Ten Candles on Rottnest: Watching the Light Go Out Together

Group lit by candlelight ready to play the tragic horror game 10 candles

Most of the games I discuss and play are full of story and cinematic moments, but tend to be relatively light.

Ten Candles by Stephen Dewey is not that game.

It’s a bleakly immersive tale of tragic horror played in the dark. For it to work the players must lean into these themes and become emotionally invested in the characters and their fate. Chilling, yes. Emotional, yes. Scary, yes. But, wow is it fun.

What is Ten Candles?

Ten Candles is a collaborative, tragic horror roleplaying game built on a simple, brutal truth: Your characters will die.

There are no hit points to cling to, no clever builds to save you. Instead, the table is lit by ten real candles. As the game unfolds, those candles go out one by one, each extinguishing tightening the noose of dread. When the last flame is extinguished, so are the characters.

The mechanics are elegantly cruel. Dice pools shrink. Characters lose what makes them human. Hope erodes. The darkness, quite literally, closes in. There is no winning in this game. But as the rules point out, you have to play your characters with hope. Hope that everything will work out. Even though we all know it wont.

Martycon 2026: Not Enough Light

We played during Martycon 2026, crammed around a large dining room table, the rest of the house in darkness. Everyone was aware that we were in for an immersive horror game and I think we were all slightly on edge.

We had eight players and Rich, our GM. Too many, really. But to his credit, Rich conducted the game beautifully and kept everyone involved and on the edge of their seat.

Rottnest Island, but Very Wrong

Our session of Ten Candles was set the game on Rottnest Island a location known to all Western Australians as a place of holidays, sun and rest. Rich made a clever move to set the game in a place known to the players. It immediately grounded the game in reality. No magic potions for us. And no guns either. Instead our characters were armed with torches, chair legs and bottles of vodka.

In our version, the island was a trap. Blood soaked the beaches and strange unformed creatures ranged the darkness. The mainland was pitch black and felt impossibly far away. Our only hope: a rumour of rescue from the western edge of the island. A boat. If we could get there. If we could stay in the light.

One of the key premises of the game is that if you Step into darkness, “They” will take you.

“They” were never fully explained. Just glimpsed. A black, roiling smoke. Something that moved with intent. Something that could be breathed in. Ambiguity did the heavy lifting. Our imaginations happily supplied the nightmare.

Meet Jerry (Briefly)

My character, Jerry, was a plump water monitoring technician. Cheerful. And just a little bit manipulative. The kind of man who smiles while quietly steering the boat.

Character creation involved writing a vice and a virtue and passing them to other players. I got joyous and manipulative and worked from there. We also had to write a moment of hope. Jerry’s was that he got to see the stars. Finally, another player handed me Jerry’s brink. Which is how he acts when all hope has gone. He would break down crying.

These four items made up the character and each could be literally ripped up to gain a reroll of any one’s rolled on the dice. Each time the character lost a little of who they were.

Before the game began, we each recorded a short voice message in character. A small slice of life before the end. Jerry’s was simple:

“Hey Sarah… job’s almost finished. I’ll be home soon.”

Joyous optimism for his wife on the mainland. After we had all recorded our messages, some bleak, others frantic, we started to play.

One by one the candles go out…

Ten Flames, Then Nine…

The candles were lit and we turned house lights off. And just like that, the world shrank to a circle of firelight.

We began in a small holiday cabin. The town was empty and the sky dark. We argued. We clung to the idea of the boat. Jerry got stomped by a pack of young thugs trying to steal his car keys. Not villains, just desperate people with the same bad idea we had: survive at someone else’s expense.

We got to the car and drove frantically towards the west of the island. We (well Jerry) crashed. Things in the dark began to notice us. One of us got infected. His mouth blackened, like ink spreading through paper. And all the while:

Candles went out.

Each extinguishing was a tiny tightening of the vice. The table grew quieter, more focused, our inevitable doom creeping closer. And yet our characters clung on, believing that escape was possible. By the time we were down to the last few candles the mood was tense.

The End Is the Point

Of course we didn’t make it. Our party made it to the rescue boat, but everyone onboard was infected. The last candle went out as Jerry was splashing in the dark water desperately clinging to the side of the boat.

