Unhappy King Charles! allows two players to decide whether Commons or Cavalier shall rule in England. Both seek to establish control over the country and of its economic structures. They seek not only to defeat their opponents in battle but also to seize control of the local government of England and Wales.
The game is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organization of armies and states was often desultory, the cards do not provide a wide range of choices (as in Paths of Glory). The players in Unhappy King Charles! must make do with what they have. The three decks of cards - Early(1642-1643), Middle(1644) and Late (1645)- have been developed to give the correct feel for the early, middle and late war, based on storyboarding techniques. As befits a Civil War, there is treachery, bravery and stupidity in the events on the cards.
Unhappy King Charles! is played over eleven turns, each representing about four months. Brigades of troops are used to form Armies (defined Rule 3) or garrisons of fortresses (Rule 13). Only unled Brigades are on the map; the others are placed on the box of their General on the Command Displays. Generals move on the maps.
The Armies of Unhappy King Charles! are temporary massings of troops that have as much to do with feudal armies as modern revolutionaries. With inadequate supply and poor equipment it is not surprising that these armies suffer from continual desertion; and in using them you are going to have to ensure they wander the map collecting fresh recruits. Armies can be over 30,000 for a vital siege or battle or 3,000 tough cavalry under Prince Rupert or Black Tom Fairfax.
Movement activations are initiated via a numbered Ops Card, as in We the People, and are based on Army size. The smaller the Army the faster it can move. Movement across the map is by means of Areas joined by movement lines. Control of areas can change during movement if movement points are spent. Non-moving Armies can attempt interception, placing themselves in the path of the moving Army to cause Battle.
The game's basic combat unit is the Brigade, which comes in two types: Veterans (value 2) and militia (value 1). Usually militia units must be recruited before veterans of that Region. Each Region's Areas and Brigades use the same basic colour system. Fresh Brigades are received by Recruitment, which is usually limited to the unit's region of origin. Brigades lost in combat are not available for recruitment (though some Event Cards can bring them back); other losses are available.
Leader counters are either Generals (with a Strategic and Battle Rating) or Local Notables (Governors of fortresses). Generals can be Field Generals (who operate everywhere) or Regional Generals who can suffer disadvantages when outside their Region. Generals cannot transfer Brigades to other Generals (unless Event Cards require), Brigades remain with their original General until death, dispersal or desertion takes them. Local Notables can transfer Brigades to other friendly Generals.
Battles use the Combat Value of Brigades, General's Battle Ratings and Combat Cards to resolve combat. But before any Battle is fought one side can try to Evade (leave the Area) or Disperse (remove itself before combat). Losses in combat are not available for recruitment. Drawn and Decisive Victories will kill Veteran Brigades (if there are any) first. The loser must retreat and can suffer further losses if he retreats through enemy PC Markers. Major and Decisive Victories earn extra Cards.
Fortresses cover a wide range of locations. They are ranked by class and must be forced to Surrender by Siege or Event Card. Siege requires the attention of an Army for some time (most Fortresses will require more than one activation to capture). If attacked during that time the besieger can have to abandon the Siege. Assaults can be attempted (at a cost in losses).
The game can be won by an Automatic Victory, by one side failing to control enough Areas, or at the end of the eleventh turn.
For those players who like some counter-factuals a pack of would-be events is provided. Now players can use Dutch squadrons to blockade the King, summon the Duke of Lorraine, or cause a rising in London. As an Optional Rule, four events are drawn each game and shuffled into the middle and late decks.
Cover artwork inspired by Sir Anthony van Dyck (1599-1641)
- Furious and occasionally inadvertently comedic tactical mstom
- Strategically accessible to those without tons of wargaming experience
- Getting a gorgeous new addition this year
- Gameplay wise I'd be into this one for sure
- The theme (British Civil War) doesn't interest the host.
- Royalists vs. Parliamentarians
- English Civil War
- We The People
- Wilderness War
- Bayonet
- Tomahawk
- Washington's War
Mechanics (from transcript analysis)
- Area Control — Players seek to establish control over the country and its economic structures.
- Card-driven wargame — A strategic level card-driven board game war game.
- turn-based — Played over 11 turns, each representing about 4 months.
Video topics + discussion points
Quotes (from this video)
- Books of Time puts its own twist on Tableau building and it allowing players to construct three great books each with their own set of special abilities that they can write thereby creating incredible contributions and the story of civilization is now truly at your fingertips
- we saw Rodney's teach and it's such a cool idea to build your own book kind of like a Choose Your Own Adventure but with a binder
- it feels like a new mechanism almost and that's very satisfying to me
- Tyrants of the Underdark a territory control game with a deck building element
- this is a great deck building and majority game have no mercy on your opponent be an opportunist take control of the underdog cities buy cards you can combine the most effective way
- the only thing I don't like is the poor token quality upgrade them for the premium 3D tokens if you can afford it
- when the enthusiasm for a game from someone else makes you want to try it that is how I feel about Tyrant of the Under dark Chaz has made it a game that I uh definitely want to give a shot to at the very least
References (from this video)
- Fabulous card driven game
- Recently re-released and beautiful
- Direct heir of 'We the People'
- Great game
- Original GMT version is out of print.
- English Civil War
- England during the 30 Years War (1645-1648)
- We the People
- For the People
- Hannibal
Mechanics (from transcript analysis)
- Card Driven (Split) — Cards are either played for an event or for operations (Ops), not dual-use, reflecting a pre-staff system.
- historical simulation — Focuses on the specific historical period of the English Civil War.
Video topics + discussion points
Quotes (from this video)
- Rathman was a genius at doing like amazing things with very little.
- The Spar of the map and the way he did the color choices you know with the blue you know what he did makes it look like uh there's no um there's no green on the map right because I mean there would be some because but the trees were covered so it's got like a blue it's got like winter look to it and it just looks it just looks like the cover itself too it covers carries that whole thematic color exactly exactly
- it really was one of the first games that really focused on intelligence.
- You shouldn't have very little information; you should have tried to have the level of information they had at the time.
- It's got just a really elegant Siege system Logistics you know Depot system battle system so it's great
- I always have a game of Empire the Sun or for the people going all the time and so it's a tossup between those two but if I had to choose it would I I travel I find traveling with Empire the sun's easier because it's got better smaller scenarios I can play on the road
- that really kicked off The Monster game era at SPI and that was one of the first ones well the first one was but that was like a oneoff guy doing it
- I actually prefer and only play the first edition with the original rules everybody complained about those I think those rules were brilliant
References (from this video)
- Bright CDG design rooted in an early modern period
- Sharp tension between political and military levers
- Historical specificity may limit broad appeal
- Rule complexity for newcomers
- political maneuvering, constitutional crisis, leadership and civil conflict
- English Civil War-era governance and military campaigns (1645–1648 timeframe within the larger 30 Years’ War context)
- card-driven design focusing on pre-military staff era styles
- We the People
- For the People
Mechanics (from transcript analysis)
- card-driven game design (CDG) for pre-military staff era — Events and Ops split, with the events and operational actions balancing a 17th-century context
Video topics + discussion points
Quotes (from this video)
- it's a really really solid World War II East Front game
- the solitaire system is basically how to teach you strategy
- worth getting to the table I will tell you that