The much anticipated Burrows and Badgers second edition has arrived!
Well, it was released a few weeks ago but I’ve just recently got my copy. (Many thanks to my very understanding girlfriend who purchased it for my birthday.)
Anyway, I thought I’d share some initial impressions. Just a very quick overview and a run through of some of the bigger changes from the first edition rules.
For those who don’t know anything about the game, Burrows and Badgers is a 2 to 4-player table-top miniatures game where each participant controls a band of usually 2–10 anthropomorphic animals (mostly based on the smaller north European fauna) and sends them off on various quests, which will invariably result in vicious skirmishes with your opponents.
Ideally, the game is played as a campaign and at the end of each game, the warband and the characters make gains in wealth and skills and general prowess and also get to upgrade their den and purchase new equipment. But sometimes they are the victims of unfortunate events and sometimes their injuries simply require them to rest and recover. It essentially allows for character progression in the same way as a light role-playing game.
In some respects this game is similar to other table-top skirmish games but perhaps with the emphasis more on narrative than on competitive play, although the rules definitely allow for creative strategies and battlefield tactics. Any fans of the game, Mordheim, should feel very much at home with Burrows and Badgers. It contains the same level of quite brutal gameplay and dark humour but with a dollop of anthropomorphic whimsy – all in all quite an intoxicating mix.
I have been playing Burrows and Badgers on and off for a good few years now and it is without doubt one of my favourite, if not my all time favourite, table-top miniature games. I like pretty much everything about it – I like the scale of the game, like the theme of the game, I like the RPG elements of the game and I like the dark, gritty and crazy anthropomorphic animal world Michael Lovejoy has created as a setting.
I find the ethos of ‘Oathsworn miniatures’, the company run by Micheal and his wife Jo – their excellent customer service and engagement with fans of the game – to be unsurpassed. And I particularly love the fabulous and now very extensive range of miniatures designed by Michael. It’s just right up my alley.
I guess the fact that Northymbra, where the B&B action takes place, is a mythical version of northern England which also happens to be my neck of the woods is also a bit of a draw.
The first edition published by Osprey arrived in 2018 and I picked it up shortly after, and since then I’ve been playing the game fairly regularly.
Over time, as well as introducing new scenarios and adding some optional rules, I had begun to play around with the core rules a bit just in order to smooth some of the rougher edges and to speed the campaigns up just a little. Some of the changes I made I stuck with, others I didn’t, but Burrows and Badgers is one of those games that, because it’s not extremely competitive, you can have a lot of fun just tweaking rules or adding new ones of your own. It’s that kind of game.
So when Michael announced that a Second edition was in the pipeline, I had a few thoughts on changes that could possibly enhance the game. And it turned out I was not alone.
The game has quite a few dedicated enthusiasts and it was fantastic that Michael set up a Facebook group to allow discussion and play-testing of his new ideas for the game. It was great to see that he genuinely took on board the opinions of the players of the game who mostly seemed to be looking for an expansion of the rules and a general tidying up of certain aspects, rather than a wholesale change in the nature of the game.
Through a number of iterations Michael has arrived at a game that, although greater in scope, in its core rules still sticks fairly closely to the first edition. However, along with the smaller tweaks, there are a few more significant changes that I will discuss later.
My first predictions as to how the game might evolve were entirely wide of the mark. I thought, given its theme, there might be a move to make it slightly more child-friendly by reducing its complexity. But, although I think this version is a touch more accessible, this is not a game that has been dumbed down in any way. I think it is one of the more accessible of the hobby games out there but it will require some investment in time for anyone who wants to get the most out of it. I wouldn’t necessarily say that the game is particularly ‘crunchy’ but it has a depth that makes it eminently replayable with a whole array of exciting new permutations in this edition that players can get their teeth into.
Having said that, Burrows and Badgers is a game you can play in a variety of ways. If you want to play a simpler kid-friendly version it is entirely possible, but if you want the full granular B&B experience, that is definitely catered for.
Book Design
One of the things that instantly appealed to me about the first edition rules was the design of the rulebook – it looked and felt like a children’s storybook rather that a wargame manual and yet it had so much game content within its 130 pages that when I first read it I was completely astonished.
The new edition keeps to that aesthetic to some extent but unavoidably, because of the increased content – it is now 272 pages – it is a weightier and more visually dense tome than before, so it loses a little of that storybook feel.

Despite the increase on content, the layout of the book is clear, the rules are well structured and it is, I think on the whole, an improvement on the previous edition.
Michael Lovejoy is an excellent rules writer. He has a very clear jargon-free style of writing that is easy to follow and he does well to avoid frustrating ambiguities that can mar some game rules.
The concepts and mechanics are easy to understand and although readers will inevitably need to flip back and forth through the book from time to time as they get to grips with the game’s concepts, the main elements of the game are easily located.




Illustration
The most obvious difference in design in the new edition is perhaps the change of illustrator. I won’t dwell on this too much but I believe the artwork for the first book by the legendary Gary Chalk was much loved by many of us. Peter Johnston has illustrated this edition and he has done an excellent job and has certainly created images that feel more in line with Michael Lovejoy’s vision of the game, which is a little more ‘grown-up’ than the slightly cartoony style of Gary Chalk.