Total darkness. Just eight people and a GM sitting in the void. Silence for a few heartbeats. Then Rich pressed play.

The Voices We Left Behind

Our recordings filled the darkness. Fragments of lives that no longer existed.

Hopeful. Ordinary. Human. Made much more poignant by the harrowing ordeal they had just experienced.

No one spoke.

For what felt like an eternity we sat in the dark, lost in our thoughts of the game and what had transpired.

Lights On, Breath In

When the lights finally came back on we all stared at each other for a moment and breathed a collective sigh of relief.

Then there was laughter and incredulous sharing of our favourite moments. We’d just shared something strange and intimate. A kind of collective ghost story where we were both the storytellers and the ghosts.

Of course, Ten Candles is not a game to be played every week. Rather it’s an experience. A ritual, almost. Something you step into, knowing it will be a unique and unsettling experience

With eight players, it was a little crowded. With four or five, I suspect it would tighten into something even sharper. More personal and possibly even scarier. But even as it was? It was unforgettable, an absolute highlight of the gaming year and one of the best gaming sessions I’ve ever played in. A big shoutout to our GM Rich who did a masterful job of running a new game, while keeping the atmosphere and tension at an all time high!

Would I play again? Most definitely. I would also like to try my hand at running a session and I have some ideas already beginning to percolate. Should you give it a go? 100%! Just make sure your group is on the same page with creating and maintaining the atmosphere. And of course remember:

The light goes out. What matters is what you do before it does.

Bullets, Bandannas, and Beautiful Nonsense: Playing 80’s Action Dudes

There are roleplaying games where you carefully track encumbrance, calculate modifiers, and debate the tactics of which spell to cast first. And then there are games where you kick down a door, fire an assault rifle one-handed, and shout something so gloriously ridiculous that reality slaps your back and gives you your hit points back.

80’s Action Dudes, created by my mate Marty, lives proudly in the second category.

Welcome to the Jungle (Bring a Soundtrack)

From the moment we sat down, the tone was locked in harder than a flexed bicep in a sleeveless vest. An 80s rock soundtrack blared in the background, all electric guitars and swagger, the kind of music that makes you feel like you could outrun an explosion purely out of principle. Marty had curated the perfect soundtrack with bands like Poison, Whitesnake and Boston, that had us all ready to play before we even created our characters.

It only took Marty 2 minutes to explain the system of 80’s Action Dudes, a clever hack of Cthulhu Dark by Graeme Walmsley. Different dice for different guns (D4, D6, D10) and the dice didn’t tell you if you hit. No way. They told you how many people you took out of action.

We came to kick ass and chew gum, and we were all out gum. Oh and we had three hit points.

Character Creation: Maximum Velocity, Zero Brakes

Character creation was also quick and easy. You needed:

  • A cool name
  • A main weapon
  • A one line description
  • Some special kit

That’s it. Vibes and testosterone.

Enter my character:

Rusty MacGregor
Ex–French Foreign Legionnaire. American as fuck.

Armed with his trusty assault rifle, razor sharp machete, and a tin of chewing tobacco, Rusty also sported a stars and stripes bandanna across his ruggedly handsome brow and was ready for action.

The Action Dude Team… you get the picture

The Crew: The Action Team

Our team was exactly what you’d hope for:

  • A Chinese ninja who moved like a shadow deadly throwing stars at the ready
  • A bare-knuckle fighter built like Van Damme with mad nunchuck skills
  • A mad radioman “Giggles”
  • Two M60 armed musclemen Rip and Butch.

Together, we were dropped into a jungle with one mission:

Take out a camp of commie insurgents. No diplomacy. Just kicking ass and shooting guns.

Mechanics That Punch You in the Face (In a Good Way)

The genius of the game wasn’t just in its theme, it was in how the mechanics fed that theme. Marty had got the balance just right.

Grenades? You didn’t roll for them. You physically threw balls into a bucket. Missed the bucket? Bad luck. That grenade is now someone else’s problem. Hit it? Boom. Cue cheering, high-fives, and a slow-motion dive.

