Sunday, October 11, 2026
Monday, June 1, 2026
Saturday, March 21, 2026
The Power of Counts-as
Wednesday, March 4, 2026
Guest Article: The Cult of the Mushroom God
By Bonespoon (https://bonespoonminis.io/)
For NEMO 2025, I wanted to put together a new warband (because I don’t have enough warbands, of course) and I wanted to use these cool old metal goblins I had traded for at a oldhammer meetup in New Jersey. Thus The Cult of the Mushroom God was born!
Shaman Gutrot was a well-respected night goblin wizard, a pillar of the community, but had a strong predilection towards madcap mushrooms. After one particularly vicious mushroom trip, he fell into a coma for seven weeks. On his journey, he was granted a vision- Gork and Mork are not two separate beings, but truly are just two sides of one beautiful, mushroomy being- the Mushroom God. Awaking from his coma, the shaman rushed to spread the good word. Quickly condemned as a heretic, he was driven from the World’s Edge mountains with a small band of followers. Seeking power and resources to spread the gospel of the Mushroom God, the warband has wandered the Empire, finding themselves on the edge of the City of the Damned...
Guest Articles
Over the last year, I've received a lot of submissions for Portcullis Magazine. The limitations of 26 pages of print have kept me from being able to include a number of them due to their length, color needs, number of pictures, or because they overlapped too much with an existing article. Recently, ideas for submissions began to come in for Portcullis 3 and I found the same thing happening again. What a waste! Our community is doing so much great stuff and it feels really fucking silly not sharing something cool because of printing logistics.
I am opening up the Portcullis blog to guest articles so these submissions have a home. I'll also be accepting Portcullis submissions year-round at portcullismagazine@gmail.com from now on. If you have an army you want to showcase, new rules for a game you love, a tactics article, painting tutorial, battle report, or anything tabletop related you'd like to have featured in a future zine or guest post, I am waiting to read what you've got!
Monday, February 9, 2026
Ghosts and Dungeons
The new year has brought with it a number of changes in my personal and professional life that have eaten a lot of my time and on top of that, I managed to blow out my knee and shoulder while central Massachusetts experiences its snowiest winter in years. The little free time I've had has been spent prone letting my mind wander, coming up with thoughts I would deem worthy of writing about but almost immediately forgetting. Rather than sit idly and hope for something to stick, I am just writing and we'll see what happens.
Tuesday, January 6, 2026
Border Princes: Campaign End
Saturday, December 13, 2025
Age of Fantasy: Regiments v3.5
In October, onepagerules released their major yearly updates for all of their game systems. In years past, this has primarily been when they rebalance points costs, add a few new units based on upcoming model releases, and add or remove some upgrade options based on player feedback. This year, we saw a major reexamination of every army list and a fundamental change in the game's design philosophy. We've been using 3.5 and the new army lists for the last few months of our Border Princes campaign and, despite what some of my IG and discord posts may have implied, the game has not been destroyed by all of the changes. Regiments remains what I consider the best rules light rank and flank option, though it has nearly all of the same problems it had in 3.4 and several new ones.
Wednesday, December 3, 2025
Border Princes: Turns 18 and 19
There is little as satisfying in wargaming than outthinking and outmaneuvering your opponent. Map campaigns allow for this on a much larger scale than one-off battles that exist solely on a gaming table. Unfolding dastardly plans over the course of weeks as your enemy can only guess at your goal is the ultimate rank and flank experience. Real general shit, sitting in the dim lighting of my office as I stroke my beard and plot. This is what I wanted to share with my friends by running and writing about the Border Princes and turn 18 sees it all come to fruition.
Monday, December 1, 2025
Border Princes: Turns 15, 16, and 17
Wednesday, November 12, 2025
Border Princes: Turn 14
Battle erupts along the Blood River as the Gnawing Hunger and Barrow Legion charge into one another! To the north, the mountains impede the Covenant of Blood and Undead, giving the Dark Elves the advantage.
Sunday, October 26, 2025
Border Princes: Turn 13
Wednesday, October 22, 2025
Border Princes: Turns 11 and 12
The crossroads of the Old Silk Road and South Road are once again the site of conflict as the Crimson Host encounters the Gnawing Hunger! I don't think either party expected this battle, but the Skaven find themselves facing a 450 point deficit!
Sunday, October 19, 2025
Border Princes: Turn 10
The conflict at Aldium explodes! 5 banners are involved between the two forces, with the Dark Elves having a 150 point advantage in the conflict. Outside of this battle, the forces occupying the Border Princes reposition and expand their territories.
Friday, September 26, 2025
PORTCULLIS 2 IS HERE!
Central Massachusetts’ finest gaming zine is back and now includes 8 pages of FULL COLOR!
26 pages of articles, featuring:
An interview with Sean Äaberg and his psychedelic art
A short story by Maude Bogbody
Emily‘s Dungeon Crossword
Art by Andrew, Michael Coleman, Eon Fontes, Tyler Grecco, and Aran Timbrell
And much more!
$10+$4 shipping for US/Canada. DM me on discord or email portcullismagazine@gmail.com to order.
International warriors, DM me and we will work something out.
Wednesday, September 10, 2025
Border Princes: Turn 9
I was partially correct in my predictions and I was not (entirely) punished for my gamble! This turn proved a pivotal one in the campaign with clashes breaking out across the Border Princes. I had hoped that the Skaven and Chaos forces would continue their conflicts, but both armies surprised me by turning their interests elsewhere! Thankfully, the Skaven moved and saved me from the worst possible outcome. My southern most banner rode into the their lines with a bonus for their victory in the previous round while they had one from the supporting banner across the river banks. We would be evenly matched! Had the western banner stayed in the bogs, their support would've meant I would be down 150 points.
