THE BLOODY KING
Its All in the Cards!
by George Sauer
from THE GENERAL, 24, #5, pp 39-40
KINGMAKER has always been a favorite of our wargaming group. The relative ease of play, the great swings of fortune, and the possibility for cross and double-cross make this one of the finest multiplayer games still. KlNGMAKER has, however, also been criticized for its lack of bloodshed. This article is intended to satisfy that blood-lust among my compatriots.
The KINGMAKER Event Card Deck has been the subject of most of the words that have appeared on this game. While certainly vital, the Event Deck is also the easiest feature of the game to change and expand, gives ever more flexibility to the game while adding the flavor of the period (hopefully). This article will examine all the previous changes to the deck suggested, add a few of my own, and then take a short peek at some Crown Deck and rules changes. The reason for all this? In answer, I borrow a phrase from the 4-H organization: "To Make the Best Better".
THE EVENT DECK
The Event Deck has been the subject of two previous articles in The GENERAL, one by Mick Uhl (Vol. 14, No. 2) and more recently by Tim Williams (Vol. 20, No. 4). The changes proposed in Mr. Uhl's article were later made into a variant card set, which should be purchased by all KINGMAKER enthusiasts. Mr. Williams' suggested changes took the form of sample cards only, with the implication that readers could craft their own from the blank cards available in the two previous sets.
Changes in the Event Deck are simple to implement, while simple rules can be added to keep the game in balance. When expanding the Event Deck, it is mandatory that the events be added in groups of seven. This will allow each one of the events to have a different odds resolution and bad weather effect on it and still keep the ratio of odds in balance. Seven events also allows one to place three Nobles' names on five of the cards and four on two of the cards, thus insuring that every character in the game is covered. These names are used in assassination attempts, and the basic "Noble Killed" effects of battle results. The following is a personal review of the earlier proposed variant cards, our modifications to them and some suggestions for new ones. Mick Uhl's article, but we use all three of them in the expansion set--not just one or two as he suggests. The inclusion of only one or two of the cards result in these being "counted" by clever players. With more than two in play, in my experience it becomes more of a chore to count cards and it usually isn't done.
Gales At Sea: These cards are also a fine addition; but as above, players should use all of them included in the extra set. In the case of the Gales cards, the inclusion of just one has much the effect of the city plagues; sea travel is greatly curtailed until the card passes by and from then on no one worries. With all the Gales cards in play, shipborne travel is much more hazardous an undertaking and, consequently, the game is much more enjoyable.
Refuge: These cards are needed to stop cowardly players from hiding on the Continent indefinitely. All of the cards in the expansion set should be placed in play in the Event Deck. With the inclusion of our suggested changes to the rules for the Continent, Scotland and Ireland become less attractive as refuges.
Vacillating Nobles: These cards should be used as directed, with all that comes in the extra set put into play. In most cases, as with the Refuge and Catastrophe cards, many of these cards will have no effect as they will be drawn for battle resolution. (However, there will be those games where all three catastrophes occur, just as occasionally all three Treachery cards will be used for battle resolution; that's what makes this game such fun for repeated playings.)
Catastrophe: These cards slow play a little, but can serve to make the weak strong and the strong weak. All included in the variant set should be added to the Event Deck.
Royal Death: This is a great idea and can really stimulate play when one player's heir is wiped from consideration and he must seek another. The card also serves another function in our gaming group. Our group of players were divided in opinion about shuffling the Event Deck before it is exhausted. The Royal Death card provided a compromise for us. If the card is drawn as an event, the deck is immediately reshuffled. If it is drawn as a battle resolution, the deck is not reshuffled. This simple system has eased the tensions between the different factions in our circle, and could in yours.
Saxons Go Home: This is a welcome addition; all mercenary groups in the game must have a recall card in play.
All of Mr. Williams' suggested "Religious" cards, save the Excommunication card, should be added to the Event Deck. The "Excommunication" Event is not bad in concept, but if drawn late in the game when the Crown Deck has been exhausted, it can eliminate a player from contention.
Royal Visit: This card is used frequently; however, we've found a die roll works best to determine his/her destination: "1-2" to Scotland, "3-4" to Ireland, "5-6" to France.
Royal Hunt: This should also be used. Again a die roll determines the destination: "1-2" sends him/her to Rotherham; "3-4" to the Forest above Arundel; and "5-6" the Forest below Salisbury.
