On my return to Durham from Cyprus in a couple of weeks time I'm planning to play some 54mm multiplayer games of En Gardé. My figures are for the Bishop's War, early 17th Century. Weapons are swords, firelocks and one very nasty blunderbuss.
I will run through the rules with the Players, who will be given:
I will run through the rules with the Players, who will be given:
- A simple QR sheet that is pretty much unnecessary after you have played a couple of turns
- A detailed index card for the characters in your trained band, explaining their actions and abilities... as well as individual character weaknesses.
- Drawing Minor Objectives for victory Points, as well as Loot.
- Explain the Scenario and assign warbands.
- I will control the Inn patrons, objectives and any plot points.
- Depending on the Number of players I can have up to six trained bands but that can be reduced down if necessary.
Once again the Queen's Head Inn is the focus for trouble in the Prince Bishopric. It is 1634. Thomas Moreton, Bishop of Durham, employs the Bishops Guard to keep the peace in the Prince Bishopric and along the border. They are tasked to defend against robbers, Smugglers, Scotchmen, fanatic Puritan Preachers and treasonous Catholic Aristocrats.
A Catholic Priest has been seen in the County. It is suspected that he is hiding in the Queen's Head Inn on the Durham Road. At the same time smugglers are delivering barrels of Olde Sack to the Inn.
The game is set for up to six players but this number can easily be reduced by combining forces.
There are four trigger areas on the map for random events specific to this scenario.
The Scenario
Capture
Two sides will attempt to take control of the Priest, all sides want that Old Sack.
SET-UP
• Forces: All sides are of equal points value.
• Terrain: For this scenario the Catholic Priest is located inside the Inn.
• Weather: Not inside the Inn, but outside dice for rain as per rules. No slow match can be lit or kept lit in rain, outside the Inn.
• Time of Day: Afternoon
• Deployment: Edge deployments.
VICTORY
Both sides are attempting to take control of the objective.object. To count as having control, a model must be in base-to-base
contact with the priest or brandy, not be Engaged and to have subdued him/hoisted it.
If one side controls the objective at the end of the game (or has been able to remove it from the board), it gains an additional 5 Victory Points.
GAME LENGTH
The game lasts for 12 turns.
Triggering Random Events within 12"
Roll D6. 5 or 6 to trigger an event
| 1. |
Doll Tearsheet the prostitute and her latest client run from the location heading for the Inn.
|
Location
| 2. |
The Fat Knight emerges from the location still in the process of relieving his bladder
|
The jakes
| 3. |
The Ancient Pistol emerges without his pants or hose.
|
The West Copse
| 4. |
Mistress Quickly`s prize sow bursts from the location charging for the nearest group
|
The South Copse
| 5. |
Jim the Keg boy emerges from the location with a suspicious air about him. Just what is in that keg anyway?
|
The barn
| 6. |
Bubbles McGurk attempts to lure one of the nearest group into the location, price 1 shilling.
|
Aims and Objectives
Inside the Inn: The Fat Knight is in the tavern with his cronies. He wants to rob any travelers he meets, but he is a mighty coward and only attacks on his terms.
The Knight and his henchman "The Ancient Pistol," are drinking with Father Dick Emery, a Catholic Priest, who is also the Scarecrow, a smuggler. Mistress Quickly, Doll Tearsheet, Bubbles McGurk and Jim the keg boy. (Jim is employed to randomly carry kegs around the Inn)
The Priest will move to the Priest hole to hide if strangers enter the Inn.
The West Road: The Duelist and Swordsman Basil of Rathbone starts on the West Road. He wants revenge on Captain Lee for the death of his brother. He is going to the Queen's Head. Rathbone is a Catholic and has been asked to protect the priest!
Rathbone's men are Fang, Snare, and Feeble. (Note that Soloman Whitemoore has an ancient grudge against Feeble, who he claims is the actual devil)
The Durham Road: The Bishops Guard begin on the Durham Road. They have heard that the Queen's Head is the source of smuggling in the area, Captain Lee of the Guards, with Kinsky his henchman, Lieutenant Cushing, Corporal Nym, and the swordsman Bardolph. Accompanying them are the Puritan Solomon Whitemoore, the Bishop's Witchfinder, with his man Tipple. Whitemoore is hunting Catholics!
The Sunderland Road: Starting on the Sunderland Road is Captain Quilp, the Pirate and Smuggler, with his crew Fenton, Vile, Perkins and Snare. Quilp has three barrels of Olde Sack he must deliver to the Inn.
The North Road: Sir Oliver Crumble, MP, Master Stanley Lorrel and the Army of Parliament. Sir Oliver has armed his men well, and intends to seek out the smuggling gang to buy their brandy or take it by force.
Rathbone (4) Rapier and Pistol.
Justice Shallow (3) Rapier and dagger
Vile (3) Longsword and buff coat
Feeble (2) rapier
Fang (1) sword
Snare (1) sword
Dick (1) Matchlock
Travers (1) Matchlock
Captain Quilp (3) Pistol and rapier, mounted
Sir Huge, the Fat Knight (3) Pistol and rapier
Ancient Pistol (2) two pistols
Solomon Whitemoore, Puritan (4) Pistol and rapier
Bardolph (2) Longsword and dagger
Nym (2) Rapier
Fenton (1) Matchlock
Perkins (1) Matchlock
Captain Lee (4) Longsword (Command, Duelist)
Lieutenant Cushing (3) Pistol and rapier (Command, Duelist)
Kinsky the Hunchback (2) (Agile)
Father Dick Emery, a Catholic Priest (1)
Mistress Quickly, (1) (Beguiling)
Doll Tearsheet,
Bubbles McGurk (1) Dagger (Backstabber)
Jim the keg boy. (0)
Plot points
1. The monologue of a villain
2. The purloined letter1. The monologue of a villain
3. The Lady's ring
4. A well known dagger
5. The curse of a dying man
6. A purse full of silver
7. A Catholic crucifix
8. A riddling poem by John Milton
9. The token of a lover
10. But I know this man!
11. My brothers will avenge me
12. "This is Treason!"
Loot
Purses of the wounded and slain D6 shillings
Loot from the surroundings in this scenario. D6 plot points.
If this game runs through quickly a follow up game will be Save the Priest/Burn the Priest where Our Heroes have to save poor Father Dick Emery from Public execution outside the Queen's Head.
4. A well known dagger
5. The curse of a dying man
6. A purse full of silver
7. A Catholic crucifix
8. A riddling poem by John Milton
9. The token of a lover
10. But I know this man!
11. My brothers will avenge me
12. "This is Treason!"
Loot
Purses of the wounded and slain D6 shillings
Loot from the surroundings in this scenario. D6 plot points.
If this game runs through quickly a follow up game will be Save the Priest/Burn the Priest where Our Heroes have to save poor Father Dick Emery from Public execution outside the Queen's Head.
Excellent idea. Although I do recall that some of your figures are not for the fainthearted! Is the club ready for the Fat Baron or Quilp's trousers?
ReplyDeleteOr indeed my scratch built Bubbles McGurk!
ReplyDelete