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Current Projects/In Development
Most recently published: Dragon Rage Second Edition, Flatlined Games, Belgium
(www.flatlinedgames.com), January 2011.
Britannia Second Edition, Fantasy Flight Games, December
05 (some
parts of Europe) & February 06 (US and rest of the West). Reprinted November 08 with German, French, Spanish, and Hungarian editions.
Those interested in playtesting Pulsipher games should write to me:
lew@pulsipher.net; and consider joining the Yahoo Group pulsipherplaytesting:
http://groups.yahoo.com/group/PulsipherPlaytesting
My Game Design Blog:
http://PulsipherGameDesign.Blogspot.com.
Thumbnails leading to maps are at the end of the page.
I am dividing the following into categories of games: "Euro-wargames",
"Brit-like games", and "others". Some of these games are currently under
consideration by various publishers, but I am not going to indicate that below.
Last revised June 2011.
Euro-wargames
These games are designed as crosses between "Euro" style
games and historical wargames. Among the characteristics I'm aiming
for:
"Any intelligent fool can make things bigger, more complex, and more
violent. It takes a touch of genius -- and a lot of courage -- to move
in the opposite direction." --Albert Einstein
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Eurasia
"2,000 years of history in 90-180 minutes". Two to five (six?) players
control empires of Europe and Asia as they rise and fall, from the Romans to
the Mongols. There are no chance elements in the game other than the choices
of the players. This sweep of history game is free-flowing, somewhere
between Britannia and History of the World. 17" by 26" board of Europe,
North Africa, and most of Asia, and 175 pieces.
For some years I've wanted to make a game with the virtues of Vinci
(simplicity, quick play, diceless) but without the faults (abstract feel,
"unrealism", severe leader-bashing and kingmaking, no economy).
Eurasia has a board that actually matches reality, and the empires (and
their special powers) are historical, yet it has free-form play rather than
the so-called "scripting" of Britannia. It seems to be 90 minutes to
two hours. It could be described as a cross between Vinci ,
History of the World , and Britannia.
Yes, the board is the entire continent of Eurasia with N. Africa included!
In 47 areas... see graphic below. |
Seas of Gold
(Italian Maritime Republics in the Era of the Crusades)
Game
"treatment" for
publishers.
Playtester reaction has been exceptional--the most
favorable I've ever seen, except for Law & Chaos. And I've had several dozen
games playtested over the years. This game is closer to "Euro-style" than any other that is far
along in testing, though typically longer than most Euro games. Players compete to accumulate gold, culture points,
and islands in the Mediterranean world. Players must plan their use of
"Action Cards" that restrict what they can do at a given time. They
lay down six Action Cards at the start of each round (four rounds per
game), then play each card in turn. Each player controls 6-15
pieces (armies and fleets) during the game. While aggressive play may
gain control of more islands, it is also expensive. Event Cards help
alter the course of play, though not radically. This system works very
well, and has already spawned three other games. |
Colonia
I think of this as the "one hour wargame". It roughly represents
colonization in the ancient Mediterranean, followed by empire-building and
warfare. It is possible to win without fighting other players (though
you're likely to fight barbarians). Players choose their "action" from
amongst a limited set of choices and play their choices simultaneously.
These actions include Diplomacy as well as Trade and Colonization, amongst
others. Players then execute in "initiative" order, some actions
having better initiative than others. They score at the end of each of
three rounds, one point per "progress" marker and one per colony.
There is no chance in combat, in fact dice are not used at all. Event
cards add historical flavor and variation to the game. Is it
really one hour? With a strict time limit, yes; otherwise it can take
closer to two. There is a slightly more complex version, as well. |
Stars of Gold
This game uses some of the principles of Seas of Gold, but is a game
of exploration, expansion, and exploitation of a galaxy. Inevitably,
it is more "wargamy" than Seas. Unlike most games of this type, chance
plays very little part (even in the exploration) in the game. |
The Rise and Fall of Assyria:
History of the Ancient Near East
"2,000 years of early history in two to three hours". Two to five players
control ancient empires as they rise and fall, including the dour, hated,
ultimately doomed Empire of Assyria. There are no chance elements in the
game other than the choices of the players. This sweep of history game is
much less restrictive than Britannia (though there is a four player
Britannia-like version) but much more historical than History of the World.
2 to 3 hours. 17 by 22" board of Egypt, Anatolia, and the near east, and 200
pieces.
