THE ENGLISH CIVIL WAR






INTRODUCTION
Card game for 2 players. 
Simulation of the British Civil Wars 1642-1649. 
One player is the Parliamentarians. 
The other player is the Royalists. 

VICTORY
The first player to control all 20 Territory Markers wins the game. 

TERRITORY MARKERS
Each player starts the game with 10 Territory Markers. 
Use coins or tokens or glass beads for markers. 

DICE
Several Six-sided Dice (D6) are needed. 

REGIMENTS
Regiments are the basic Military Unit of the game. 
Use chips or counters or figures to represent regiments. 

THE DECK
Players share a common deck. 
There are 2 Main types of cards: Battle Cards & Event Cards. 
Battle cards are further divided into 5 Suites: 
Tactics, Terrain, Troops, Leadership, and Morale. 

SETUP
Shuffle the deck. 
Each player starts with 10 Regiments and 10 Territory Markers. 

TURN SEQUENCE
Each turn has 8 Phases (and 3 Segments): 
1. Strategy Phase
2. Muster Phase
3. Declarations Phase
I. Skirmish Segment
II. Battle Segment
III. Siege Segment
4. Capitulation Phase
5. Plot Phase
6. Loss Phase
7. Support Phase
8. End Phase
Note that only one of the 3 possible Segments will be 
Conducted in a turn. 

STRATEGY PHASE
Both players fill their hands to 8 cards 
If the deck runs out, shuffle the discard and draw from it. 

MUSTER PHASE
Each player gains 4D6 Regiments. 
If a player is allied to the Scots, he gains an extra 1D6 Regiments. 
If a player is allied to the Irish, he gains an extra 1D6 Regiments. 

DECLARATIONS PHASE
Each player declares whether he wants to attack or defend this turn. 
(Players write their intentions down & then reveal them simultaneously)
If both players wish to attack, go to Battle Phase. 
If both players wish to defend, go to Skirmish Phase. 
If one player wishes to Attack, and the other wants to defend, the 
Defender must choose: 
1. Accept Battle (Go to Battle Phase)
2. Accept Siege (Go to Siege Phase)
3. Strategic Retreat (Go to Capitulation Phase)

SKIRMISH SEGMENT
Both players lose 1D6 Regiments in Raids and Minor Engagements. 
Skip Capitulation Phase. 

BATTLE SEGMENT
A Major Battle Occurs. 
There are 5 Aspects (Suites) to a Battle: 
Tactics, Terrain, Troops, Leadership, and Morale
The player who wins the most Aspects wins the Battle.
It is possible that Ties can occur.  
Each player may play one Battle card in each of the 5 Suites. 
Each Battle card has a Score. 
The higher score wins the contest for that suite. 
For the Troops Aspect, players add the number of 
Regiments they control to their Score. 
If you won a Battle or Siege last turn, get +2 to your Morale Aspect.
If you are defending in a Siege, get +2 to your Terrain Aspect. 
The winner loses 1D6 Regiments. 
The loser loses 3D6 Regiments.
In a tie, both sides lose 2D6 Regiments. 

SIEGE SEGMENT
The Attacker may decide he does not want to conduct a Siege. 
In this case, go to Skirmish Phase. 
A Siege is resolved like a Battle, except that there are fewer 
Cards in the deck that can be used in a Siege. 
Note: Leader cards can always be used in both Battles and Sieges. 

CAPITULATION PHASE
- In a Battle where both players were Attackers, the winner 
Takes 1 Territory Marker (TM) from his opponent. 
- In a Battle where one player was the Attacker and the other the 
Defender (Accept Battle), if the Attacker wins, he takes 2 TM. 
- In a Siege where the Attacker wins, he takes 2 TM.
- In a Strategic Retreat, the Attacker takes 2 TM.
The winner may play a Victory card to take 1 additional TM. 
Note: In a Skirmish or Tie, neither side wins TM. 

PLOT PHASE
Alliances allow a player to recruit more Regiments in Muster Phase. 
Once made, an Alliance is maintained until some other rule or card ends it. 
The Parliament Player rolls 1D6: 
On a roll of 5+ he makes an Alliance with Scotland. 
The Royalist Player rolls 1D6: 
On a roll of 5+ he makes an Alliance with Ireland. 
An Alliance with the Catholic Irish is not popular in England: 
The Royalist player must give 1 TM to the Parliament Player (Once only) 
The Royalist Player rolls 1D6: 
On a roll of 6+ he makes an Alliance with Scotland. 
Note that the 2 players can keep stealing Scotland back and forth from each other. 
The Protestant Parliamentarians will never ally with Ireland. 

