USA edition. This guide is written for volunteer-run clubs in the United States. Where rules differ — grants, tax, incorporation, safeguarding — follow the USA-specific pointers below or check with your national body.
Every wargaming club has a garage. Somewhere in your membership, one person is storing fourteen crates of hills, ruins, forests and mat rolls, plus the trestle tops, plus the boxes of unpainted terrain kits bought at a bring-and-buy three years ago. It has been an entirely happy arrangement for everyone. Then that member takes a job in another city, or has a second child and needs the space, or falls out with the committee, and the club discovers it has no idea what it owns, what it is worth, or how to move it.
That is the structural fact about wargaming clubs and it shapes everything else. Most hobby clubs own a shelf; you own a warehouse's worth of bulky, fragile, hand-made property with no serial numbers on it. The club's real balance sheet is not its bank account, it is its table stock — and a club that treats terrain as a hobby project rather than an asset will eventually lose a decade of building to a house move.
This guide is for the committee running a tabletop wargaming club, whether you meet weekly in a hired hall with folding tables or hold keys to a room with permanent boards. It covers building and specifying table stock, storing and insuring it, the weekly rhythm of setting up and packing down, escalation leagues as a growth engine, running a tournament with sensible pairings and scoring, and the painting-night culture that keeps the two-thirds of your membership who rarely finish a game.
Start with a register, not a shopping list
Before you build anything else, write down what exists. A wargaming club asset register is a genuinely different document to a sports club's equipment list, because most of the value is in things that were made rather than bought, and their replacement cost is measured in hours as much as money.
| Item | Qty | Where it lives | Bought or built | Replacement value | Condition | Owner |
|---|---|---|---|---|---|---|
| 6x4 trestle tops | 6 | Hall store cupboard | Built | 90 each | Good | Club |
| Neoprene mats | 8 | Crate 1 | Bought | 70 each | Good | Club |
| Ruined-city terrain set | 3 | Crates 4–6 | Built | 400 per set | Fair | Club |
| Forest and hill set | 4 | Crates 7–8 | Mixed | 180 per set | Good | Club |
| Objective markers and dice | — | Admin crate | Bought | 120 total | Good | Club |
| Display cabinet | 1 | Clubroom | Donated | 300 | Good | Club |
| Tournament boards | 4 | Member's garage | Built | 350 each | Good | On loan |
Two columns do the heavy lifting. Where it lives is what makes a house move survivable. Bought or built with a replacement value is what makes an insurance conversation possible — an insurer cannot assess "some scenery", but they can assess three sets valued at a stated figure with photographs attached.
Add one more column your treasurer will thank you for: owner. Terrain donated by a member who still considers it theirs is the single most common source of committee conflict in this hobby. Settle it in writing at the point of donation, once, with a line that says the item becomes club property. The club equipment register template gives you a structure to adapt.
Table stock — what "a table" actually means
A trestle table is not a wargaming table. A wargaming table is a surface, a mat, and enough terrain to make a fair game. Specify a complete set and you can stop having the same argument every week about whether there is enough scenery on board three.
A workable club standard for a standard-sized table:
- One mat appropriate to the setting, rolled not folded.
- Two large blocking pieces — a hill, a building, a wood — that genuinely break line of sight.
- Four to six medium pieces that provide cover without blocking.
- Six to eight small pieces for texture and objective placement.
- A set of objective markers and a measuring tool, in the same crate.
Store the whole set together in one crate, labelled, with an inventory card taped inside the lid. One crate equals one table equals one game. That single decision removes most of your setup friction, because a volunteer who has never set up before can carry out crate four and produce a legal table without asking anyone.
Building the stock without burning out one person
Terrain gets built in bursts by enthusiasts and then stops. Turn it into a club activity with an end date:
- Pick one set at a time and give it a theme and a deadline — one full table, eight weeks.
- Run build nights alongside game nights, not instead of them. People will glue while others play.
- Buy the boring parts. Mats, foam, glue, spray and flock are cheap next to the volunteer hours of making them from scratch. Save the handmade effort for the pieces people notice.
- Fund it from a named line in the budget rather than out of whoever's pocket is nearest.
- Photograph the finished set and add it to the register the same night, while someone still remembers what it cost.
Storing, moving and insuring it
Storage is the problem that decides whether your club is still recognisable in ten years.
Standardise the container. Pick one crate size that fits through your storeroom door, stacks four high without crushing, and fits in a normal car boot. Buy them all at once so they stack. Number them, and put the number on both ends.
Foam, not newspaper. Anything with delicate parts wants cut foam or egg-crate lining. It costs once and saves the repair evenings forever.
Two people know where everything is. Not one. Write the crate map on a laminated card and pin it inside the store cupboard door, and keep a copy in the club's shared files.
