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Tin Soldiers & Iron Wills

Author: Claus Raasted

Publisher: Real Time Wargaming, 2026

Period: Napoleonic

Scale: Mid to Big Battle

LIBRARIAN'S SUMMARY

Tin Soldiers & Iron Wills is one of the most unusual rulesets available. Developed by Danish leadership trainer Claus Raasted, it did not begin as a traditional miniature wargame at all. Instead, it emerged from corporate leadership exercises designed to teach decision-making under pressure. The result is a system that throws away many assumptions of miniature gaming. There are no turns, no phases, no initiative rolls, and no waiting for your opponent. As the rules boldly state: "This is a real-time wargame...Everyone acts at once, and everything happens simultaneously, in all its chaotic glory." These ideas create something that feels truly innovative. Commanders activate troops using sand timers, issuing orders whenever their timer expires. Units move, fire, charge, and suffer losses instantly. A player may focus on one part of the battle, only to discover later that a cavalry charge on the flank already succeeded or failed without them ever noticing.

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WHAT YOU NEED

The requirements can be modest for a smaller game. Players need a collection of Napoleonic miniatures (or unit blocks would suffice), a few six sided dice, and most importantly, a sand timer for each commander on the table. The rules recommend three to five commanders and roughly ten to twenty-five units per side for a starter game. Unit basing is intentionally flexible, and formations can represent battalions, brigades, or virtually any level of command the players prefer. Terrain rules are minimal and easily expanded. Demo games run by the author are often done on printed historical maps, offering even more flexibility for how to get started. The entire ruleset is only thirteen pages long and available as a free download. 

HOW IT PLAYS

                                        * There is no turn sequence! *

  1. Each commander with an empty sand timer may act with his units

  2. Units take one action

  3. Flip the commander's sand timer and pick another available commander

On the Real Time Wargaming website, the designer outlines six design principles that define every aspect of play. It is worth reviewing them now, before summarizing the gameplay experience:

  • Rule #1 / Simultaneous Action – No turn order. No sequences. Everyone acts at once. Act, and then flip the timer.

  • Rule #2 / Continuous Time – The game never pauses. Plans, arguments, solutions – all are handled during battle.

  • Rule #3 / Immediate Results – Move, shoot, fight. Results happen instantly on the tabletop.

  • Rule #4 / Direct Outcomes – The active player applies the result at once. No waiting – but plenty of nasty surprises!

  • Rule #5 / Autonomous Flow – The system doesn't need Game Masters; it is based on trust between players.

  • Rule #6 / Scalable System – The game can run with two players, but it can also run just as smoothly with 20+.

 

What do these principles look like in practice? The thesis of the system revolves around commanders and sand timers. When a commander's timer runs out, all units within his command radius may take an action, after which the commander moves and the timer is flipped again. This creates a battlefield rhythm unlike any traditional IGOUGO system. Rather than waiting patiently for your opponent to finish moving a formation, everyone is constantly issuing orders, measuring ranges, resolving combat, and reacting to developing crises anywhere on the battlefield. All at once. And if that sounds chaotic, it can be (for good and for ill).

Combat is dead simple--arguably a bit too simplistic for even novice wargamers. Most attacks hit on a 5+, and a successful hit eliminates the opponent. There are no casualty markers, morale tests, or record-keeping. The incredible deadliness of the game necessitates adding additional units to each army (and results in very short battles). Raasted argues that Napoleonic battles were decided primarily through pressure, exhaustion, and morale collapse rather than literal destruction, so unit removal represents a formation no longer functioning as an effective fighting force rather than total annihilation.

This experience is far less about combat and much more about command friction. Players must prioritize, communicate, and make decisions under real time pressure. The game feels particularly well suited to large multiplayer events, demonstrations, conventions, educational exercises, and introducing younger players with shorter attention spans to historical gaming. Indeed, an entire battle with Tin Soldiers & Iron Wills could be completed in as little as 15 minutes. After 30 minutes, players are likely to find themselves mentally (even physically) exhausted due to the relentless pace of play. That pace and the many unobserved dice rolls that occur during battle make this a game to be played with friends and not in a competitive environment.

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FINAL Note

Tin Soldiers & Iron Wills is stands alone as a completely unique wargaming experience. As a command exercise, it is brilliantly thought-provoking. As a game to draw non-hobbyists into the action, it's ideal. As a tactical engagement for wargaming traditionalists, it may leave grognards feeling unsatisfied. There's virtually no tactical crunch in this fast-moving exercise. The rules, however, are so short that plenty of room exists for enterprising players to add layers of flavor and detail. An active Facebook group has many players uploading and sharing their own modified versions. Tin Soldiers & Iron Wills is a game every wargamer should try at least once. There's nothing quite like it.  

Downloads

Additional reading

REFERENCES

Real Time Wargaming homepage

Real Time Wargaming Facebook group​​

RELATED GAMES

Kriegsppiel (von Reisswitz, 1824)

Volley & Bayonet (GDW, 1994)

Black Powder (Warlord Games, 2008)

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