By Chris Engle
EUROPE 1755: England and France are already at war in North America. Can war with Prussia be far behind? Ever since the end of the War of Austrian Succession, Prussia have become ever more isolated. Now it faces a coalition of France, Austria, Saxony and Russia. Only England and Holland stand with her. DRESDEN, SAXONY: Just south of Prussia lies the lovely land of Saxony. The Elbe River flows through the middle of the land but there are no other natural barriers. This is unfortunate for Saxony since it will be the first battlefield should war come. Saxony is allied with Austria against Prussia but it will stand alone when war starts. Saxon generals know this and are making plans to defend. They have a good army and a strong fortress at Dresden. But the Prussians have the best infantry in Europe! It looks like it will be a long war. THE SPIES: Frederick commands that a careful survey be done of Saxon military preparations. He wants to know the strength and location of military units, in what state of repair the fortress is, who the commanders are and what their plans are. And he wants this yesterday! THE COUNTER SPIES: Saxony is an open enlightened society. Which means that spies can come and go much more easily than in Prussia. Security is supplied by Provost who patrol for deserters from the army (there are always deserters from the army) and mounted dragoons who enforce the law. This is the French model of policing, found throughout much of Europe. The Saxon army is in barracks in the fortress and only comes out to train. The generals want all possible spies followed and apprehended if they do anything. Of course this is impossible. Good luck! CAST OF CHARACTERS Count Hesselbach: A Saxon lord of intellect and wit. He is the lieutenant of police (i.e. the magistrate of Dresden). He commands the Dragoons and regulates public health. He is the judge in all court cases. THE LOCATIONS The Fortress of Dresden: A fort in the style of Vauban. It will be besieged in 1759 and 1760. THE TREASURES Plans to the fortress: These are located in the Palace. HOW TO USE THE PROPS Copy the information of the characters, locations and treasures to 3x5 cards. The location cards are laid down on a table to form a "map" of the play area. Each location is an "area". Character cards are set down near the location they are in. Treasure cards are also put down. (NOTE: The general's plans are put under Von Maxin because they are in his head.) Players can substitute figures for character cards and pretty maps or terrain for location cards. This makes the game a lot more fun to look at. MOVEMENT At the beginning of each turn player get a free move. They can move the characters they control anywhere they want to inside the area they are in. It takes an "Action/Argument" to move characters to a new location. (NOTE: The palace and fortress are inside Dresden so one can move from one to the other without an action. BUT unless you are "the right sort of people" you may not be let in!) RECRUITING CHARACTERS Players start with one character each. The players secretly decide which side they are on. They may take control of additional characters by using an "Action/Argument". Players may steal control of characters from one another. STEALING SECRETS To steal a secret a character must have access to it. If he does, then a player can make him go get the item by using an "Action/Argument." ARRESTING PEOPLE When something illegal happens, the authorities can arrest someone for it. Since this is the "Age of Reason" the arresting player must have evidence that the person did the crime! Players make up the evidence using their "Action/Arguments." Players arrest a character using an "Action/Argument". CONFLICT Whenever a player does an action that will cause a conflict, the referee looks at the situation and decides which side is in the stronger position. That player then makes a free "Action/Argument" to describe the outcome of the conflict. If this fails, then the next strongest player makes an "Action/Argument." This continues until an argument succeeds. ACTIONS/ARGUMENTS Each turn each player gets to make one action/argument about what he wants to happen next. They player can try to do anything. One player, who has no character, is the referee. The referee decides how strong the action/argument is. This determines the roll the player must roll on one six-sided die for the argument to happen.
Strong 3,4,5,6 Average 4,5,6 Weak 5,6 Very Weak 6 Stupid 7! SECRET ACTION/ARGUMENTS Players may do secret actions by saying "Someone is doing something, but no one sees it happen". While handing the referee a written argument. The referee rules on the argument and the player rolls normally. The player's secret is a new treasure that other players may want to steal. MATRIX GAME VERSUS ROLE-PLAY GAME The game described above can be done as a role-play game or a Matrix Game. The idea of using one action per turn that is ruled on by a referee to determine what happens is a Matrix Game. It is simple and straightforward. It gives a quick fun game that is highly unpredictable but always logical. There are many more rules to Matrix Games not included here but these rules should work for a beginners' game. Role-playing could also be used, but my feeling is that that will entail a lot more work on the part of the players and referee. NEXT TIME AN EXTENSIVE EXAMPLE OF PLAY SO YOU CAN SEE HOW THIS GAME REALLY WORKS! Back to Seven Years War Asso. Journal Vol. XI No. 3 Table of Contents Back to Seven Years War Asso. Journal List of Issues Back to Master Magazine List © Copyright 2000 by James J. Mitchell This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |