Welcome to Quick and Easy Games!

logo1Clayton J. CallahanClayton Callahan is a science fiction writer, game designer and all around devotee of geek culture. This site is dedicated to promoting all things good in those fields. From gaming to galaxy spanning fiction, this site covers it all. Clayton is the sole proprietor of Quick & Easy Games and this site also serves as an outlet for those products.

Since 2007 Quick and Easy Games has created games that are low in cost but high in quality.  Q&E customers appreciate fast moving, simple to learn rules that make gaming fun. If your tired of paying too much for slick packaged games that take a PHD to learn, we’re the company for you.  If you have any comments or wish to place an order you can contact, Clayton Callahan, the General Manager.

Thank you, and I hope to hear from you soon.

Providing the best value in role playing and miniatures gaming since 2007

He Lived Long, And He Prospered

slice_leonard_nimoy_01It is with deep respect that we say good by to Leonard Nimoy…but not regret. He was a talented actor and he played a character loved by millions. How lucky can a man get? Moreover, he seemed to deserve that luck. With all the bickering and infighting of TOS’s cast, he remained a friend to all. A good man is of more value to this world than a good actor. Mr. Nimoy was both, and he will be missed.


THACO: The Movie

Thaco the movie


Ain’t facebook wonderful. My daughter recently sent me this video and it is hilarious. Apparently made in 2008 by a bunch of die-hard role playing nerds; THACO: The Movie, perfectly lampoons geek culture. And HOW these guys got Neil Gaiman to do a cameo I will never know. Do yourself a favor and check it out.

Retired US Army Lieutenant Colonel Ted Blasche has used his Vietnam experience and his love of science fiction to create a gem of adventure oriented space opera. If you are a fan of his short stories, you’ll love the trials and tribulations of Rusty Buckley, Queen’s own 3rd Rifles of New Ark. Now available on Amazon.



In one of Earth’s long abandoned colonies, Rusty Buckley seeks to join the Third Rifles Regiment, a pledge he made to the medics who saved his life during the last great plague. His meeting with Queen Arrabella turns into disaster when assassins attack. In spite of Rusty’s inexperience, which results in several missteps along the way, he saves his queen. While he sees Arrabella as the woman of his dreams, she sees in him a troubleshooter to throw at every problem blocking her path. Consequently, six months later Rusty finds himself knee-deep in a swamp, beset with the effects of foul water, contaminated food and incompetent leaders. If that isn’t enough to ruin his day, he’s hounded by ten-foot lizards determined to have him for lunch. These are the first of the many challenges Rusty will face in Her Majesty’s service, but while he’s saving the queen from her enemies, who’ll save him from her?

Now #1 in Space Opera/Time Travel on Kindle Free Books!

caught in time


For the amazingly low price of FREE you can download the number one book by Sheron Wood McCartha at http://www.amazon.com/Caught-Time-Alysian-Universe-Book-ebook/dp/B00452V8GY/ref=sr_1_1?s=books&ie=UTF8&qid=1424332181&sr=1-1&keywords=caught+in+time

See if this interests you like it does me…

Rowyna Grae always thought that she was human until the day Arwoyn Telluria revealed that she had been created in a test tube using parts of his DNA, including the specific gene for time travel. He confides to her that she came to him long ago when he was a young child telling him that she was from the far future. So, he has created her to return to fulfill her destiny. But things go awry and Arwoyn dies too soon, the new regime wants to turn her into a stealth assassin, and the young lab assistant, Richard Steele, sends her to the wrong places and loses her. She lands with dangerously packed bags a thousand years into the past at the king’s hunting lodge with instructions to kill him as he is considered the original mutant that started the dangerous genetic line of what is called, “Talents”. Within a mere day, she manages to kill six men as she defends herself against robbers and rapists..and, of course, falls in love with the very man she is meant to kill not knowing who he really is. A gun, a book, and an alien crystal found in her luggage creates havoc as she changes the past and reorders Richard Steele’s world up the time stream. The charming medieval past isn’t so charming when there is no running water, no central heat, intrigue at the royal court and war on the horizon. Will she be forever “caught in time” or will she be “caught in time for a final rescue? What can a resourceful replicant do? Well, the answer is…a lot, and therein hangs the tale.

Five Elements Anthology, now available on Amazon

Five Elements Cover

I have the privilege of working with some of the greatest SF writer’s in Oregon. Together, we’ve put together a short story anthology to benefit the Willamette Writers- Books For Kids charity. This 121 page treasure is a collection of some of the most beautiful, strange and downright screwy  tales by some of today’s cutting edge authors (and there’s even a Star Run story too). This e-book sells for less than a buck and 100% of what you pay goes to ensure every child in the Books For Kids program can have a book to call their own.

Please check it out on Amazon at:



Friend's Star RunIt’s always a great feeling to know your appreciated. The pic to the left was taken some 3,000 miles away from my home state of Oregon by someone who loves Star Run. I’ve never met her, but in her facebook post she tells me that her whole family is enjoying the game.

