Spice up your Renaissance battles with:

Chance Cards and Unforseen Events

These ideas for random events hve been used by the Jackson gamers for years. I will add more decks as I can find them or re-create them with my fuzzy baby-boomer memory.

Feel free to send us ideas that you may have for posting here. Make a deck of these by pasting the "random happening" to the back of index cards. We shuffle and each side draws five at the beganning of the game. Only one may be played per side per turn. In case of offsetting cards, so be it. Some of the cards will help you and some should be played AGAINST an opponent. None are bad for your own side.

Each of these has been tested with our own Jackson Gamers' Pikes and Gendarmes rules. They should also work with the variant The Sword and the Pike for Larry Brom's The Sword and the Flame rules set. We feel that they are adaptable with a bit o'work to almost any rules environment. Enjoy!

Discard each one after use unless it says to keep it!

IMPERIALIST ARMY ONLY

One of the enemy advancing units becomes disordered and movement stops. Play at any time during the turn.

One of the enemy's units will not stand to the charge of your pikement, but will rout instead - with all implicaations. Playthis card when it would test morale "to stand".

One of the enemy's units will charge your choice of one of your nearby units when this card is played, instead of whatever their commander wanted them to do!

One of the enemy's units will charge the nearest of your units when this card is played, instead of whatever their commander wanted them to do!

One of your brigades may add an extra die for movement this turn. Play when it moves.

One of your Cavalry brigades may add two extra dice for movement this turn. Play when it moves.

One of your Landsknect units is seized with hatred of the Swiss. They fight them even up (no plus for Swiss in melee) this turn. Play when melee is about to begin.

One of your units will stand to the enemy's attack without testing morale. Play when it is time to test "to stand" morale.

One of the enemy advancing units becomes disordered and may only move half normal movement this turn. Play at any time during the turn.

One of the enemy units has been issued bad powder. Halve the number of dice that it would otherwise roll this turn. This penalty also includes any attached light guns. Play when it is about to fire.

One of the enemy units receives conflicting ordrs and will not move this turn. Play at any time during the turn before it rolls movement dice.

THE FRENCH ARMY

One of your Cavalry brigades may add an extra die for movement this turn. Play when it moves.

One of your Cavalry brigades may add two extra dice for movement this turn. Play when it moves.

One of your Gendarme Cavalry units is the flower of France and fresh as a daisy. They fight enemy cavalry +1 in addition to any other modifiers this turn. Play as melee is about to happen.

One of your Gendarme Cavalry units is the flower of France and fresh as a daisy. The infantry unit that they fight this turn will roll even dice, no plus for pikes or square, etc. Play as melee is about to happen.

The target of the attack of one of your Gendarme Cavalry units will halt and receive your charge at the halt (no counter-charge). Play as you move forward to melee.

One of your Gendarme Cavalry units is infuriated by the taunts of the enemy. They will not test morale for fire casualties nor "to close" morale this turn. Play when the unit would otherwide test morale.

THE SWISS ARMY

One of the enemy advancing units becomes disordered and movement stops. Play at any time during the turn.

One of the enemy's units will not stand to the charge of your pikemen, but will rout instead - with all implicaations. Playthis card when it would test morale "to stand".

One of the enemy's foot units will not stand to the charge of your pikemen, but will fall back, staying 6" in front of your men, and becoming disordered. It will take a D6 of deserter casualties. Playthis card when it would test morale "to stand".

One of the enemy's units will charge your choice of one of your nearby units when this card is played, instead of whatever their commander wanted them to do!

One of the enemy's units will charge the nearest of your units when this card is played, instead of whatever their commander wanted them to do!

One of your pike units will fight at +1 in addition to any other modifiers this turn. Play as melee is about to happen.

One of the enemy units has been issued bad powder. Halve the number of dice that it would otherwise roll this turn. This penalty also includes any attached light guns. Play when it is about to fire.

One of the enemy units shoots at half the number of dice that it would otherwise roll this turn, due to their quaking fear of your Swiss soldies. This penalty also includes any attached light guns. Play when it is about to fire.

One of your brigades may add an extra die for movement this turn. Play when it moves.

Due to extra pay, one of your units may close into close combat without testing "to close" this turn. Play when it would otherwise test "to close".

One of your brigades may move through broken or wooded terranin as if it were clear. Play when it moves. Keep this card as long as the units are in the bad terrain. Turn this card in when units are back in the clear.

The pike-armed units in one of your brigades may add an extra die for movement this turn. Play when it moves.


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