This is a cross between Eurasia and Britannia. Each player
controls just two nations at a time, but will control several over the course
of the game. It follows, more or less, the history of the area in
ancient times. There is also a free-form version (like Eurasia), and a more
historical version reminiscent of Britannia, but no dice--though there is an
option to use dice. With that title you can figure that the game covers
ancient near-eastern
history, 2600 BC to 500BC, Mesopotamia, Anatolia, Armenia, and Egypt.
55 cards, less than 300 pieces. |
Dominance
of the old World
This game is meant to fill the niche occupied by Risk (and
later by Vinci), while fixing the major problems with traditional Risk--so
it ends up being quite unlike Risk.
That niche, of course, is a simple, easy-to-play, abstracted
wargame. Dominance has two boards, of Europe and of S.E. Asia, but no
specific time period or technology.
How Dominance meets the five complaints about traditional Risk
Length. Risk can be very long. Dominance is about two hours,
depending on the number of players and their experience. I think experienced
players could keep it to 90 minutes. However, Dominance is a
strategic game, and players typically like to think about their options.
Too much Dice/luck. There are no dice in the standard version of the
game. Variation is provided by Event Cards. (There is a more Risk-like
version that uses dice but no Event Cards.)
Downtime. Sometimes players wait too long for their turn. Dominance
uses a "committed intent" Action Card mechanism. Players all play their card
face down, then turn them face up and play in initiative order. This varies
the turn order and limits what a player can do when it's his turn, so he's
less likely to think about it for a long time when he plays.
Employment of Mass. In Risk, 40 armies attacking 2 get no better
results than 3 attacking 2. When a mass of armies is used, they should take
effect. But in Dominance the number of armies is limited by territories
owned, so no more than about 50 will be in play altogether.
Player elimination. Since Dominance is a turn-limited point game, and
players can submit rather than be wiped out, player elimination is quite
rare.
We end up with a simple, strategic game with lots of
replayability.
|
Pleiades Cluster
A science fiction game involving war, technology, and culture for 2-6
players. Uses a version of the Dominance game system. It
is possible to win without resorting to warfare, but you have to defend
yourself... A two hour light (war)game.
110 cards, mid-size board, straightforward pieces |
Germania
Game
"treatment" for publishers
This game roughly represents the history of the Germanic invaders who
destroyed the West Roman empire, then themselves suffered invasions from the
east, south, and north.
My objectives here were to have historical game meet "German" or "Euro"
game. Hence I wanted a relatively short game (as multiplayer wargames
go), 90 minutes to two hours, no player elimination, little chance and no
dice used in combat , no
record-keeping, a lot of change (fluidity) over the course of the game.
The game is for 2-6 players, though best, I think, with 3-5.
Despite the resemblance of the name to Britannia, it is quite different.
|
Britannia-like games
(Note: under US copyright law, no one can own game systems, ideas, and
techniques. See
http://www.copyright.gov/fls/fl108.html.
) |
Barbaria (formerly Dark Ages)
I would call this game the natural successor to Britannia. This
game covers the period from the fall of Rome to the Mongol invasion of
Europe.
There are three versions. The two smaller ones use the same board:
one is a 90 minute game using "picture dice", the other is diceless.
Both can use plastic figures. This is
aimed more at "Euro" fans, though I wouldn't call it a Euro game.
The largest version, for FIVE players rather than four, is played on a
board with more areas, is of the more epic sort.

Normannia: the Vikings in the West
Diceless combat. The developed version is 8 turns and simpler than
Britannia, as is true of many of these games. The map depicts all of
Britain, Ireland, and much of France and NW Germany. |
Hibernia: the Early History of Ireland
"Chieftains, High Kings, and Vikings warring on the Emerald Isle." This
is a combination of Britannia-like game and "block game". Three
players (in itself as unusual as the setting) each control three or four
nations in Irish history, from Christianization to the end of the Viking
invasions. Each nation has independent point objectives, the player scoring
the most points wins. Blocks provide "fog of war". 17 by 22" board of
Ireland, 67 blocks, 27 cards, dice, and pieces representing
monasteries, leaders, and forts/towns.
|
Arthuria: Adventus Saxonem
"Can Arthur save the Britons?". Three to five players each control five
or six nations in English and Welsh history, from the Roman invasion to the
Norman incursions. Each nation has independent point objectives, the player
scoring the most points wins. The game resembles Britannia, but is smaller,
shorter, and simplifies scoring. 2 to 3 hours. 22 by 33" board of England
and Wales and leww than 200 pieces.