Royal Heir Escapes: This card rarely affects play in any four- or more player game. Therefore, it should only be included when playing KINGMAKER with two or three people.
Mutiny: These cards are a fine idea in concept; however, for our gaming circle, it doesn't go far enough. We changed the card to read "Runs Aground". The ship named on the card is removed from the board and returned to the Crown Deck. Any Nobles on board the ship when it is wrecked are lost. The Warden's ships and the Admiral's ships remain unaffected. Each of the other ships in the game should have a "Runs Aground" card for them.
Defeatism Rife: This card can also be put into play. However, again we changed the card to read "Faction in Disarray". The faction drawing this card can neither move nor attack for the turn. Two Defeatism Rife and two "Faction in Disarray" cards should be placed in the deck.
Assassination: These cards must be added to the deck in groups of two. The first should read as Mr. Williams directs, but the other reads "First Noble Next Card is Killed."
The other cards proposed by Mr. Williams are good, but are not used by our group of KINGMAKER addicts. These cards seem to add little, at the expense of more time and difficulty. The rules must be constantly checked to see the results of the Treaty with France or the Scottish Invasion. In the case of the French Treachery card, nobody seems to care if the French mercenaries desert and pillage a town (unless it was theirs); no one ever bothered to take the time to get rid of the French, and most of our players favored leaving the card out. It must be said that the limited number of blank cards available in the Event Deck and the expansion set has also been a factor when determining what events to include. Until Avalon Hill can be persuaded to sell blank Crown and Event cards, each gamer must decide for himself what events and additions will stimulate play the most in their own gaming circle.
We ourselves have developed several new Event Cards to add to the deck. None of them are totally ahistorical, but some may debate the complete validity of some cards. All are intended to quicken play and make it more exciting. Feel free to experiment with these.
General Uprising: This card sends all Nobles home to their nearest Castle. Heirs may accompany any one Noble they may be stacked with. This card has been added to the game to break the tactic of hiding in Wales and/or in the North. Often a large faction will be scattered to the winds and may be picked to pieces by a smaller yet more cohesive faction. Two cards of this type should be added to the Event Deck.
Embassy From the King: This card sends all titled Nobles to the King. It is ignored if there is no sole king in play. Henry is nor considered incapacitated for play of this card. It seems to us that the King was always going places to see people and do things, but that no one ever had to come to him. With this card, the king sits and the Nobles heed his summons. One card of this type is added to the Event Deck. (Note, we allow combat in the area with the king.)
Archbishop Calls a Diet: This is similar to a Parliament May Be Summoned card; however, this card is held until played by an Archbishop drawing it and can then be played on his turn after the normal event card is drawn. The Diet must be held in a cathedral in England proper and all bishops must attend. The other Archbishop, if in play, need not attend. Two cards of this type are added to the Event Deck.
Hijack a Ship: This card is used to steal a ship. The Warden's and the Admiral's ships are immune. The ship hijacked must be alone in a port when hijacked. A hijacking Noble must move to the port and play this card. The appropriate ship card is then removed from its owner's hand and now placed with the Noble who hijacked it. Four cards of this type should be added to the Event Deck.
Proxy: This card is used in Parliament to "appropriate the votes of another player. Four of these cards in two varieties are suggested. Two of the cards should read "Lords Proxy" and two should read "Commons Proxy". The proper card must be used for the votes stolen. The player on which the card has been played keeps the card for his own use in a different, later Parliament. The player who has played the card may now cast the Lords or Commons votes of the affected faction as he wishes. This will certainly add spice to those Parliamentary discussions, especially if one player can draw or trade a couple of these cards.
No Event of Note: Each draw of the Event Deck will find someone cringing, hoping that his plans do not go awry. To this end, we've added several cards that have no effect. This cards means just what it says; time has passed in merry ol' England and nothing has happened!! Add as many as you feel comfortable with.
THE FAR LANDS
Three areas exist outside the England of KINGMAKER. These are Ireland, Scotland and the Continent. The rules for incorporating these into the game are slightly modified and changed when we play, as detailed below.