LOSS PHASE
Each player loses 1D6 Regiments due to sickness and desertions. 

SUPPORT PHASE
The Troops must be paid. 
The Parliament player can support a number of Regiments equal to three times the 
Number of TM he controls. 
The Royalist player can support a number of Regiments equal to two times the 
Number of TM he controls. 
Excess Regiments are discarded. 
The Advantage Parliament enjoys is due to its control of London, the 
Major Ports, and the Fleet, a substantial advantage in populace and prosperity. 

END PHASE
Players may discard any cards from their hands they do not want. 


CARD LIST TYPE NOTATION
E = Event
B = Battle (Battle Only: Not Siege)
S = Siege (Siege only: Not Battle)
D = Defender
A = Attacker
R = Royalist
P = Parliament
T = Tactics
Z = Terrain 
X = Troops 
L = Leadership 
M = Morale
V = Victory 

COMMON DECK CARD LIST
Card Name:		Type	Score	Notes:
Charles I 		LR	6	4 copies in deck
Prince Rupert		LR	8	2 copies in deck
Oliver Cromwell		LP	10	4 copies in deck; All other Aspects +1
Sir Thomas Fairfax	LP	9	2 copies in deck
Earl of Newcastle	LR	5	-
Marquis of Ormonde	LR	4	-
Duke of Hamilton       	LR	3	Only if Royalists Allied with Scots
Sir Ralph Hopton       	LR	2	-
Lord Wilmot		LR	1	-
Sir Langdale		LR	1	-
Lord Fairfax		LP	7	-
Earl of Essex		LP	5	-
Earl of Leven		LP	4	Only if Parliamentarians Allied with Scots
Earl of Manchester	LP	3	-
Sir William Waller	LP	2	-
General Skippon		LP	1	-
Roundheads		XP	5	-
Ironside Cavalry       	XP	8	-
Cavaliers		XR	7	-
Wales			ER	-	Gain extra 1D6 Regiments in Muster Phase
Midlands       		ER	-	Gain extra 1D6 Regiments in Muster Phase
Lancashire		ER	-	Gain extra 1D6 Regiments in Muster Phase
Yorkshire		ER	-	Gain extra 1D6 Regiments in Muster Phase
Cornwall       		ER	-	Gain extra 1D6 Regiments in Muster Phase
Bristol			ER	-	Gain extra 1D6 Regiments in Muster Phase
Free Quarter		ER	-	Gain extra 1D6 Regiments in Muster Phase
Plunder			ER	-	Gain extra 1D6 Regiments in Muster Phase
Divine Right		ER	-	Gain extra 1D6 Regiments in Muster Phase
Aristocratic Support	ER	-	Gain extra 1D6 Regiments in Muster Phase
Continental Support	ER	-	Gain extra 1D6 Regiments in Muster Phase
Anglican Support       	ER	-	Gain extra 1D6 Regiments in Muster Phase
Calvinist Support	EP	-	Gain extra 1D6 Regiments in Muster Phase
Financier Loans		EP	-	Gain extra 1D6 Regiments in Muster Phase
Cloth Towns		EP	-	Gain extra 1D6 Regiments in Muster Phase
Monthly Assessment	EP	-	Gain extra 1D6 Regiments in Muster Phase
London			EP	-	Gain extra 1D6 Regiments in Muster Phase
East Anglia		EP	-	Gain extra 1D6 Regiments in Muster Phase
Command of the Sea	EP	-	Gain extra 1D6 Regiments in Muster Phase
Ports			EP	-	Gain extra 1D6 Regiments in Muster Phase
Customs Revenue		EP	-	Gain extra 1D6 Regiments in Muster Phase
Confiscated Land       	EP	-	Gain extra 1D6 Regiments in Muster Phase
Excise Tax		EP	-	Gain extra 1D6 Regiments in Muster Phase
Mobilize       		E	-	Gain extra 1D6 Regiments in Muster Phase
Propaganda		E	-	Gain extra 1D6 Regiments in Muster Phase
Reinforcements		E	-	Gain extra 1D6 Regiments in Muster Phase
Negotiations		E	-	Automatically succeed on a Plot Roll
Strategic Victory	V	-	-
Trap			T	10	-
Tactical Blunder       	T	5	Negate opposing Tactics card
Well Equipped		M	4	-
Well Trained		M	5	-
Demoralized		M	5	Negate opposing Morale card
Confident		M	6	Also Leadership +1
Crowded			T	7	Opponents Troop Score -15
Move Downhill		T	5	Also Terrain +2
Driving Rain		T	3	-