Begins with "Adventus Saxonum", the coming of the Saxons, and ends around
700. Arthur plays a prominent part as Warlord (not King) of the
Britons, who throw back the initial English invasion, then succumb.
Players "choose up" sides (the nations they'll control) for greater variety. |
Caledonia: the Early History of Scotland
"Scotland the Brave-before it became Scotland". Four players each control
five or six nations in Scottish history, from the Roman invasion to the
Norman incursions. Each nation has independent point objectives, the player
scoring the most points wins. The game resembles Britannia, but is smaller,
shorter, and simplifies scoring. 2 to 3 hours. 17 by 22" board and less than
200 pieces.
This game is much like Britannia, but smaller and shorter. Scottish
history, from the Roman invasion to the Normans and Norwegian king Magnus
Barelegs. |
Hellenia: Alexander's Successors and the rise of Rome and Carthage
This game depicts the struggle of Alexander's Successors and the rise of
Rome and Carthage, 313-146 BC. It's a very LONG board, with a lot of
spaces, resulting in a fairly long game. |
Frankia: the Birth of France and Germany
"The Merovingians, Vikings, Charlemagne, Saracens, Holy Roman Empire,
Magyars, and more"
There are three scenarios in this diceless Britannia-like game, from the
fall of the Roman Empire (406-814), from the Treaty of Verdun until
the Battle of Bouvines (843-1215 or so), and a three player scenario from
1215-1492. Each scenario is eight turns. The board and number of
pieces are smaller than in Britannia, thanks to a relatively bloodless
card-based combat system. |
Invasions
(Formerly "History of the British Isles".)
This game covers the same period as Britannia, but includes Ireland.
There are 21 areas, nine turns, about half as many armies, and much
simplified point scoring. Battle cards are used instead of dice.
There is an optional version using Event Cards. Intended to be played
with plastic figures. You might call this "Britannia as it
would be designed today". 
"Gateway" Version
of Britannia
This is a highly simplified version of Britannia, not
designed with the intention to market, but more as a way to introduce people
to the idea of a "sweep of history" game in an hour to an hour and a half.
Yes, it really is that short. See the Eurobrit Yahoo group for more. |
Other games
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Kung Fu
This is a very simple card game (110 cards and a score
layout) with a kung fu theme, taking about 15 minutes to play. I
started with the idea of making a "game with no rules", but in a card game
that becomes too much like Fluxx, so I altered my objective, and ended up
with something that is curiously "more-ish". I am a great believer in
paying attention to playtesters, and people seem to like to play this game
multiple times when they get hold of it. This is as close to
a mass-market game as I have designed. A variation, with a
different deck, is Day of the Undead. You want to avoid having
cards in front of you, as you take wounds until you turn into an undead
monster. Last one alive wins. |
The Star Princes
"Take your interstellar inheritance before your brothers do!"
A fairly simple space wargame for two (or more) players. Kill your
sibling princes before they kill you and inherit your murdered father's
interstellar kingdom. There is a strategic (geomorphic) hex board and a
tactical board. Fog of war plays a part as ships begin face-down.
Dice are used in combat. Economy rules in the end, but often the game
is decided when a player's prince dies or his immobile orbital fort is
destroyed. (The board looks great, if I do say so myself.)
There are also special two-player scenarios such as an attack by killer
machines, rebels against the empire, and space barbarians.
The board looks great, if I do say so myself.
|
Currents of Space
Game
"treatment" for publishers This is a chess-like game that has no resemblance, in mechanics, to
chess. It represents two Galactic Powers fighting for control of a
galaxy. The "Currents" of the title refers to the paths that can be
followed by different types of space warships. |
French Revolution ("Anarchy") Game called Vive La
France
For 2-6 players.
Vive La France is a representation (but not simulation) of the anarchy in
France in the early days of the Revolution of 1789. The game began as a
representation of governmental anarchy... Each player represents no one
person or group, but controls a variety of groups or "factions". Each
faction has different goals, reflected in differing methods of garnering
Victory Points. When the game ends, the player who has collected the largest
number of Victory Points wins the game, regardless of the number of
provinces held or number of troops controlled.
|
Doomstar
A Stratego-like game in appearance, though much more fluid. Two
players each control a space fleet including such units as fighters,
"negasphers", and the "Doomstar". The objective is to destroy the
opposing command ship or planet. 20 minutes for the introductory game (19
pieces per player), which has proved to be very popular with playtesters. |
Law and Chaos
Publication contracted with Mayfair Games
This abstract game combines careful placement of "stones"
on a board with changing victory conditions and capture methods. 30-40
minutes. |
Viking Games
While redoing Britannia, I became fascinated with the Viking
Age; several games have arisen from this.