We even had a proper mud map laid out in the garden adding to the immersion of our grand tactical planning.

Mud map ready for our Action Dudes to plan their assault

Now here’s where the game transcends even further. When you took wounds, you didn’t just sit there and sulk like an unpatriotic man baby. You earned them back the only way that matters:

One-liners.

Drop something suitably punchy, and you’d claw back your health.

Something in the spirit of Arnie and Stallone, like:

“I eat Green Berets for breakfast. And right now, I’m very hungry!”

Alternatively, you could clasp hands with a teammate, lock eyes like long-lost brothers, and bellow:

“SON OF A BITCH!”

Instant recovery to full hit points!

Action dude HP recovery

Scenes That Shouldn’t Work (But Absolutely Do)

What followed was a cascade of moments that felt ripped straight out of an Expendables fever dream:

  • Rusty leaping from a creek firing into enemy reinforcements
  • The ninja appearing and disappearing like a lethal magic trick
  • Grenades arcing through the air with varying degrees of success and panic
  • Entire squads of enemies being removed from existence in single, glorious dice rolls
  • The ammo dump exploding in a tongue of flame
  • Rusty dying in a blaze of glory at the helm of a Russian attack helicopter (dont ask)

It was loud, chaotic and deeply, deeply … fun!

Why It Works

At its core, 80’s Action Dudes is a masterclass in one simple idea:

Commit to the bit.

The rules are light, but laser-focused. Every mechanic pushes you to be louder, bigger, and more ridiculous. There’s no room for hesitation, only escalation. And because everyone understands the tone, the table becomes a kind of shared action movie, where each player tries to outdo the last in sheer action-hero bravado.

The result? Eight grown adults laughing like lunatics while throwing pretend grenades and inventing increasingly terrible one-liners.

What it’s all about

Final Thoughts: Explosions Optional (But Encouraged)

What this game proves, more than anything, is that you don’t need complexity to create something unforgettable.

  • Give players a strong theme.
  • Give them permission to go all in.
  • Add a few clever mechanics that reinforce the fantasy.

Then stand back and watch the magic happen. 80’s Action Dudes wasn’t just a game., it was a riot. And Marty was an absolute legend for pulling together such a memorable game.

Nine Player Chaos: Multiplayer Space Weirdos

MartyCon was just around the corner and I had promised to run a multiplayer Space Weirdos game. I wanted to double down on the 40K style Inquisitor games, where alliances were uncertain and every protagonist had their own agenda. I love the 40K universe and all the infighting portrayed in their fiction and I’ve played with this concept before. So I really went for it this time. Here is what I came up with.

The Premise: Everyone Has a Plan. None of Them Align.

The scenario uses the gloriously lean and kinetic ruleset of Space Weirdos. This meant that the game would be fast and brutal. Every player had their own secret primary and secondary objectives, all interlocking and clashing. I had planned for chaos.

The setting: The Virellion (Imperial Governors) estate

The cast: 9+ players.
Each player controls:

  • 1 Character
  • 1 Sidekick
  • 2 Secret Objectives

This means that everyone’s go will be quick, keeping downtime for non active players to a minimum.

Cult of the Star Filled Maw rams the gates

Some of the Factions & Objectives

  • The Governor
    Objective: Escape the palace alive with your priceless artefact.
  • Security Chief
    Objective: Keep the Governor and his daughter alive at all costs.
  • Cultist Leader
    Objective: Kill the Governor.
  • Governor’s Daughter
    Objective: Usurp (kill) the Governor.
  • Rogue Trader
    Objective: Steal the Necron artefact, protect the Governors daughter.
  • Rebel Lieutenant
    Objective: Free the imprisoned genestealer.
  • Inquisitor
    Objective: Defend the genestealer (for future experiments) and kill all cultists.
  • Mad Priest
    Objective: Kill the Inquisitor.

While there may be obvious teams to start with. These are just temporary and everyone know betrayal is just around the corner, only they don’t know which one.

The Mad Priest dashing from the cemetery. “Ill kill that Inquisitor if it’s the last thing I do”

Design for Collision, Not Balance

I’ve experienced multiplayer games where players spend too long maneuvering politely around each other. I wanted the action to begin right from the word go. So I needed to force proximity.