Have a written loan agreement for anything held off-site. If member terrain is stored at home or club terrain is at a member's house, one paragraph and two signatures prevents the whole dispute.
On insurance, do not assume a venue's policy or a general liability policy covers your property. Ask your insurer three specific questions — is club-owned property covered while stored at a member's residence, is it covered in transit to an event, and what is the coverage limit for hand-made items with no receipts. Liability cover and property cover are different products, and homeowner or renter policies rarely extend to organisational property stored in a member's basement. A dated inventory with photographs and stated values, refreshed annually, is what makes a claim straightforward. This is general information — your agent or broker answers for your policy.
The weekly rhythm — setup, pack-down and getting a game
Nobody joins a club to move furniture, yet setup and pack-down are the two things that decide whether members stay. Two habits fix it.
Roster the setup, and end the night before people leave. Publish a pack-down time fifteen minutes before the venue's actual lockout and stick to it. The alternative — three people packing crates while thirty stand in the car park — is how committees lose volunteers.
Book games ahead, not on arrival. Wargames need an opponent, a list, an army carried in, and a table. A member who turns up hoping for a game and does not get one twice in a row stops turning up. A simple midweek board where members post "looking for a game, this scale, this points level, Thursday" converts your table stock into actual games played.
If your club holds keys to a space with permanent boards, the same principle applies with more force: a table that can be booked gets used, and a table that cannot gets colonised by whoever arrives first. ClubHelix facility and table booking handles this properly, including recurring blocks for league nights and tournaments so nobody sets up over the top of a scheduled round.
Table space is the perennial constraint. Church halls, community and recreation centres, veterans' or fraternal lodge rooms and game stores' play spaces are all common, from free to around $100 a session. Game stores are the most frequent home for a club at this scale and the trade-off is real — free tables and foot traffic, but the store's events take priority and there is rarely anywhere to leave terrain. Clubs that outgrow that typically split a small commercial unit with another club. Whatever you take, negotiate lockable on-site storage as part of the deal.
Escalation leagues — the format that grows a club
An escalation league is the single best structural tool a wargaming club has, because it solves recruitment, painting and attendance at the same time. Players start with a small force and add an agreed increment every fortnight, with painting requirements attached. A newcomer can start with a modest purchase instead of a whole army, and a lapsed member can restart without feeling behind.
A workable eight-round league:
| Round | Force size | Painting requirement | Format |
|---|---|---|---|
| 1 | Small | Assembled and undercoated | Two games, any opponent |
| 2 | Small | Assembled and undercoated | Two games, new opponents |
| 3 | Medium | Half painted to base level | Scenario from the league pack |
| 4 | Medium | Half painted to base level | Scenario from the league pack |
| 5 | Medium | Fully painted to base | Doubles night |
| 6 | Large | Fully painted to base | Scenario, terrain-heavy tables |
| 7 | Large | Fully painted to base | Player's choice of scenario |
| 8 | Large | Full force painted | League finals and prize night |
Score participation, not just wins. A common split is three points for playing a round at all, two for a win, one for a draw, and a bonus for hitting the painting requirement on time. That weighting keeps casual players in contention into the final rounds, which is the entire point — a league that only rewards winning has thirty entrants in round one and eight in round six.
Publish the standings somewhere public after every round. This matters more than it sounds. ClubHelix competitions will run the fixtures, results and ladder on your club's own website, so the table updates without anyone maintaining a spreadsheet and members can see where they sit from their phone. If you are working out the draw itself, how to make a fixture draw covers the mechanics.
Running a tournament
A one-day tournament is a club's shop window, its main fundraiser, and a genuine logistical exercise. Three rounds is the honest maximum for a single day at most game sizes; four is possible only with hard clocks and a disciplined pack.
Pairing. Round one is random or by a pre-published seeding. After that, Swiss pairing — matching players on equal scores, avoiding repeat opponents — is the standard for good reason: it produces meaningful games at every level of the field, not just the top table. Round robin only works for very small fields, and a pure ladder produces mismatches. Publish the pairing method with the tournament pack so nobody is surprised.
Scoring. Keep it simple enough to be adjudicated at a trestle table under time pressure. A common structure is battle points from the mission, capped so a landslide is worth little more than a solid win, plus a small painting or sportsmanship component if your community values it — and if you include either, publish the rubric in advance and have one person judge all of it for consistency.
Timing. Round timings are the thing first-time organisers get wrong. A realistic three-round day:
| Time | What happens |
|---|---|
| 8.30am | Doors, registration, list check |
| 9.15am | Briefing, pairings for round one posted |
| 9.30am | Round one begins, hard clock |
| 12.00pm | Lunch, results in, round two posted |
| 12.45pm | Round two |
| 3.15pm | Break, round three posted |
| 3.30pm | Round three |
| 6.00pm | Scoring, painting judging, prizes |
| 6.45pm | Pack-down |
People. You need a tournament organiser who is not playing, at least one judge who is not playing, someone on the door and someone on food. The organiser playing in their own event is the most common cause of a day running late.
