Friday, 17 July 2026

Port Royal Solo: Turning the AI Into a Deck of Cards

 

Making Port Royal Solo Easier – Printable AI Cards, Event Cards and Deployment Deck

One of the few things that slowed down my solo games of Firelock Games' Port Royal was constantly flicking through the Opposing Forces rules. The AI itself is actually very straightforward once you understand it, but the presentation in the rulebook can interrupt the flow of a game.

So I decided to turn the solo system into a deck of printable cards. Now I simply draw a card whenever an Opposing Force activates and leave the rulebook on the shelf.

These are unofficial player aids for personal use. You'll still need the Port Royal rules, but I find the cards make solo games much faster.

The printable pack contains:

  • 12 Opposing Force AI cards
  • Matching card backs
  • 10 Event cards
  • 10 Scenario Variation cards
  • 5 Deployment cards
  • 10 spare Deployment backs
  • Quick Reference Sheet

The Solo Rules cards

Once you strip it down, the AI only has three steps.

  1. Who activates?
  2. Draw a card.
  3. Follow the instructions



This is a 12 card spread.  They come out quite small.  I actually printed them for myself as two 6 card groups on A4 sheets to make them easier to read!

I like streamlined solo systems, and actually replaced the cards entirely with my own.  These are the size of playing cards.
Draw it. Read it. Do it.

Everything needed is printed on the card.


The Scenario variations cards.

The Scenario Variation cards are better suited to cards than the Event Table, because you only need one Scenario Variation each game and can simply shuffle and draw one instead of rolling a d10.

I made a set of 10 Scenario Variation Cards in exactly the same style as the Event Cards:


Each card has:

  • Large number in the corner.
  • PORT ROYAL title.
  • Red SCENARIO VARIATION subtitle.
  • A simple black icon (warning sign, angry mob, gold ingot, crossed pistols, blazing sun, hourglass, fog, crossed swords, treasure chest, yin–yang/skull, etc.).
  • The rules rewritten into concise bullet points rather than copied verbatim, making them much easier to use during play.

you simply:

Shuffle → Draw one card → Place it beside the table.

That fits perfectly with the Solo AI deck.


The Event Cards

The ten event cards speak for themselves

An event is rolled, or a card draw here, in Port Royal only when there is a tie on an initiative roll in the opening turn. If the players tie for initiative on the very first turn, you can roll a d10 on the Event Table to determine a random, thematic effect.

Or just draw one of my event cards!

Be aware that this is a one off.  In standard gameplay, events are not checked or rolled in every subsequent round. This differs slightly from the sister game, Blood & Plunder, where random events are typically generated by drawing a "Joker" from an activation deck


Lastly the scenario deployment cards.

I did these with the card backs on the same sheet, again ten cards.  I think these deployment maps are actually much more useful as cards than as pages in the rulebook. Rather than finding the page each game, you can simply draw one and place it beside the table

Each card contains:

  • PORT ROYAL
  • DEPLOYMENT
  • Large deployment diagram reproduced in colour.
  • Deployment name.
  • The special deployment rules beneath the map.
  • Small reminder:
    • Blue = Active Player
    • Red = Reactive Player
    • Yellow = Objectives/Plunder (if used)

Backs (5 Cards)

Matching my grouos of 10 cards:

  • White background.
  • Centre title: PORT ROYAL DEPLOYMENT
  • Small engraved flintlock pistol beneath.
  • Thin Victorian-style divider.
  • Black & white only.

After a few solo games, I found I was hardly opening the rulebook at all. Draw a card, resolve the activation and carry on playing. That's exactly what I wanted.

If you're a solo Port Royal player, I hope you find these as useful as I have. Feel free to download them, print them out and let me know how they work in your own games

Sharpsburg ACW

Confederate General Robert E. Lee's Army of Northern Virginia fought Union Major General George B. McClellan's Army of the Potomac near Sharpsburg, Maryland, and Antietam Creek on September 17, 1862 

This was the first field army–level engagement in the Eastern Theater of the American Civil War to take place on Union soil. It was the bloodiest day in American history, with 22,726 dead, wounded, or missing on both sides. 

The Union Army suffered heavier casualties than the Confederates, but the battle was a major turning point in the Union's favor.