The objectives would create tension, but placing the teams fairly close would make sure that the action started quickly.

In hindsight this worked well, though the main road in the center of the board did create a bit of a firing lane. In addition I think removing 6″ from the width of the board would have help create even more carnage.

Virellion Estate: peaceful and quiet…. Not for long.

How Did it Play?

All in all we had a blast. I GM’d the game and kept everything moving. I introduced paper and pens so players could send each other secret notes. These added lots of fun for those players waiting for their turns, as well as adding another layer to the uncertainty and chaos.

Shots were fired and one Genestealer cultist got killed in turn one. The Genestealers took a beating and couldn’t get anywhere near their objectives. The Rogue Trader tried to defend the Governors only to get shot for his troubles. The Inquisitor and Mad Priest had a standoff while the Governor was assassinated by his own offspring. Joint winners were the Security Team and the Governors Daughter.

The game only ran for a couple of hours before the winners were declared and we moved on to the next game of the day.

Overall it did run well. However, I think I would tweak the objectives a little to make it a bit more of a maelstrom.

I’ve dropped my very unpolished notes here with the player handouts and a few notes on the board set up.

I’ll be running another multiplayer Space Weirdos in a few months, though next time it will be a more collaborative affair.

My First Bolt Action Tournament

Bolt Action game in progress

I’ve recently got into Bolt Action a WW2 wargame and am absolutely loving it. Before too long I found out that one of the local Perth clubs, Outpost 6030, was hosting Bolt Action at it’s Skulls 2026 tournament in March. I’ve never been particularly competitive gamer, rather enjoying the stories at the table than the results. However, playing four games in a day and getting to meet the wider community was too good a chance to pass up.

There is something nerve-wracking about your first tournament. You spend weeks painting models, tweaking lists, reading scenarios and imagining strategies. Then suddenly it is 0730 on a Sunday, you are standing in a hall full of strangers, ten beautifully laid out tables, 17 competitors, and your carefully assembled 1100 point force is waiting to march onto the battlefield.

I took a British Royal Marine Commando army with 12 order dice (not very many order dice as it turned out). I had spent plenty of time thinking about my list beforehand and honed it over a few practice games with Jake and Richard (thanks guys!). The event itself was run brilliantly by Dan. He kept everything moving smoothly, while maintaining a sunny disposition throughout. Four games between 0800 and 1700 is a proper marathon, but the day rattled along at a surprisingly fast pace.

Dan patrolled the tables answering rules queries and making sure we knew how much time we had left for each game. He also seemed to just love the atmosphere and getting into the hard fought games at each table. Every time he told me the time, I think a look of panic would cross my face. No poker faces in my side of the table.

My commandos sneaking up to an objective

Game one was against Marco and his Japanese army. This was my first real lesson of the day. I played far too cautiously, sitting back and trying to preserve units instead of throwing myself into the objectives. The result was that the end score was very one sided. Marco wiped the floor with me. These games were moving fast, and with four games packed into one day you had to get yourself into a winning position within three turns or simply run out of time.

After that first match I realised I needed to change my approach. From that point on I became much more aggressive and mobile with my commandos.

Game two was against Mark and his American force. The scenario involved hunting an informant and I felt much sharper in this game. I had a clear plan, moved more decisively and generally played far more tactically than I had in game one. The strategy itself was sound, but the dice gods decided to laugh in my face. My reserves stubbornly refused to arrive and secure the left flank, which allowed Mark to roll up that side of the table and march away with the informant and a convincing win. A fun game, though and I really felt on the edge of my seat the whole way through.

Lunch was a classic sausage sizzle and a quick chat, talking tactics and straight back into it.

Game three was against Martin and, yes, another Japanese army. By this point I was starting to wonder if every Japanese player in the state had decided to attend. This scenario focused on destroying objectives rather than simply shooting each other. It created a very different sort of game because instead of trading fire across the table, both of us were racing to damage key targets.