Star Run is meant to be a fast and friendly game, and I’m glad to know that it’s drawing a family closer together.

Whoever you are, wherever you, are I hope you find Star Run a good excuse to have some fun with the people dear to you. After all, that’s what games are for.


How To Create Your Own Miniatures War-Game

American special forces

unnamed  Writing your own miniatures war-game can be hugely satisfying from a lot of perspectives. First off, you don’t have to put up with a lot of stupid, awkward rules dictated by somebody else. Secondly, the game becomes wholly yours–a gem you can share with others for hours of fun.

So let’s get started.

I’ve been doing this for a while. I began by rewriting other people’s rules. I’d buy a set and get to that one paragraph that just didn’t make any sense to me and cry, “screw it,” then I’d tape my own rules over the page. There’s nothing wrong with this approach. As long as your friends understand the “house rules” before play begins no one feels cheated.

Still, modifying a set of professionally written rules is a Band-Aid approach to a problem that may require major surgery. Sometimes, the more you tinker the more awkward things become, and you finally decide you just need a clean slate after all. So how do you get started? Well, I like lists. They help organize my thoughts and keep me form forgetting important steps. So here it is, my check list for writing your own miniatures game.



Whether you’re envisioning a historical game or something out of fantasy, every game has a story to tell. Who are the opposing forces and why are they fighting? Is there magic or special abilities at play or is this a reality based game? Does one side have an advantage the other does not, and if so what balances the scales?


Do you want your rules to reflect every nitty-gritty possibility on the battlefield? If so, prepare to have one slow moving game. However, if your rules include too few details that will leave your players without a lot of options, and the game can get pretty boring fast. There is no right answer for this question. You simply need to understand that you are making a decision to include, or exclude, certain aspects of war. For instance; in my games weapons have range limitations, but there is no penalty for shooting a target at the far edge of your range, nor is there an advantage for shooting at point blank range. I made this decision to keep the game moving at a brisk pace, but I acknowledge this is not how real weapons work.


I’ve never encountered a miniatures game that didn’t rely on “the turn” as a core concept of it’s rules. The turn is a sequence of events that happen on the game table over and over again until somebody wins. In chess it’s as simple as “you move then I move,” but miniatures war-games tend to be a bit more involved. Your turn sequence must answer certain basic questions for your players such as: Who moves first? Who attacks first? When are the dead removed from play? Do my forces run away if they get clobbered, and if so when? It’s important to have this established at the start of the game so players know how to conduct themselves and what to expect in the course of play.


Okay, so who dose go first? Do players decide this by rolling dice, drawing a card or flipping a coin? Perhaps in your game’s story, the Imperial Space Troopers are so elite that they will always go first against the pitiful rebel bands. Which helps, because the rebels always outnumber the troopers by six to one (sound like something you draw from your game’s story concept? Darn right).


Naturally, your movement rules spring off your initiative rules. Who moves first matters when trying to reach a critical objective in battle. The question then becomes, “how far can my troops move?” This is often expressed in inches per turn; walking = 6″, running = 8′ or whatever. Of course a man on horseback will be able to move farther in a turn than a man on foot, and a tank may move faster still. Once you’ve got that all figured out, you may want to consider movement penalties for things such as running through bushes or crossing a river. You can do this through a simple table showing the standard movement rates of different models and their penalties. Conversely, you could add a bit of randomness by allowing for a lot of dice rolls. If troops move a number of inches determined by a roll on a six sided dice players will have to constantly adapt to a very chaotic battlefield.


So, since we are simulating a war, you’ll need to figure out how your going to kill people. What’s the range of a rifle and what dice roll do I need  to hit an opponent? And if I do hit, is my opponent automatically dead, or can he roll a given number on some dice and end up wounded? For a small scale, skirmish game (with only a few troops per side) you may want to have wounded soldiers stay in the fight. However, if your trying to simulate a massive battle of thousands, a single roll to hit might remove hundreds of dead troops form the battlefield. I’ve played a lot of games where each player has to roll for every attack several times in a turn. But I’ve also played a few where all the weapons of a side are added together into one roll to determine how many casualties are inflicted on an enemy.


Morale refers to your troops ability to stay in a fight. Most games have a rule such as; “When 50% of your troops become casualties the survivors must make one full distance run away from the enemy.” Sometimes, a game states that troops have to roll dice after each causality to see if the group runs away. Conversely, the rules may state that troops have to roll a certain number before they can return to the fight. You can, of course, ignore moral all together and just let both clans of samurai fight to the death. What the hell it’s your game.

B&B 009  Well, that’s about it. Once you’ve written your rules the next step is to play-test ‘em. Get some friends together and invite them play each other while you watch. This will give you an objective perspective of what works and what doesn’t. Perhaps you forgot to add a rule for troops taking cover behind a stone wall and your friends run into just that situation in the first game. Don’t fret, just make up a rule on the spot and see if it works. If it dose, add it to your game. No game system relay works out until it’s been play-tested a couple of times. But once it’s done you’ll have a game of your own creation, a point of pride and a source of fun for evening after evening’s enjoyment.

Go for it.