Sharpsburg.  The Club President did an excellent job with this terrain.

The Union come on against a defensive Rebel position

And they march on the Antietam creek to our front.

A top down view 

The first Union assault on the improvised defensive line.

The Confederate reinforcements come on.

And Lee throws back the assault standing with Hill's Division.

The Rebels block the tord

An assault on the Dunker Church position.  Seen off.

The Yankee cavalry gets too close, and is routed.

A great card run for the Confederates sets up our defence.  The Union are rocked back.

And two rolls of double 6 in one game halves the Union morale.

The end shot, with the Union falling back on all sides.

And the Young Napoleon retreats   ole Bobby Lee has whupped them fine...

Great game, and what a fabulous look.  

Thursday, 16 July 2026

Infamous, Infamy

Deep in the German Forests our Roman Infamy forces clash, first game a Roman Legionary force with a renegade Auxilia group.

 
That 6" square area is the Roman deployment zone...

We advance the legion into broken ground using the Auxilia in skirmish order to guard the flank.

The Renegade Auxilia group come on.

Loads of spear chucking.

And the big clash.  The Legion and Auxilia are pretty evenly matched.

Endgame at that point.

On to game two.

The Romans face a German Ambush.

The terrain.

That 6" square deployment zone again.  Difficult to plan with that much restriction.

We split right and left.  Trouble is my Auxilia have had to deploy in thick woods, as sitting ducks, and can't easily get out of it.

The Germans come at us.  This is the Ublique scenario
  We have to get an engineer party off table.

The Germans move an ambush point on top of us.

I double step the Auxilia out of the woods, but only get one move.

The Germans catch us in the rear.  Of course.

And a ragged battle ensues both sides.  To be honest it felt as though we were lucky to hold following the ambush, but couldn't continue to even up.

A win for the Germans, but it's a closer system than this battle gives an impression of...

Saturday, 25 April 2026

A holiday in Brittany this summer!?

 

⚔️ BRITTANY, 1341-1364

Blood & Crowns Mini-Campaign

Set during the War of the Breton Succession 1341 to 1364


1. 🎯 CORE CONCEPT

“Armies are stable — loyalties are not.”

  • Each player has a fixed 200-point force
  • Alliances, contracts, and objectives change every turn
  • Cards drive payment, politics, mercenaries and chaos

2. 🎭 PLAYERS (4 FACTIONS)


🟥 House Montfort (English-backed)

  • Aggressive, mobile, longbow-focused
  • Bonus: cheaper English support
  • Goal: Secure the Duchy, destroy Blois influence

🟦 House Blois (French-backed)

  • Heavy cavalry, prestige
  • Bonus: noble loyalty rerolls
  • Goal: Secure the Duchy, eliminate Montfort

⬛ Free Company Captain

  • Flexible mercenary force
  • Bonus: can switch sides freely
  • Goal: Gain wealth + titles

🟨 Breton League (Towns & Nobility) although this could be non player.

  • Defensive, political
  • Bonus: fortifications & income
  • Goal: Prevent either side dominating Brittany

3. 🗺️ CAMPAIGN MAP

Use 6–8 regions (e.g. Rennes, Nantes, Brest, Vannes, Dinan, countryside zones).

Each region provides:

  • Income
  • Levy (optional reinforcement)
  • Influence (for victory)

4. 🧱 ARMIES

  • 200 points per player (Blood & Crowns)
  • Fixed retinue for the campaign
  • Themed by faction (English / French / militia / mercenary)

Armies:

  • Persist between games
  • May gain honours (cards)
  • May suffer temporary effects

5. 🔄 CAMPAIGN TURN (3–5 TURNS TOTAL)

Each turn represents ~ maybe 6 months.


5.1 🃏 Card Draw

  • Each player draws 2 cards

Cards are:

  • Currency
  • Titles and honours
  • Scenarios
  • Mercenaries
If you draw a scenario you must play it.  Scenarios with higher scores trump lower.

5.2 🤝 Diplomacy & Contracts

Open negotiation:

  • Hire other players
  • Trade cards
  • Form alliances

Deals are binding for that battle only unless stated.


