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