 |
Four player ("Euro-ized") Britannia-like game of the Viking Age in the
west (British Isles and Frankia). See Normannia. |
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"Viking Gold", symmetric
multi-player, along the lines of "Seas of Gold" , each player trying to
gain prestige to become a king in Scandinavia, but the action is in the
British Isles and Frankia. |
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A two-player "block game" of the Viking attacks on Frankia in the 9th and 10th centuries (but with no dice!).
|
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Varangians or Prince of Rus or Merchant Prince of Rus. The Vikings in the east, where they founded Russia. Symmetric
multi-player, again (distantly) related to "Seas of Gold" . Of the lot,
this most resembles a "Euro-style" game. |
 | A two-player game involving hidden forces (but not a "block game") of
the struggle between the Vikings and the Anglo-Saxons (hence involving the
Great Army, the Danelaw, etc.). Strong solitaire component. |
Sea Kings
"Land, Wealth, and Fame". A simple, short,
easy to play game using 84 custom cards, emphasizing the Viking trilogy
of desires. Players accumulate those three by raiding,
settling, trading, and discovering new places. Includes a scoresheet,
an 8" by 11" map of the Viking Age, and figures or other objects to identify
each of 2-8 players. |
Gangsters:
Taking Care of Business
"It's not personal: it's just Business"
Game
"Treatment" for Publishers
2-6 racketeers try to build up their "businesses" (such as betting
operations) in a Prohibition Era city. While this seldom results in murder
(that's bad for "business"!), there is a lot of mayhem involved as thugs,
illegal liquor, hit men, the longshoremen's union, tax evasion, legal
"mouthpieces", bribes, crooked cops, Feds, and protection rackets come into
play. 55 cards plus 20 smaller cards, scoresheets. 30-40 minutes
While the game uses the hollowed (and familiar) "draw a card, play a
card" sequence, it is unique because everyone sees (and has a chance to take
and substitute) the card that ultimately goes to the player whose turn it
is. Except when a card is part of the initial deal, every player will know
who has, for example, the St Valentine's Day Massacre card, or the Eliot
Ness card.
The deck includes three major kinds of cards, rackets (which
score points at endgame), enforcers, and actions. The objective is to score
points at the end of the game (which occurs soon after the deck of 55 cards
is used up). During a round the top card of the deck is revealed; each
player in turn can swap that card for one in his hand, which then passes to
the next player; the last gets whatever is left. Hence players know who has
which cards, aside from the original deal. The last player plays a card onto
the table (representing three areas of the city), or plays an action card.
Enforcers protect your rackets and can "bust up" your opponent’s. The game
tends to have a building up phase followed, near the end, by a fairly
"bloody" phase during which many rackets and enforcers are removed from the
table.
This is a fairly complex family game, and a light game for
wargamers and others who do not mind "doing the dirty" to their competitors. |
The Four Elements
This is a Euro-like game, a race to "mastery of the four elements".
The Master of the Four Elements has retired, and the guild
is conducting a contest to select a new Master. You and several others are
trying to be the first to move through the Path of Mastery to reach the
central space. Each player has a specialty to help him manipulate the
elements. The key is to collect the right combinations of cards to move you
from one area to another along the path.
Aside from the board the game uses figures to represent the wizards, and
a deck of 64 cards consisting of element and color combinations.
Forced trading of cards is a feature of the game; dice are not used. |
Interstellar Master Miners (IMM)
This is a simple, fairly abstract game of placement and (in the "wargame"
version) movement. Two to eight players, relatively short.
Scourge of the Undead
"Avoid the undead"
This is a very simple "avoid the undead" card game for 2-8 players,
taking 30-45 minutes to play. It follows the standard mechanic of play a
card, draw a card, but the cards do a variety of things. Players try to
avoid having Undead cards in front of them, and play cards to cause the
undead to wound other players or move undead cards. If you lose all your
health points, you become Undead! Last to survive wins, though on rare
occasions everyone loses!. 110 cards, 8 by 11" scoresheet, two markers per
player. Rules 1,100 words not counting examples.
|
Dirty Tricks
"Of Course I'm a Nice Guy"
The game represents an attempt to win election to a major
statewide post such as governor or senator.