5.3 🗺️ Campaign Actions (Choose One)

  • Attack a region
  • Support/defend an ally
  • Raid
  • Fortify (defensive bonus next turn)

5.4 ⚔️ Scenario Selection

Each player plays one Scenario Card (1–6) face down.

Reveal simultaneously: 👉 Highest card determines the scenario


🎲 SCENARIOS

1 – Meeting Engagement
Random deployment, no advantages

2 – Ambush
Defender scattered, attacker gains surprise

3 – Relief of a Stronghold
One side fortified, relief force possible

4 – Raid & Burn
Small game, destroy objectives

5 – Escort / Intercept
Protect or capture baggage/noble

6 – Field Battle
Standard Blood & Crowns


5.5 ⚔️ Battle Resolution

  • Fight using Blood & Crowns
  • Allies may participate
  • One player claims the region (pre-agreed)

5.6 💰 Rewards

  • Gain income from regions
  • Bonus cards for:
    • Victory
    • Objectives
    • Key locations

6. 🃏 CARD SYSTEM

Card Types


💰 Gold

  • Used to:
    • Hire players
    • Pay mercenaries
    • Influence outcomes

🎖️ Titles & Offices

Persistent bonuses + Victory Points

Examples:

  • Knight Banneret (+1 combat)
  • Marshal (+reroll)
  • Warden (+defence bonus)

🪓 Mercenary Companies

  • Add units temporarily
  • Must be paid each turn
  • May desert or switch sides

🇫🇷 French Support

  • Knights, gold, commanders
  • Strong cavalry bonuses

🏴 English Support

  • Longbows, gold, veterans
  • Strong ranged bonuses

⚓ Naval Support

  • Coastal movement
  • Genoese mercenaries
  • Cinque Ports raiders
  • Blockades
  • Bombardment

🗡️ Intrigue Cards

  • Bribes
  • Delays
  • Betrayals
  • Secret treaties

7. 🤝 ALLIANCES

  • Players may combine forces in battle
  • Rewards must be agreed beforehand

Optional:

  • Secret deal cards revealed at battle start

8. 💥 OPTIONAL RULES

Uncertain Loyalty

Before battle, allied contingents roll:

  • 1–2: delayed
  • 3–5: normal
  • 6: bonus activation

Fickle Loyalty

After battle:

  • Roll for key nobles
  • Failure → may switch sides next turn

9. 🎖️ SUPPORT COMMANDERS

Powerful one-battle characters.


🇫🇷 Bertrand du Guescelin

  • Retinue: men-at-arms + crossbows
  • +1 in Ambush / Raid
  • Terrain advantages

🏴sir Robert Knollys

  • Retinue: longbows + men-at-arms
  • +1 in Raid / Field Battle
  • Gains bonus gold for victories

⚔️ Sir Hugh Calveley

  • Mercenary wildcard
  • Can change sides
Others possible, Sir John Chandos,
The Dolphin, the Duke of Anjou...

Use:

  • Duration: 1 battle

After use:

  • 1–2: gone
  • 3–5: returns to deck
  • 6: retained

10. 🏆 VICTORY

After 3–5 turns:

Score:

  • Regions controlled
  • Titles held
  • Gold
  • Contracts fulfilled

Special Wins

  • Montfort / Blois:
    Hold Rennes + 3 regions → claim Duchy

  • Free Company:
    Most gold + at least 1 title

  • Breton League:
    No faction controls >50%


Hidden Objectives - setup cards

Examples:

  • Control 2 ports
  • Betray an ally
  • Win as defender
  • Gain most wealth

11. 🧾 COMPONENTS

  • Campaign map A3 plastic covered
  • 4 armies (200 pts each)
  • ~50 cards total:
    • 6 Scenario cards
    • Gold and loot cards
    • Title cards
    • Support cards
    • Intrigue cards

12. 🎭 DESIGN INTENT

  • Fast campaign (3–5 sessions)
  • Minimal bookkeeping
  • Maximum negotiation
  • Constant shifting alliances

👉 Plays like: Kingmaker + medieval warfare + backstabbing.




Friday, 27 February 2026

The Ōhaeawai Pā Reconnaissance

Game 2: The Ōhaeawai Pā Reconnaissance

Campaign Context

Following the skirmishing around Kororāreka and the Flagstaff, British commanders advance inland toward the newly constructed pā at Ōhaeawai. Intelligence suggests a strong position, well prepared for an assault



Version 1

Version 2.  Much better I think.