Depression		BZ	4	-
Battle Cry		M	3	Also Leadership +1
Isolated Flank		BT	4	Opponents Troop Score -10
Perceive Weakness	T	5	Opponents Terrain Score -2
Conviction		M	4	-
Taken in the Flank	BT	8	-
Strategic Blunder	E	-	Opponent must Attack this Turn
Steadiness		M	7	-
Rearguard		E	-	Battle Loser takes 1D6 less casualties 
Cannonade		T	3	Opponent loses 1D6 Regiments
Wounded General		M	2	Negate opposing Leader card
Resolute       		M	5	Defender gets Morale +2
Brave Fellows		M	6	-
Dogged Action		T	3	Both Sides lose 2 Regiments
Fortress       		SZD	10	-
Clash			T	4	Both Sides lose 1 Regiment
Elite Force		M	7	-
Scots Brigades		X	5	Only if you are allied with the Scots
Driven Back		M	6	Also Opponents Tactics Score -2
Press Advantage		T	5	Also Morale Score +2
Pitched Battle		BT	5	Both Sides lose 3 Regiments
Forlorn Hope		X	5	-
Dispirited		M	2	Negate opposing Morale card
Resounding Victory	V	-	-
Superior Numbers       	T	8	Play only if you have more Regiments
Stronghold		SZD	8	-
Put to the Sword	E	-	Battle/Siege Loser loses 1D6 Regiments
Bitter Campaign		E	-	Opponent loses 1D6 Regiments in Loss Phase
Mutiny			E	-	Opponent loses 1D6 Regiments in Loss Phase
Major Raids		E	-	Opponent loses 1D6 Regiments in Skirmish Phase
Iron Hats		X	5	-
Infantry in the Center	TB	2	-
Cavalry on the Flanks	TB	3	-
Relief Force		SXD	10	-
Artillery Exchange	T	2	Opponent loses 1D6 Regiments
Rally Cavalry		BT	8	Also Troop Score +5
Rout Flank		BT	5	Also Enemy Morale Score -3 
Flee the Field		BT	3	Enemy Troop Score -6
Rear Attack		BT	9	-
Scatter Cavalry		BT	4	Enemy Troop Score -5	
Regroup			BM	5	Negate Troop Score Penalty
Musketeers		X	5	-
Fighting Withdrawal	TB	4	Both Sides lose 1 Regiment
Exhaustion		M	2	Negate opposing Morale card
Confusion		M	3	Negate opposing Tactics card
High Ground		Z	6	-
Charge			BT	5	-
Poor Ground		BZ	4	Negate opposing Tactics card
Ridge			BZ	4	-
Ditch			BZ	3	-
Surprise Attack		BT	9	-
Out of Position		BT	4	Negate opposing Tactics card
Hedges			BZ	5	-
Dragoons       		X	5	-
Discipline		M	5	-
Breakthrough		T	7	-
Reserves       		X	10	-
Overwhelm		T	8	Play only if you have more Regiments
Melee			T	5	Both Sides lose 2 Regiments
Crushing Victory       	V	-	-
Decisive Victory       	V	-	-
Form Alliance		E	-	Automatically succeed on a Plot Roll
Counter Attack		TD	7	-
Falconets		X	5	-
Breach the Walls       	AST	10	-
Assault			AT	7	You lose 1 Regiment
Repel			DT	6	-
Pursuit			BT	2	Opponent loses 2 Regiments
Outmaneuver		BT	9	-
Loyalty			M	4	Also Leadership +1
Sword & Pike		X	5	-
Push of Pike		BT	4	-
Determination		M	4	-
Veteran Infantry       	X	5	-
Leader Killed		M	7	Negate opposing Leader card
Musket Volleys		X	5	-
March Out		STD	4	-
Bombardment		T	3	Opponent loses 1D6 Regiments
Storm Town		AST	8	You lose 2 Regiments
Thick Walls		SDZ	7	-
Treachery		M	5	Steal 1D6 Enemy Regiments
Garrison       		SDX	4	-
Slaughter		E	-	Battle/Siege Loser loses 1D6 Regiments
Disorganized		M	2	Opponents Morale & Tactics Scores -2 
Lose Coherence		M	3	Opponents Morale & Tactics Scores -1
Poor Deployment		T	5	Negate opposing Tactics Card
Angry			M	5	-
Gallant Resistance	DM	6	-
Ravine			ZB	6	-
Tracked Down		E	-	Defender must pick Accept Battle
Invade			E	-	Draw an extra 3 cards in Strategy Phase
Nightfall		T	6	-
Fleet Support		TP	5	-
New Model Army		PM	8	Also Tactics Score +2


LINKS
English Civil War

CARD SET AVAILABLE
Thanks Ron!
Card Set
























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