This game uses a deck of 55 cards plus 20 smaller cards, and
"coins" representing campaign funds.
The deck includes two major kinds of cards, voters (which
score points at endgame) and actions. The objective is to score
points at the end of the game (which occurs soon after the deck of 55 cards
is used up). During a round the top card of the deck is revealed; each
player in turn can swap that card for one in his hand, which then passes to
the next player; the last gets whatever is left. Hence players know who has
which cards, aside from the original deal. The last player plays a card onto
the table (representing three areas of the city), or plays an action card,
or uses campaign funds. Money can be used to entice voters from
another camp. There are televised debates, dirty tricks, media,
minorities,
This is not a "pretty" picture of how politics works.
Money counts for a lot. It is a fairly complex family game, and a light game for wargamers and others who do not mind "doing the dirty" to their competitors.
About 45 minutes, 2-6 players.
|
Zombie Escape!
This is a game played with cards, the cards providing the board, the
"pieces", and the events and occurrences. 110 cards and one die
required.
Young people (and some older ones) love zombies for some reason.
This game is about escaping from a reform school building that has become
overrun with zombies. Each player is a character (described on a card)
with varying capabilities. As they try to escape, characters come
across zombies, potential weapons, and other helpful items (such as fire
extinguishers).
There is no player elimination: if you lose a fight, you just retreat
back toward the starting location.
Whoever finds a door to the outside, and manages to get it open (they're
all locked), wins the game.
About 45 minutes for five players, works with almost any number of
players up to nine or ten. |
Scrooge!
" Mine!"
In this dice and card game for 3 to 8 players, the objective is to
collect target (objective) cards, often from other players, by meeting the
objective with a dice roll; when a player runs out of cards and the round
ends, the player with the most points wins. A game takes 15-40 minutes
depending on the number of players.
From descriptions of Knizia's Easy Come, Easy Go I gather that there is a
resemblance to this game. Scrooge was 95% developed before ECEG was
released.
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Warp
"Warp your way around the Black Holes and win the race"
This diceless, cardless game of strategy rewards a clear eye for angles
and possibilities. As with many classic games, it is simple to learn but not
simple to master. Two to four players try to move their spaceships to the
other side of the board before any opponent can. Place and use Black Holes
to slingshot/warp through crowded areas faster than your opponents. Watch
out for captures that will send you back to the starting line. Many
variations are included. 65 markers, 17" by 17" board.
It has been described by a tester as a cross between Chinese Checkers and
Chess.
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1914: the Lights Go Out
World War I in Europe and the Mediterranean, best for five players but allows 2-8. The
key to the game is a method of controlling neutrals, combined with
"committed intent" Action Cards. No dice are used. Units are
armies and fleets, which can be "depleted" without being destroyed.
Entrenchments are an optional rule, as the
"realism" of the trenches leads to a static game (surprise!).
Instead, it is
entirely possible, for example, for France and Spain to conquer Britain even as
British-controlled Italy temporarily takes Paris. |
Imperialism 1898:
the Scramble for Africa
The game represents the European "Scramble for Africa",
the grab for territory in Africa in the late nineteenth and early twentieth
centuries. The game is for 3-6 players. The Standard version is for five
players: Austria-Hungary, Britain, France, Germany, and Russia. Each player
is able to control some of the minor countries involved (Italy and Ottoman
Empire are the largest of these).
The game resembles Diplomacy in many ways, including simultaneous
movement, but is a victory point game, much reducing length and making
player elimination most unlikely.
|
18th Century: the Struggle for Hegemony in Europe
This is an historical game for three to five players. Each
of the ten Rounds represents about ten years of eighteenth century European
history. The game depicts the era of "civilized", limited warfare following
the reaction to the excesses of the Thirty Years War, and ends just as the
French Revolution and the change to national armies begins.
Bears some resemblance to Britannia insofar as each player
controls a different set of nations. Dice are used to resolve combat,
but in a unique manner. Fortresses are important, and armies are
rarely wiped out. Unlike typical Britannia-like games, the three and
five player versions are just as viable as the four player. |
Carolina Roll'em
Publication planned
Something like Law & Chaos, but there is no board or pieces, instead
players roll dice; the cards govern how many dice are rolled and the
objective of the roll. A very simple game for several players.
There's an element of "messing with" the other players, but chance still
plays a considerable part. Although the rules bear no resemblance, I had "Liars Dice" in mind as I
designed this one. Can be played by younger kids and older
grandparents. 110 cards, six dice, one scoring marker per player,
scoring sheet. |
AARRRRH!