Monday, September 1, 2025
Undead Wizard's Tower
There are a lot of hobby ideas that have fallen out of favor but deserve to still be part of wargaming. Much of what the indie community is doing has been happening on and off since the inception of the hobby. Time is a flat circle and all that. One thing that hasn't had its time to shine again is the humble Pringle's can tower.
Saturday, August 23, 2025
Border Princes: Turn 8
The Gnawing Hunger reinforced their western border, moving an army back into the bogs while another fortified their position directly to the south, creating a deadly wall of troops further supported by forces on the southern bank of the East Blood River. Enemies battling either of these banners would be facing an army with at least 300 additional points!
The Barrow Legion marched toward their enemies and the Gnawing Hunger are the first to meet them on the field of battle. Reinforcements are en-route from the north should this push fail. The Ghoul King Marrowflayer flew from Malko, expanding the Barrow Legions territory as the other armies avoid the areas surrounding the desecrated fortress.
The battle between the undead and ratmen was vicious, bloody, and hard-fought. Legions of skeletons took to the field only to be shattered under the blades of Doomwheels. A great and terrible zombie dragon devoured regiments of plague monks before being obliterated by the mysticism of a Grey Seer. Only the desperate efforts of Hagan the Horrible and a last minute flank assault by dire wolves prevented utter defeat. The Barrow Legion was victorious, but at a cost. It would take time to find the corpse of another dragon. The bodies of the ratmen, however, would more than replenish the skeletons lost in battle. As they are a Vampire Counts banner that was victorious in battle, this banner will have an extra 150 points if it fights in the next turn!
Thursday, August 21, 2025
War on Hunger: Charity Regiments Tournament
Friday, August 15, 2025
Return to the Border Princes
This past winter, Steve organized a Regiments league that used the Border Princes map from the General's Compendium to track score. It was great fun and reignited my desire to organize a true map campaign. Playing games of Regiments with the boys is always a good time, but I wanted to share the excitement another layer of strategy could add to the game and show how much fun linking all these separate battles could be like we do in Mordheim but with an army scale game.
The Border Princes map campaign is a lot less cumbersome than the original Mighty Empires, but still has a level of depth that makes the decisions made on the map matter for gameplay. Each player starts with an HQ placed at the edge of the map and a single banner within that space. That banner represents one of your armies. Every turn, players submit orders for each banner they have under their control. They can move, fortify their position, or raze the map section they are in. Fortified banners get bonus points and defensive terrain features if they go to battle. Razed map sections lose any special rules and do not count towards victory points at the end of the campaign. Banners moving through tiles capture territories for your little kingdom and more banners are generated at your HQ once you control enough spaces. When one of your banners occupies the same tile as an enemy banner, you play a game of Regiments to determine who takes it and the loser retreats. Banners can lend support to one another during combat. Friendly banners adjacent to one in battle add points to that force! Strategic positioning of your forces will give you a sizable advantage over your enemy.
The map has a variety of environments that modify how you play on it and as well as gameplay in Regiments games. Rivers, swamps, and mountain ranges all impede your movement during map phases, casting doubt on whether your banner will reach its destination. There are locations with specific scenarios to be played in battles there, like the Warrens and Geistenmund Hills. The ancient tower of Tor Anrok gives players unrivaled control over movement in the surrounding tiles. The orcs found within the Iron Claw camp can be recruited by greenskins and harass and pester other races, adding or subtracting points from armies battling there.
Every army gets a special rule that either modifies map level play or Regiments games. Examples include Orcs and Goblins being able to force march one banner per turn to potentially move 2 tiles instead of 1, Vampire Counts banners growing in size for the turn immediately after beating an opponent, and Warriors of Chaos being able to pursue a routed foe to force another battle in the next turn!
It really is a near perfect campaign with a lot of opportunities to add your own flourishes and hack up some of the rules to better suit your play group. The rest of the General's Compendium is really sick, too, with tutorials for making scenery and a lot of insight into making games your own. It aligns so well with the indie gaming/IRWT way of thinking that it should be a stable in everyone's libraries. It is long out of print, but you can find pdfs easily with your favorite search engine. Worth the read if only to see that none of what we are doing is new. Gamers have been gaming this way forever.
I've said the above and more to most of the War Council (some multiple times. Sorry!) in hopes of getting a little traction. Sadly, we are spread very thin across New England and the campaign can generate a lot of games to play each turn. Coordinating 6-8 people over such a large space, each with adult responsibilities requiring flexibility, made a full War Council campaign almost impossible, so instead I grabbed three of the guys I game with the most for a smaller version that would let us keep things moving without becoming an absolute shit show. This campaign season, the Border Princes are contested by the Barrow Legion (Undead, me), the Covenant of Blood (Warriors of Chaos, Brad), the Crimson Host of Maltherion (Dark Elves, Alex), and the Gnawing Hunger (Skaven, IPT). We decided to play for 20 turns and whoever has the most territory at the end is crowned the Lord of the Border Princes. Special territories like Aldium and Tor Anok are worth 5 territories while the fortress of Malko at the center of the map is worth a whopping 10!





















