Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, John Calvin, Ignatius of Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernán Cortés, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map.
There are six main powers in the game, each with a unique path to victory:
The Ottomans
The Habsburgs
The English
The French
The Papacy
The Protestants
Here I Stand is the first card-driven game to prominently feature secret deal-making. A true six-sided diplomatic struggle, the game places a heavy emphasis on successful alliance-building through negotiations that occur away from the table during the pre-turn Diplomacy Phase. Set during the period in which Niccolò Machiavelli published his masterpiece "The Prince," backstabbing is always possible, especially because the card deck is loaded with event and response cards that can be played by any power to disrupt the plans of the powers in the lead.
Here I Stand integrates religion, politics, economics, and diplomacy in a card-driven design. Games vary in length from 3–4 hours for a tournament scenario up to full campaign games that run about twice the time. Rules to play games with 3, 4, or 5 players are also included. The 3-player game is just as well balanced as the standard 6-player configuration, taking advantage of the natural alliances of the period.
- Unique experience
- Highly detailed
- Extremely complex
- 100 pages of rules
- Great powers with different goals
- 16th Century
- Asymmetric
Mechanics (from transcript analysis)
- Asymmetric gameplay — Different player goals like exploring, religion, population
Video topics + discussion points
Quotes (from this video)
- the most complex games are insane to get into
- constantly while you're playing even after the millionth time you still keep checking the rules
References (from this video)
- Ambiguous game requiring group engagement
- Card-driven action system
- Diplomatic phase creates intrigue
- Can give cards to other players
- All actions visible on board
- Creates unknowns and mystery
- Historical accuracy during Protestant Reformation
- Amazing experience
- Noah's favorite game
- Requires exactly six players
- Ambiguous design requires engagement
- Historical political and military conflict
- Protestant Reformation
- Diplomatic and strategic
- Twilight Struggle
Mechanics (from transcript analysis)
- Area Control — Military conflict over territories
- Card Driven — Play cards for action points or events
- Diplomatic Negotiation — Players negotiate deals and alliances between rounds
- Six-Player Game — Designed for six players only
Video topics + discussion points
Quotes (from this video)
- if ever somebody says that he has the top 10 games of all time never trust them it's in their opinion
- if i could give a game 11 out of 10 clank legacy would be it
- this is the reason why i fell in love with board games in general
- it's my favorite solo game for sure the more i play it the more i want to play it
- to be honest right now probably next year it will be different maybe tomorrow it will be different
- the unknowing like what's gonna happen what's his agenda it's just an amazing experience
- if you like deck building then i think you definitely like clank legacy like a lot
References (from this video)
- Deep thematic feel and diplomacy
- Rich historical flavor and player interaction
- Very long playtime
- Heavy rules and extensive reference material
- religious and political realignments; diplomacy and factional maneuvering
- 16th-century Europe amid religious reform, political shifts, and power struggles
- diplomacy-forward, long-form historical narrative
Mechanics (from transcript analysis)
- Card-driven actions with embedded events — Players influence events and actions through a deck-driven system; events can alter alliances and outcomes.
- diplomacy and negotiation — Players negotiate and maneuver power, often with long-term strategic planning.
Video topics + discussion points
Quotes (from this video)
- historic War Games a hobby worth exploring definitely yes
- two months and five board games that I will play
- the first game we played... Sekigahara, the unification of Japan
- it's not a history game, but it's a fun narrative
- I'll definitely play it if you want it
References (from this video)
- Diplomacy and negotiation add a unique social layer
- Epic scope and depth of historical setting
- diplomacy, negotiation, and historical factions
- 16th-17th century religious and political upheaval
- epic, diplomacy-forward gameplay with room for maneuvering
- Twilight Struggle
Mechanics (from transcript analysis)
- card-driven with diplomacy phase — play cards for events or actions; negotiate in a dedicated diplomacy phase.
- multi-faction competition — several powers vie for influence and victory points.
- territory/area control — control spaces on the board to influence outcomes.
Video topics + discussion points
Quotes (from this video)
- Star Wars Rebellion has everything a Star Wars fan would need.
- This is Star Wars in a box.
- Combat Commander Europe has one of the best emerging storytelling ever.
- This is what real men play.
- It's gorgeous, eye candy.
- Space horror is one of my favorite themes.
- The diplomacy, the backstabbing, the negotiation, it's never boring.
- Here I Stand is epic like no other game I've ever played.
References (from this video)
- rich historical setting
- deep strategic variety
- great for teaching history and politics
- long play time
- high complexity and setup effort
- Religious and political power struggles
- Protestant Reformation-era Europe
- Historical simulation with deep geopolitics
- Spirit Island
Mechanics (from transcript analysis)
- area_control_and_resource_management — Control provinces and manage resources to influence outcomes.
- card_driven_action_selection — Player actions are guided by event cards that drive the flow of play.
- multi_player_strategy — Designed for up to six players with strategic interaction and alliances.
Video topics + discussion points
Quotes (from this video)
- it's really cool to talk with you have conversations with you of course
- we travel a lot with car so we usually want to involve the driver as well so we can't use any games that have any like physical pieces really
- i would take that pla be honest do you have plans for the rest of your life
- there's going to be the next video
- i could play forever
- there is so much replayability
- it's a six player only game that takes like eight or nine hours to play