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Mollie Russell

wargamer.comUK
Interested in
Tabletop GamingDungeons & DragonsWarhammerLicensing & Tie-Ins
About

Mollie Russell covers tabletop games at Wargamer with a focus on how big franchises and the companies behind them are changing what players can expect from their favourite systems and settings. Her work stands out for tracking the business and production decisions that shape fan experiences, especially when major adaptations, licensing partnerships, or cancellations collide with long-running communities.

Tabletop pillars and their offshoots

Russell’s core beat is the major tabletop brands that anchor hobby gaming, particularly Dungeons & Dragons, Warhammer, and Magic: The Gathering. In recent coverage, she reports on Hasbro and Wizards of the Coast cancelling the planned Dungeons & Dragons action roleplaying videogame “Daggerheart” less than a year after it was announced, explaining how this decision affects expectations for D&D’s broader digital push. She regularly writes service pieces that help readers navigate these flagship systems, such as guides to the current D&D sourcebooks, overviews of new campaign settings, and explainers on key rules changes between editions. Across these stories she treats D&D and similar games as living platforms, showing readers how official decisions ripple through organised play, streaming, and home tables.

From rules and factions to practical buying advice

A large part of Russell’s archive consists of explainers and list-driven pieces that break complex rules, faction ecosystems, and product lines into concise, usable information. She covers Warhammer 40,000 faction updates, codex releases, and balance changes, often framing them in terms of what they mean for collectors and competitive players choosing an army. She also writes breakdowns of the best starter boxes, miniatures ranges, and accessory products for tabletop gamers who are deciding where to spend time and money. Her approach is practical and comparative: she highlights what has changed, what is new, and which options offer good value or a smoother learning curve for people coming into a system mid-cycle.

Licensing, crossovers, and the edges of the hobby

Beyond the tabletop core, Russell tracks how big media and consumer brands move into gaming spaces through licensed adaptations and collaborations. Recent headlines include coverage of crossover products that bring external franchises into Magic: The Gathering, and board game tie-ins for well-known film and TV properties. She pays close attention to how these deals alter tone, mechanics, and collectability, asking whether a given tie-in genuinely enriches a game or mainly serves as a marketing layer. This recurring interest in the boundaries of the hobby makes her a useful reader of trends where entertainment, merchandise, and game design overlap.

News-first angle on the hobby industry

While much of Wargamer’s output is evergreen guidance, Russell frequently works in a straight news mode when decisions by large publishers become a story in themselves. Her report on the cancellation of a high-profile D&D videogame sits alongside coverage of delays, policy changes, and platform shifts that affect how players access rules and digital tools. She writes clear, headline-driven updates that give essential facts quickly, then situates them within the commercial strategies and previous moves of the same companies. The through-line is a focus on how industry choices—whether about digital expansions, licensing, or product roadmaps—land with the people who buy, paint, and play these games.

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UK·Technology
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