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Saturday, 26 July 2025

Lost Treasures - Reign In Hell

I've spent this morning doing a bit of a tidy-up of my man-shed and came across a dusty box of packed-away game titles. Among them was Reign in Hell, a skirmish game I hadn’t looked at in years. That discovery prompted me to write this post and share some thoughts about the game before I pack it away again... and who knows, I might even be tempted into giving it a run again?


What was memorable about Reign in Hell?

Reign in Hell stands out for its cabal-based faction system. You assemble a group of infernal demons - each with distinct strengths and weaknesses - and guide them through various games. I spent a few sessions reacquainting myself with each Cabal's units. Some excel at summoning reinforcements, others at raw damage, and a few balance both at a cost to their defences. I recall that there was lots of choice when it came to list building and each Cabal had a distinct flavour. I like those sorts of features in a wargame, as it can make for some great pre-game tinkering.

Here are some of my hellish cabal that I'd collated during 2021 - it's a real motley assortment of figures and ranges, including gifts, purchases, custom builds and more.

Reign In Hell’s turn activation system is a standout feature that keeps players locked into the action from start to finish. Rather than alternating full turns, players roll a pool of initiative dice which dictates the sequence of activations. It’s simple and different from the usual alternate activation systems that I typically favour. It actually meant that players were more invested in their 'down time' during a game than I'd have anticipated, and it is something that I'm surprised isn't used in more games.

The game's campaign system is well thought out, providing lots of hooks and devices for narrative-driven adventures and strategic gameplay. Demons gain experience over time, growing in power and even securing Titles associated with several in game achievements. Relics and essences bring an extra layer of excitement, providing more variation in abilities and gameplay. These elements collectively make scenarios matter in the context of a bigger campaign - something that gamers are often seeking.

Soul Dice are another cool feature. I like it when games have some sort of resource management feature and Soul Dice are exactly that in Reign In Hell. They are earned through various ways during the game and can be spent to gain rerolls and add to movement ranges during the game, else retained for post-game advantages. It works really well and those now-or-later trade-offs can make for some memorable gaming.

What could have worked better?

When diving into Reign in Hell, one aspect that players should consider is the importance of agreeing on base sizes for their models. This skirmish game relies heavily on close combat mechanics, making the distance between units a critical factor in gameplay. Without a standard range combat feature, variations in base sizes can significantly impact the flow and balance of the game. Customising armies is a big part of the fun, but too much diversity in base sizes can lead to unpredictable outcomes and imbalances. I'd recommend discussing and agreeing upon base sizes before starting, ensuring an enjoyable experience for everyone.

The diversity of unit types and their many skills makes things a bit tough too. Just looking at a unit doesn't really tell you what they can do, and asking your opponent "Hey, what about that demon next to that objective - what can it do?" kind of gives the game away some. It's a pretty common challenge for all wargames. I think game cards would make a big difference, especially if they had pictures of the units and each player had a set of their opponents' cards to reference during the course of the game.

During turn limited scenarios, the fact that there's no ranged combat, meant that some units just weren't quick enough to play any meaningful role in the game. There might have been some subtlies that we weren't appreciative of, and sure, list building comes into play, however there might be some way to address that some. Many games I've played in recent years have employed a smaller table/battlefield which means the action is joined earlier... maybe that's something that could be explored? Being in Hell, maybe magic teleportation or acceleration portals/terrain items could be a feature of the game too? If I every pick it up again I might explore those sorts of things some more.

That's not a criticism of the game as such, just something to be aware of should you want to give it a try.

What next?

There was quite a bit of excitement when the game first came out - quite rightly too as it was different and novel. I noticed that recently Reign In Iron has also been released, which apparently has Demons vs Mechs and Mechs have some ranged combat options (amongst other stuff?).

Maybe it is time I dusted off the game again? I really enjoy creating 'Go Bag' type affairs, where I have a full game ready to run in a portable case - game boards, terrain items, dice, rules, cards (even if I have to make them myself - who am I kidding, I enjoy doing it) - and enough miniatures for a full game. That way when my friends are up for a game, there's nothing to stress about: I can simply grab a game, jump onto my bike, and be playing in no time flat. Well, if I ever need another project, I can start there!

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