"Fortune sits on the shoulder of him what schemes." Two to seven players
are pirate leaders capturing ships on the Spanish Main. Begin with a pirate
cutter, recruit more crew, avoid the hunting warships, add ships to your
fleet, interfere with your rivals, capture a town or Spanish silver fleet if
you're lucky, and accumulate the most Loot to win. The game uses hands of
specialized cards (110), and dice. A "screwage" game something like Bang! or
Nuclear War but without player elimination.. 1 to 2 hours depending on
players. "Beware the Black Spot!"
A card-based. turn-based game where players are pirates trying to get
loot (usually by capturing ships) on the High Seas. Influenced both by
history and by romantic and fictional ideas about pirates.
Like Zombie Apocalypse, this is a "screwage" game--you have many
opportunities to mess with your friends/mates.
110 cards, miscellaneous markers, dice.
|
Survival!
"Can you cope with the aftermath of the apocalypse?"
This is a simple card game, with dice, for 2-7 players. Players represent
groups that have experienced the Apocalypse and are trying to survive (as in
The Road Warrior and Mad Max: Beyond Thunderdome). They collect
survival items such as vehicles, food, and medicine, which are periodically
used up as the players score survival (victory) points. They may
choose to raid other players to steal items. When you play a scoring card,
everyone can turn in matching survival items for points. Game length 30-60
minutes, 110 cards, two dice, 8 by 11" scoresheet, one or two markers per
player, rules under 2,000 words.

Tortuga: the Pirates Game
"Why did you do that to me?" "Pirate."
A simple diceless game for 2 to 7 players, suitable for families as well
as confirmed gamers. Players collect victory point cards, often by stealing
from other pirates; when you play a scoring card, everyone scores according
to the picture and color of the VP cards, with some restrictions. Variable
length according to point objective, typically half an hour but can be as
short as 15 minutes. 110 cards, 8 by 11" scoresheet, two (or three) markers
per player. Rules 1,100 words not counting detailed example. |
Zombie Apocalypse
"Run for your lives!" The Zombie Apocalypse is here, with each of
2-7 players representing a small group of survivors. The last survivor
"wins". The game uses hands of specialized cards (110), and dice. Players
often play zombies against other survivors. A "screwage" game something like
Bang! but without player elimination. An hour or more depending on number of
players.
"Send those zombies down!"
This Bang!-like card game has proved to be very popular with
college- and high school-age playtesters. Each person is a group of
survivors; when you've lost every person in your group to the zombies played
by other players, you become a zombie player. 110 cards, people
markers, dice. |
Battle of Hastings
A simple two-player game using cards to represent the Battle
of Hastings, 1066. Ancient and medieval battles were confused
slugfests, and this one offered no opportunities for flanking or clever
dispositions. In order to make it a more interesting game, I have
given players more control than Harold and William could have exercised.
55 cards, one die, markers for the two leaders.
Quick Guide How to Play (unformatted) |
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Player Layout, Seas of Gold |
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Arthuria: Adventus Saxonum |
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Enchanted Labyrinth |
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1 of 4 geomorphic sections |
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Star Princes |
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One board section |
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The Princes |
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one quadrant of four |
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Hellenia --Alexander's Successors and the Punic Wars |
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Frankia: the birth of France and Germany |
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Imperialism 1898: Scramble for Africa |
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18th Century: the Struggle for Hegemony in Europe |
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Other projects of note:
 | China history games (three of them) |
 | Crashing Suns multiplayer galactic war (hidden forces system) |
 | Fighting Suns |
 | The Two World Wars (different hidden forces system) |
 | Lost Continents --Mu,. Lemuria, Atlantis, flying saucers, dinosaurs! |
 | Byzantium (Britannia-like game) |
 | Iberia (Britannia-like) |
 | Asia: the History of Central Asia (Britannia-like game) |
 | Gwallia Cymru , Wales 390-1282 (Britannia-like game) |
 | Timesteps alternate world game |
 | India (Assyria-like) |
 | India (Britannia-like game, two short versions) |
 | Russia (Britannia-like game) |
 | RocketRally, a simpler, outer-space game using some of the methods of RoboRally, Warhamster Rally, and such |
 | Etherships! (D20, same subject as Spelljammer but without the
silliness and inconsistency in approach) |
 | Scalable battlefield rules for D20 fantasy games |

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