Martin had a very rough run of luck with his dice, while my army stuck to my plan nicely. My commandos moved quickly, focused on the objectives and managed to take out most of them. At last, my first tournament win. It may not have been the most heroic battle of the day, but it felt great to get one on the board.

The final game was against Dave and, somehow, yet another Japanese force. The scenario focused on eliminating a specific unit. I made a few mistakes early, lost momentum and Dave completely outplayed me. I couldn’t get anywhere near his unit while his airstrike and mortars battered my army from turn one.

My brave commandos being strafed by an enemy fighter

One thing that really helped me through the day was preparation. Before the tournament I had printed out the scenario pack and written a rough strategy for each mission. That turned out to be incredibly useful. Instead of staring blankly at the table trying to invent a plan on the spot, I already had a basic framework in mind. It freed up brain space for reacting to what my opponent was doing and kept me focused on the scenario.

Perhaps the biggest takeaway from the day was not the result, but the people. Every opponent I played was an absolute gentleman. Everyone played fairly, kept things friendly and had a good laugh along the way. I also had some great conversations with the other players between rounds. The WA Bolt Action community felt very welcoming, which makes a huge difference when you are walking nervously into your first event.

At the end of the day there was a prize giving. I think I finished 11th out of 17, which I was pretty happy with for a first event. I also won some extra order dice and an exclusive Gus March-Phillipps model, which felt like a proper little treasure chest at the end of the day.

Most importantly, I came away with four fun games, a better understanding of how tournament Bolt Action works and a few offers for future games. Not a bad haul for one Sunday. One thing’s for certain, I’ll be signing up for the next one as soon as I can.

I Don’t Like Phones: Why I Ditched Them from D&D

phone on fire

I don’t like phones at the game table.

There. I’ve said it. Phones are a distraction, they fracture attention, and they undermine the very thing that, to my mind, makes tabletop roleplaying special: a group of people actively engaging with each other.

Dungeons & Dragons is not a single player experience with occasional multiplayer cutscenes. It is a shared act of imagination, built moment by moment through conversation, reactions, and collective focus. Phones pull at all three.

Attention Is the Real Resource

Every D&D table runs on attention. When everyone is present, listening, and responding, the game hums. Scenes flow. Jokes land. Tension builds. When phones come out, that attention leaks away.

A quick glance becomes a scroll. A scroll becomes checking messages. Suddenly someone needs the last thirty seconds repeated, or misses a crucial choice, or reacts half a beat too late. Multiply that by a few players and the game starts to feel sluggish, disjointed, and oddly flat.

It Feels Like Disengagement Because It Is

One of the hardest parts of running a game is reading the table. Are players interested? Confused? Excited? Bored? Phones muddy those signals. When a player is staring at a screen while someone else is roleplaying a heartfelt moment, it sends a message whether they intend it or not.

That message is: this isn’t worth my full attention.

Even if the player insists they are listening, the social signal remains. It affects the confidence of quieter players. It undercuts dramatic moments. Collaboration feels lopsided, like some people are rowing while others are checking notifications.

D&D is a conversation. Looking at your phone while someone is speaking in a normal conversation would be rude. The table should be no different.

Immersion Is Fragile

Roleplaying lives in a delicate space. One moment you’re a desperate adventurer descending into the darkened chasm with nothing but a sword and your trusty companions. The next moment a buzzing phone reminds you about tomorrow’s meeting or a meme you saw earlier. The spell breaks instantly.

Once immersion cracks, it takes effort to rebuild. Phones make that crack wider and more frequent. They anchor players back in the real world when the whole point of gathering is to step somewhere else together for a few hours.

This Is About Respect, Not Control

Banning phones is not about authority or nostalgia or pretending it’s 1985. It’s about respecting the time and effort everyone brings to the table.

The DM prepares.
Players show up.
Stories are built together.

Asking for phones to stay off the table is a way of saying: this time matters. These people matter. What we are creating together deserves our attention.

Presence Is the Point

At its best, D&D is rare in modern life. A group of people, in the same room, focused on each other, telling a story in real time. That kind of presence is increasingly hard to find and incredibly valuable.

So yes, I don’t like phones at the D&D table. Not because I hate technology, but because I love what happens when everyone is truly there.