Still, one of the reasons I will be hanging on to my first edition of the rules is because of the fabulous Gary Chalk artwork, which is the very definition of the word ‘charming’!
Rules
Warbands
The first thing any player is required to do when starting a game of Burrows and Badgers is to create a warband.
So perhaps the first change that players will notice is that there are now considerably more options when it comes to choosing their band of brave or foolhardy adventurers, not only in the number of species available but also in the allegiances of the bands.
Whereas in the first edition, there were four allegiances, there are now ten possible allegiances to choose from. For example, you can now play as: Witch Hunters who hunt down heretics and dark magic users, often employing stag beetle grubs to aid them in their task; Routiers who are rag-tag bands of mercenaries made up of raw recruits and old campaigners; or even Undead warbands, lead by the unquiet souls of ancient champions or necromancers pursuing their own blasphemous schemes.
Each band comes with its own strengths, weaknesses and agendas. Also, they now come with their own list of rare starting equipment options, which further differentiates the bands.
The different allegiances each have their own Support Quests, which will allow them to win Experience and Fate points during the game by achieving certain objectives. This gives additional flavour to the warbands and different ways for them to advance.
Magic
Magic works in much the same way as in the previous edition. When setting up a warband any models can be given spells and become magic users with the usual penalty of Weak (1) and Delicate (1) for each spell they take.
The main difference in this edition is that spells can now be taken at no cost! (Apart from the Divine spells which cost 5 pennies each but do not cause any penalties.)
And as with most elements of the game, the number of spells to choose from has increased substantially. In the first edition there were 6 magical archetypes. Now there are 12 magical archetypes each with at least 6 spells to choose from, potentially leading to all kinds of magical mayhem on the battlefield.
Mechanics
When it comes to game mechanics, in this edition we have the introduction of Disastrous rolls. In the previous rules we had a mechanic called the Perfect roll, whereby a player who rolls the highest number on a die in a Roll-off gets to add +7 to the result, allowing smaller creatures to occasionally, and hilariously, deliver devastating blows to much larger ones. This rule is still there but now there is also the Disastrous roll, which is any roll of a natural 1 in a Roll-off. When this happens, in mitigation of the model’s bad luck, the model will instantly gain a Fate point.
And while we’re talking about Fate points, these now operate a bit differently to the previous edition. In the previous rules Fate points were pooled by the band to be used by any member. They are now assigned to each model – a maximum of 5 Fate points can be held by any model at a time.
Also the Fate points can now be used in a variety of ways. A Fate point can be spent to re-roll any dice roll. They can also be used to seize the initiative, allowing a model to get their activation in before their opponent. And they are now also used to trigger certain spells and skills.
An initiative Roll-off between the two leaders used to be the method of determining which side took the first turn. This roll can now be made between any two models in the opposing warbands. The Roll-off is now based on Nimbleness and the winner must use the model that won the initiative in their first activation.
This should lead to some interesting decision-making. You may want to use a particular model to take the first activation but they may be hampered by a low Nimbleness stat. This is when players will find themselves tempted to burn through the Fate points, using a model with a high Nimbleness stat to gain the first activation and then, as mentioned before, using Fate points to activate other models before the opponent does so. But, if the opponent also decides to use Fate points to steal initiative, then we’re back to Roll-offs to determine who goes first!
Actions
One of the biggest changes in this edition is that instead of each activating model having one Action coupled with an optional movement, we now have a system that allows a model two Actions per activation. A model may choose to make two identical Actions during their activation but will suffer a –2 modifier on any associated Roll-offs in the second Action.
The types of Action available to a model have increased from 6 to 11. Move is now a separate Action and in addition to the previous Actions of Attack, Shoot, Cast, and Search, we now have: Focus, Barge, Charge, Guard, Sneak and Interact. The Hide Action has been removed, essentially being replaced by the Sneak Action.
I’ve been using a double Action system in my B&B games for a little while now so this, for me, is a simple and sensible change.
I won’t cover the details of each of the Actions here but I hope to make a separate post in the future that will run though them all.
Conditions
This is not so much a rule change as a change in presentation. The Conditions are a list of some of the most common effects and how they impact models. There are 6 conditions. They are: Sneaking, Beserk, Stunned, Paralysed, Burning and Blinded.
The introduction of a list of common conditions brings the rules into line with a lot of other tabletop games and RPGs and generally tidies things up a bit.
Objectives
The introduction of objectives into the game is an interesting one. Now, each warband must place 3 objective markers onto the table according to deployment rules. These objectives can sometimes be used by the opposing bands to gain extra Fate or Experience points. For example, The Kindred allegiance can scout out (interact with) enemy objectives to gain Fate and Experience and Routiers can gain Fate points by keeping in contact with their own objectives and keeping the enemy away from them.
At first I regarded this as an unnecessary complication and I’m still not sure about it although I can see that it has the potential for expanding the tactical options during games. I’m looking forward to see how this works in practice over a whole campaign, and, to be honest, if it does become a distraction from the main scenario objectives then it would probably be easy enough just to play the game without them.
Post-Battle Phase
The post-battle phase of the game is the bit that happens between the actual skirmishes when animals can assess their damage, go on errands and make purchases, readying themselves for the next encounter.
A number of changes have been made to this phase and, in my opinion, all for the better. In general, the whole phase is a great deal more streamlined and easier to manage with some new and interesting choices to be made.