The Māori defenders fully expect an attack.


Forces

British Reconnaissance Column

  • 1 British Officer (Major or Captain)
  • 2 Line Infantry Units
  • 1 unit sailor boys
  • 2 Militia Units
  • 1 Colonial or Armed Police Unit
  • 1 Field Gun with crew (6-pdr or similar)
  • Optional: local guide or interpreter

Māori Defenders

  • 1 Greater Ariki 
  • 1 Lesser Ariki 
  • 4 Warrior Units
  • 1. Shotgun unit
  • 1 Paheka unit
  • Ōhaeawai Pā defenses: rifle pits, palisades, traverses

Māori players should feel confident they can punish an assault.

“The British are advancing on the Pā and appear to be preparing for an attack.”

They must keep two groups as a Pa garrison.


Table & Terrain

  • The Pā occupies one short table edge.
  • Dense bush and broken ground dominate the approaches.
  • low ridge or spur sits 18–24” from the pā — this is the true British objective.
  • Narrow tracks and gullies channel movement.

Objectives

Māori Objectives

The Māori win if they:

  • Prevent both British objectives by Turn 6
  • Force the withdrawal, capture, or destruction of the artillery
  • Kill the British Officer
  • Inflict serious casualties (British morale collapse or 50% losses)

British Objectives (Primary)

The objective is to probe the Pā, test the defenders’ reactions, and—most importantly—identify and secure ground suitable for a breaching battery.

The British win if either condition is met:

  1. Battery Siting

    • Move the field gun onto the designated ridge
    • Unlimber.
  2. Reconnaissance

    • A British officer must approach within 12” of the Pā works
    • Then withdraw safely to British lines

Both may be attempted, but neither requires storming the Pā.


Special Rules

“Holding for the Storm”

For the first two turns, Māori units within the Pā may not leave it unless fired upon.

  • They are waiting for the assault.
  • After Turn 2, all restrictions lift.

Possible House Rules

“Harassing Fire”

Māori skirmishers in cover may:

  • Fire and immediately withdraw 2”
  • Once per game, conduct a sudden close-range volley before retreating

This tempts the British to overreact.


“Firing into cover”

All troops:

  • If a unit is seen at the edge of New Zealand tree, shrub and fern area cover it is revealed and in line of sight for the remainder of the game, even if it then "takes cover" away from the edge.

End of Game & Campaign Effects

If the British Succeed

  • Game 3 becomes “The Bombardment of Ōhaeawai”
  • British artillery begins the next game already emplaced
  • Māori morale suffers a small penalty (they were outmanoeuvred)

If the Māori Succeed

  • Game 3 becomes “The Failed Battery”
  • British must assault with limited or no artillery support
  • Māori gain confidence bonuses and improved fieldworks

The Ōhaeawai Pã

That is a horrendously strong position!

The British Regulars advance quickly, using the ridge as cover.

And the Captain pushes them on

The Militia press forwards too, but the terrain channels attackers into killing zones.

The Sailor boys go a little mad and charge out of cover

But we sight the battery.

The Maori realise we aren't attacking.  They begin to swarm forwards.

But fire from the regulars and militia does some damage, staggering what us now a Maori attack.

The Sailor boys jump back into cover!

My Officer exposes himself as he gets within 12" of the Pã line.  

The Militia give up on the third objective.  We consolidate into a defense.


The Sailor boys charge.  The Maori recoil shaken.

But the shotgun armed Maori charge the victorious sailors, who are themselves knocked back.

In fact they are recoiled onto the objective.  A few key dice decides it.

The Regulars recoil from the weight of Maori fire.

And turn 6. It's the end game 

The Maori have suffered from the British fire.

But the British only hold one objective, the other being contested, and have lost 25% of the force

The battery is however sighted.  But it's a defeat snatched from the jaws of victory.  

And the Port Royal Chronicle called it a "stalemate."  The 25% of our force lost and the fact that the Maori didn't know the objectives until half way through, and then still won one and contested a second, indicate it was actually a pretty grim loss.

The miniatures are pretty though for a random eBay buy!  Some of my better painting and a nice enjoyable terrain project.