traveller where a Traveller has to resolve actions on a weekly basis, since jumping in hyperspace takes a week of time, and the arrival and navigation of a star system or starport takes another week of time to complete jobs- leading to a level of time management and weighing the odds of using your time that is a core feature of En Garde!
En Garde! went on to inspire a game called Flashing Blades by Fantasy Games Unlimited, which extrapolates the gameplay here into a more traditional RPG in the 1980s that I plan on reviewing at a later date (sneak peek- it’s also very cool!)
There’s nothing quite like En Garde! Highly recommended! There is an official website you can check out here
Next time: Metamorphosis Alpha by TSR! | | | Mystic PunksDark Guide Tony’s Trash Can | Guys. Seriously, y’all. I’ve got something important to share. I’ve seen the light, and it’s bathed in the oily, shimmering kaleidoscope of psychedelic goodness that is the Romeo Is a Deadman video game. |  | This game is acid tokusatsu crammed into an unreliable-narrator blender and stuffed with sci-fi horror-tinged Back to the Future tropes and adorable zombie gardening. Well, not zombies. They are called Bastards instead.
Does it have RPG elements? Sure.
What about kooky mini-games? Yep.
How about eccentric characters to interact with? Uh, totally.
Does it make sense and/or stick the plot landing? Eh, maybe. As of writing this, I’m about halfway through gameplay. So, check back with me. Or not, cuz I dunno if neatly wrapping up the narrative is what Romeo is aiming for here.
Don’t get me wrong, the plot takes on a bizarre logic that the hard-working employees at Mystic Punks, LLC revere. But its pull is that it’s a neon-soaked doomed romance story presented in a mash-up of incongruent aesthetics. Emphasis on mash-up.
My brain went into overdrive making comparisons with Romeo’s visuals. The game’s hackin’ n’ slashin’ battles draw comparisons to the beautiful chaos of Julie Mehretu’s early work. |
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And the inventory pause screen (apologies, I couldn’t snag an in-game image) transported me back to the long-defunct Warp Records site created by The Designers Republic. |
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I get it that all this might not be for everyone, acquired weird tastes and all. But, regardless of medium, it’s super refreshing to see risk-taking in storytelling, especially combined with standard RPG-leveling systems, such as attribute and weapon improvement. And Romeo has that in excess.
All that said, I’m admittedly very green to Romeo’s developer, Grasshopper Manufacture, and the work of their founding auteur, Suda51. But, man, I’m on board to continue the trip, planting one Bastard at a time.
–Dark Guide Tony |
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| | Ham & Egg Publishing 321RPG/5E Crossover |
What Dark Knocking Comes in the Still of the Night? A thrilling fantasy adventure from Ham & Egg Publishing that offers you two great ways to play. A 321RPG and 5E version of the module.
What Dark Knocking Comes in the Still of the Night? A new three-episode 321RPG flip-book adventure series for 1 Game Runner and 2-4 players. Each book includes the full adventure for the brand new 321RPG Fantasy ruleset and flips over to a complete 5E conversion on the other side. Printed in classic style, 8.5 x 11 B&W with a color cover.
You get 3 books and 2 systems. 1 epic adventure. 0 excuses not to play. Written by Geo Collazo and John McGuire, with cover and interior art by Zack Giallongo. More artists and surprises to be announced |  |
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The campaign also includes two brand new resin minis, Russ and Otus, the adventure’s villains, and the premiere of our new Dual 20 Die!
The Dual 20 is a modern take on a 50-year-old classic, meant to bridge the gap between 321RPG and 5E with a single 20-sided die.
On Kickstarter this September from Ham & Egg Publishing. | | |
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Friends of the UnionThe Mercys |  | We’re the Mercys from Cedar Grove, New Jersey. Our influences are The Velvet Underground, Neutral Milk Hotel, The Kinks, 1960s music in general, and anything alternative.
We just finished recording our first album at Big and Tall Recordings in Wood-Ridge, New Jersey. This album is due to be released on October 31, 2026. Our first single, ‘Well I Think Ur Pretty,” is available on streaming everywhere, and our second, “My Dear,” is set to be released on July 30, 2026. | | |
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Analog Union Join the Analog Union subreddit |  | The Analog Union subreddit has launched, and it’s starting to grow! Join us in our new community where you can tell us what you really think of all these shenanigans we’re getting up to. We listen, and we care. And I really want to see what you’re up to in your gaming world.
It’s easy to find; it’s literally r/AnalogUnion.
Get in now so you can say “I was there before it was cool.” (Spoiler alert: we’ll never be cool) | | | | |
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ShireCon North Canaan, CT – September 25th & 26th |
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ShireCon is celebrating its 8th year! Two days of role-playing and board games in the Berkshires! Come for a day and a half of OSR and modern gaming. Visit our vendors selling old and new games and enjoy the local fare in North Canaan, CT |
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Under The Dice Fest Enfield, CT – October 2nd, 3rd & 4th |
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Under The Dice Fest returns this October 2nd- 4th!
UTDFest is focused on independent tabletop gaming, with a focus on miniatures and wargames! The New England Mordheim Open returns, along with roleplaying games, game tournaments, workshops, live music, and more! You don’t want to miss it! |
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ArcaneCon Northampton, MA – October 16th & 17th |
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ArcaneCon is returning October 16th & 17th, 2026. Join us in a celebration of indie, old school, and old school-inspired RPGs, miniature games, board games, and more! ArcaneCon is Western Massachusetts’s premiere tabletop hobby convention! Game submissions are open now!!! See more information at Tabletop Events. |
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Keep on emailing us at hello@analogunion.com to let us know what you’d like to see more of/less of and to share ideas. If you enjoy the Analog Union newsletter, please tell your friends to sign up at AnalogUnion.com. Until next time! —JHM |
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