This paper is an exploration and examination of a series of interlinking rules for the game and in the parlance of Carter, Gibbs and Harrop, the “pastime” of Warhammer 40k (and Warhammer Age of Sigmar, Fantasy Battles or Warhammer in general). These rules are True Line of Sight, Proxies, What You See is What You Get and the Rule of Cool. Most of these rules are not what we typically think of as game rules, for the most part they do not (directly) dictate the behavior of players or the aspects of the game they control (that is a player’s army). Never-the-less these rules impact what players and hobbyists do when they “do Warhammer” and have important implications for how game scholars can and should think about the relation between players/hobbyists and their armies, games, collections, and craft. This perspective has implications for analog game studies, particularly when approaching games which make use of miniatures or figures. It also may prove useful for digital game studies work on avatars, customization, and mods and for non-game studies work on toys and collecting.

Throughout this paper, I will return to one aspect of Warhammer more than any other, modeling. My discussion of modeling will include the subset of activities of converting, kit-bashing and assembly of miniatures. I show that these practices, despite appearances, are not straightforward, solitary or merely a necessary step enroute to the more visible practices of painting and playing. In analyzing modeling and the discourse and decisions which inform and arise from it we can best understand the multistable objects on which all of Warhammer depends, miniatures.

Author bio

Sam Tobin is a professor of communications media at Fitchburg State University. He is a cofounder of the game design program there. He writes about games, play and every day life.

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