The main changes to this phase from the first edition is in the areas of Experience, Recovery, Off-Duty options, Hiring and the acquiring of Rare Items.
Experience
Experience that has been earned is allocated to each model. No model can have more than five Experience points and once a model has acquired their five points they may spend them in the Post-Battle phase by rolling on the Advance Table. When using the Advance table the result will depend on the Warband’s Archetype. So, Cunning Folk Advances are weighted towards Cunning skills, Warriors towards Fighting skills, etc.
Off-Duty
There are now four Off-Duty tasks available: Labour, Train, Wander and Rest.
Labour works in the same way as in the last edition and allows models to earn Labour points that can be spent on den upgrades that will enhance their band’s capabilities.
Train is a new option that simply gains the model +1 Experience point.
Rest, allows some minor injuries to be ignored.
The Wandering option has been expanded in this edition. We now have a very neat ‘push-your-luck’ system whereby a model can choose to wander alone or in company, either Locally for low risk and low reward, Farther Afield for medium risk and medium reward or Into the Wilds for high risk and high reward.
Models that wander as a group can modify the result rolled on the random tables and therefore mitigate some of the risk, but any rewards (and penalties) will only be applied to one designated model.
This system is a really nice development from the single table in the previous edition and gives the players some decisions to make and a greater range of possible results.
Recovery
The Recovery rules now allow for a band to maintain a Pension that is added to by an external benefactor when models receive injuries. The Pension can be drawn from (up to 50 pennies) when a model dies or is retired.
This is simply a neat device that helps prevent your band running out of members as the casualties mount up!
In this edition of the rules, all models that have ended the game with wounds will need to check whether they have suffered an injury.
Also there is now a Minor Injury table for those models that have received lighter damage. Some of these wounds can be ignored if the model decides to Rest in the post-battle phase, which I think is a particularly nice touch.
Note: there is an error on the Major Injury chart: Enfeebled should cause Weak (1) and not Delicate (1).
Hire
The system for hiring new models to your band remains essentially the same except models can now be hired at half their cost but will come with the innate Unreliable skill which may mean they run off halfway though a battle. You get what you pay for!
Trade
Trading, as in the first edition, allows models to buy and sell equipment in the general store. The main difference is the increase in the number of items available to you. Deciding which items to purchase is now going to be a trickier task!
Rare items can be obtained using a simple system of an availability dice roll. Only six availability rolls are permitted by a band per post-battle phase.
As in the last edition, rare items that are available can be bought for a price randomly generated by a dice roll.
Those are the main changes I can see in the post-battle part of the game. And although the changes are not massive, on the whole this feels to me like a more intuitive and entertaining set of procedures than in the first edition. In the past, the between-game admin could sometimes become a bit cumbersome. I think there is less chance of that happening with these new rules.
Quests
I’m not going to go into any depth about the Quests, or scenarios, available to you in this edition, other than to say, as with the other areas, the number of options has increased significantly.
There are now 20 main quests and around 40 side quests available to play. So it’s highly unlikely that anyone will be complaining about a lack of options in this area.
On top of this it should be remembered that there are also the allegiance specific Support Quests to attempt as well.
Appendix
In the appendix, there are some optional rules, including rules for mercenaries and war machines that may be nice add-ons for more experienced players.
Some long-time players may be disappointed that some of the optional rules that have appeared in editions of the Oathsworn Journal (rules for weather, rules for the cave bear, etc.) have not been included here but I think it would be churlish to complain about a few bits of missing content in what is an impressively content-rich set of rules.
Roster Sheets
Finally there are some nicely designed roster sheets in the back of the book for copying, that will be required to track all the details of your warband and your den.
I notice that there is no allotted space to note down the size of your models, so you might have to squeeze that in somewhere. Otherwise they seem to cover most of the information that you’ll need to refer to during a gaming session, although details of spells and skills will need to be noted elsewhere given the limited space.
The sheets are also sensibly available as a download.
Conclusions
So, that is my quick run though of the new rules highlighting the main changes. My first impressions are almost entirely positive and I can’t wait to see these rules in action. With the increased popularity of the game, I am anticipating a lot more Burrows and Badgers content appearing on social media so I will be curious to see other people’s opinions especially from those who are new to the game.
Meanwhile, I will, when time permits, post my thoughts on the game as I delve further into the myriad of new options available to us in this edition. But I really can’t see anything that would dissuade me from my current view that this edition is an excellent piece of work from Michael Lovejoy and the publishing team at Osprey.
PS. Also, thanks to Michael for the credit in the book for my very small contribution in providing some feedback on some of the initial drafts of these rules. Cheers!
Burrows and Badgers Second Edition can be bought from Oathsworn miniatures.























































































































































































































