God Save Us from the
Fury of the Northmen

A Viking Raid Game

by Chris Engle

God Save Us, is a Matrix Game I plan to run by mail. Those of you who have read about MGs (Matrix Game) In the past may be wondering how this could be done since the game system requires players to Interact verbally. Well, I'm not certain It can be done, but I believe It can. In late winter I did some experiments with a fantasy MG call "The Quest for the Holy Grail." In it players wrote their orders on cards having only seen the presenting argument. It worked well, so I thought "why not try it with people spread out around the world?" Why not?

"How do you play?" you are probably asking. Nothing could be simpler, I say, Just follow the protocol.

1) Write a Counter Argument to the Presenting Argument. Make in the following format for my convenience.

    ACTIONYES the presenting arguments action happens, or NO actually another action happens.

    RESULT YES (see above) the presenting arguments result happens AND an additional result also happens YES (see above) BUT a different result happens than the presenting result. NO (see above) ACTUALLY a different action and result happen.

    REASONSGive THREE logical reasons, drawn from the matrix that support your argument.

2) Then write the Presenting Argument that you want to happen the next turn (with an ACTION, RESULT, and REASONS). If your Counter Argument wins then your Presenting Argument will be the next one up.

3) I will handle the rest. All you have to do is send In your orders promptly, and read the results. It is possible for a person to drop out of the game and then Jump back in, or for new players to Jump In as the play continues. So if you do not feel confident in the lot turn, Jump in later.

Now you are ready to pick sides. The Vikings are attempting to do three things: land, pillage, and get away. So they have to have at least three of the five turns of the game go their way. The Saxons win merely by preventing the Vikings from winning.

Once you have decided your side you get to write your first turn. The Vikings start off with the Initiative.

POSSIBILITIES

Raiders well organized into ships crews
Raiders well trained Raiders well armed Raiders have one leaders
Thanes lead Housecazls Housecarls well trained
Houscarls well armed Peasants organized into hundreds
Peasants are poorly armed Peasants are spread out
Peasants are slow to act Villages have food and animals
Thanes have horses Vikings have ships Monks have treasure
Monks are well disciplined Monks are poor fighters
Monestaries have stone walls Monks respected by Saxon
The many follow the few Numbers count in battle
Suprise is the best weapons It takes time to organize for battle
Shield walls withstand disorganized attacks It is bloody
Troops got disorganized quickly Berserks are strong fighters
Peasants do poor in battle Routing troop are easy to kill
It takes time to rally troops Defendinq walls is an advantage

PURPOSES

Raiders seek adventure Raiders seek to gain wealth
Raiders want to return home alive Raiders die fighting
Raiders remain loyal to their follows Berserk laugh at death
Berzerks fight and die Peasants want to protect their families
Peasants protect the farm Peasants live to fight another day
Thanes protect Peasants Thanes seek glory in battle
Thanes serve God Housecarls follow the Thane
Housecarls fight bravely Monks serve God Monks convert Heathens

COGNITIONS

Those who dit fighting go to Valhalla Loyalty to the leader is sacred All men are equal
Saxons are wimps God save us from the furry of the north men
Loyalty to the Thane Sacred Vikings are Barbarians battle is a place of fear Cry havoc release the dogs of War Battle is a good thing to run from It is disgraceful to let friends down

EMOTIONS Fear Anger Sadness Love Shame Greed Lust Sloth Pride Variety Grief Jealosy Faith Loyalty Firm Friendship
Inconsistensy Competitive Self Preservation Self Sacrifice

PHYSICAL REALITY

Mounted men car; travel anywhere in one turn
Walking men take two turns, to reach destinations
Ships: Carl land anywhere on the coast
Ship: can move anywhere on the coast in one turn
Rough terrain slows men down Rain is common en down Rain is common
Rain limits perception Men can not react to what they carn see
Men who act more than two turns in a row are fatigued
Fatigued men move slower Fatigued men poor in combat

Viking players will write Presenting Arguments this time. All you Saxon players write Counter arguments to the following Presenting Argument

    Action England is at peace.
    Result Nothing happens.
    Reasons 1) Peasant organized Into Hundreds.
    2) Peasants are spread out.
    3) Peasants axe slow to act.


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© Copyright 1989 by Chris Engle
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