The Continent: No changes here. An event card to recall the French Mercenaries must be added to the deck as we do not suggest use of the French Treachery card. Before the Refuge card was invented, our group of players had ended the tactic of hiding on the Continent with the inclusion of a French War card. Added to the Event Deck, it effectively plagued the Continent. In the event of a French War, all counters in France were required to roll two dice; heirs and bishops died on rolls of "2-5" and Nobles died on rolls of "2-7". All surviving pieces were immediately returned to Rye (refugees from the warfare). For one round, no combat was allowed in Rye as the factions sorted themselves out. If the French inflict any casualties when the card was drawn, then the Continent (Calais included) was off limits for the rest of the game as the French settled their own dynastic war. If the French Mercenaries were in play, they were not affected, but when used in battle and discarded there would be no place to reactivate them. For a freewheeling game, try this variant.
Scotland: It received similar treatment in our game. Edinburgh has been added to the mapboard as a 200-strength town/port. Combat in Edinburgh is allowed as it is in Calais. An event card to plague Edinburgh is added to the deck. The Guardian of Edinburgh has been added to the Crown Deck; it grants control of Edinburgh, 50 permanent troops outside Edinburgh and 150 troops when in Edinburgh. A Guardian to Edinburgh card was added to the Event Deck. The same penalties as the Captain to Calais imparts are imposed on Edinburgh should the Guardian not respond to this event. A 25-strength Scottish Mercenaries Crown Deck card is created, and these mercenaries are used just like the French are. A recall card is added, and we also incorporated a Scottish War similar to the French War discussed above. The only difference is that the survivors of a Scottish War return to Preston. Ireland: Dublin, an open 200-strength town/port has been added to our game. As combat is allowed in Ireland (unlike that of Scotland and the Continent), it was deemed that no combat could occur in the Dublin area. A plague card was added for Dublin. An Irish Mercenaries (50-strength) was added to the Crown Deck and treated just as the French and Scottish mercenaries; they could only be gathered in Dublin. A recall card was added; but the limits imposed by Mr. Williams in his article were not enforced. An Irish War was added; survivors returned to Milford's Haven. Finally, should the Lieutenant not return to Ireland if called by the event card, then Dublin becomes "part" of Ireland, thus allowing combat there for the balance of the game. Any defender of Dublin would receive the garrison benefit.
Refuge cards are now needed by the Lieutenant when in Dublin, the Guardian when in Scotland (not Edinburgh) and on the Continent (not Calais) by the Captain. As can be seen, each of the outer areas now has a 200-strength town/port, a plague for that town, a mercenary card, a recall for those mercenaries, an office, a call for that office, and a war. The effects of these cards for Scotland and the Continent are identical, while some of those for Ireland are slightly different. These rules add few complications to the play, and bring in an excitement and flavor worth the trouble.
THE CHURCH
The Clergy received excellent treatment in Mr. Williams' article. Our group has gone a step further. Bishops now have their own counters! Blanks were used, and each Bishopric received its own identity. Small changes in the rules are needed to make this transformation complete. In regards to events, battles, wars, plagues and the other pitfalls that may befall a bishop, the Bishop's die rolls for death and loyalty are those of a non-crowned Royal Heir. The Bishops will also need an extra Free Move card, just as Royal Heirs do when the stack they are with wishes to move extra areas. The Bishops, to pre vent capture, can be put to the sword just as Royal Heirs can. Any Bishopric done in this manner is automatically not loyal. This small change in the game has created a number of new strategies for us; many a player has quested for complete clergical power once his chances for an heir have vanished. The player with complete control of the clergy (and thus, the coronation) is a player to be reckoned with -- a true Kingmaker.
CONCLUSION
We have a few additions to the game that have not yet been playtested extensively, but that look promising. Try these:
1) If there is no sole King, Kings Pardon cannot be used.
2) If a faction holding an office card loses control of all of the cities and towns named on that card, it is discarded. (The Noble has been stripped of his office.)
3) One King's Pardon is designated "Yorkist" and one "Lancastrian". If captured by a Yorkist, the Lancastrian card is of no value; and vice versa. With this rule in effect, each card will grant a pardon to two pieces.
4) Before the start of play, allow each player to randomly draw one Raid or Revolt event card. This card may be held and played in place of the card drawn as an event in his turn. Both are then discarded.
There you have it. These variations in the rules for KINGMAKER, combined with some changes proposed in past articles, should make the hardiest knight quiver in his armored boots. Our typical KINGMAKER game is fast-moving, fun and furious. The amount of blood spilled in the game has increased. If your taste in intrigue runs in the same vein, try some of these suggestions. You won't be disappointed.
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