Tickets. Sell them in advance through your own site with the pack attached to the confirmation. You need the list submissions, the dietary notes and the payment in one place, and you need a cut-off that lets you build pairings the night before. ClubHelix events and ticketing does this without a marketplace taking a cut of your fundraiser, and the club shop can sell dice, tokens and club shirts on the same site.
Where your event sits in the wider calendar matters. Circuits tend to be regional rather than national, built around conventions and store-run qualifiers, and driving distances mean players are choosing between your one-day event and a whole weekend elsewhere. Publish your date at least three months out, check it against the nearest large convention, and be explicit in your listing about start time, parking and whether food is available on site — for a player weighing up a three-hour drive, those details decide it more often than the prize support does.
Painting nights and keeping the casuals
A large share of your membership will play fewer than six games a year and still consider themselves fully paid-up members. They come for the room, the company and the hobby table. Ignore them and your renewals fall for reasons the committee cannot explain.
- Give the hobby a fixed night. A dedicated painting and modelling evening with no games running attracts a different crowd and does not compete for table space.
- Run a painting challenge with an achievable rhythm. One finished unit or model a month, photographed and posted, with recognition rather than a big prize. Progress that is visible to others is the mechanism; the prize is incidental.
- Keep a shared paint and tool kit in a labelled box, funded from subs, so a curious member can try without buying anything.
- Run beginner sessions on assembly and basing. The step people abandon the hobby at is almost never painting a face — it is priming, basing and not knowing what glue to use.
- Show the work. A display cabinet in the room, and photographs on the club's own website rather than only in a chat app, does more for recruitment than any advertisement.
If under-18s attend, the club needs a clear written position on supervision and on background screening for the adults who work with them regularly, and the requirements vary by jurisdiction. Do not copy another club's policy or assume the venue's arrangements cover you — ask your venue and the relevant child-protection authority what applies to a recurring evening club with juniors present, and write the answer into your rules. The practical shape most clubs land on is a published code of conduct, a stated minimum of two screened adults at any session where juniors are expected, and a named contact for concerns.
Getting the tables, the league and the register onto one site
The admin behind a wargaming club is unusual: an asset register, a storage map, a table booking sheet, a league ladder, a tournament entry list and a paint-challenge gallery. Most clubs run all six across a chat app, a spreadsheet and one person's memory, which works right up until that person moves cities. Putting them on a club website means the next committee inherits a system instead of a mystery — competitions for the league and tournament ladders, facility booking for tables and league nights, events for tournament tickets and build nights, and a members list that tells you who is financial before you hand them a crate key.
You do not have to commit anything to find out whether it fits. The free tier is genuinely usable for a club of this size, every plan and its limits sit on one pricing page, and setting up a club site takes roughly as long as basing a squad. The hobby and interest clubs page shows what else clubs in this space run on it.

Frequently asked questions
How much terrain does a wargaming club need?
Think in complete table sets rather than in individual pieces. One set is a mat, two large line-of-sight blockers, four to six medium pieces, six to eight small ones and a bag of objective markers, all stored in one labelled crate. A club running four simultaneous games needs four of those sets, plus a spare crate of odds and ends — and it is far better to have four complete tables than eight half-dressed ones.
What is an escalation league and why run one?
Players start with a small force and add an agreed increment each round, with painting requirements attached to the later rounds. It lowers the cost of entry for newcomers, gives lapsed members a natural restart point, and turns painting from a private chore into a shared deadline. Score participation as well as results so casual players stay in contention to the end.
How do you pair players in a wargaming tournament?
Random or seeded pairings in round one, then Swiss pairing — matching players on equal scores while avoiding repeat opponents — for the rest of the day. Swiss produces competitive games throughout the field rather than only at the top tables. Publish the pairing method and the scoring rubric in the tournament pack before entries open, so no result is a surprise.
How should a club store and protect its terrain?
Standardise on one stackable crate size that fits your storeroom door and a car boot, number every crate on both ends, line the fragile ones with cut foam, and keep an inventory card inside each lid. Maintain a dated register with photographs and replacement values, make sure at least two people know the storage map, and ask your insurer specifically about property stored off-site and in transit.
How do you keep members who rarely play a game?
Give the hobby side its own night with no games competing for table space, run a modest monthly painting challenge with recognition rather than prizes, keep a shared paint and tool kit for people to try, and teach assembly and basing rather than assuming everyone can already do it. A large part of any wargaming club is there for the making, and their subs count the same.
Keep reading — how to run a board game club covers the lending library problem in more depth, and how to run a model railway club is the closest cousin when it comes to clubrooms and exhibitions.