Lord Protect Us from the
Fury of the Northmen

A Dark Ages Matrix Game

by Chris Engle

"I fear that you will
For the road which you are follow."

Saadi of Shiraz

The last time I wrote the Lone Warrior I told you about a new type of game. I expect most of the readers looked at It and thought "so what?" But a few of you were probably Intrigued, "Just think of the games I could do." Then the stone wall; I did not tell you how It works. Today I will correct that error.

I always like to play short games rather than games that require many hours of undivided attention. Maybe Its my short attention span, but it also has to do with my lack of time to game. Since I like as much bang for the buck as the next guy, I try to make short quick games (seldom over 4 hours) so that I can squeeze In at least two games on Sunday.

"God save us", is the fastest of these ultra quickles, so short in fact that I can write up the whole game, action for action. By seeing how it looks it should become clear to you how to run your own Matrix Game.

"God save us from the fury of the Northmen" is a viking raid game. It only lasts 5 turns. In that time the Vikings must accomplish 3 separate actions: Land, Loot, and Leave. If the Saxons can prevent the Vikings from doing this in the time limit then they win (Ha Ha, you burned Lindesfarne but we delayed you. We win.) It is quick and dirty, but fun regardless of who wins.

Turn 1

    Argument Action: Vikings land at Lindesfarne.
    Result: The Monks flee.MBR> Reasons: 1) Ships can land anywhere on the coast
    2) Monks are poor fighters,
    3) Fear.

Counter Argument

    Action: YES the above A and R happen AND...
    Result: The allerted Saxons rally a Alton on turn 2.
    Reasons: 1) God save us from the fury of the Northmen
    2) Thanes seek glory In battle,
    3) The many follow the few.

(I decided that a live opponent would not allow this counter argument so I did a PARTISAN VETO, which means that the Saxons had to make another argument that must be different from the first one.)

Counter Argument

    Action: YES the above A and R happen AND ...
    Result: The allerted Saxons rally at Alton on TURN 3.
    Reasons: The same as above.

Strong/Weak: The Viking state that the Saxon argument is weak because, Peasants are slow to act. The Saxon does not disagree so his argument becomes weak.

Resolution: The Argument has 3 reasons for happening but no other strengths (3+0=3). The Counter Argument has 3 reasons and is a yes and argument but it is also weak (3+1-1=3). The sides now roll to rule themselves out. As it happens both rolled above their number so they were both ruled out. The Net result is that the Vikings continue to hover off the coast. Normally the wining side gets to make the next presenting argument, since no one won this turn I rolled for Initiative. The Saxons won.

Turn 2

    Argument Action: The Thanes and Housecarls ride to Lindesfarne.
    Result: The Vikings are spotted off the coast.
    Reasons: 1) Thanes have horses,
    2) Housecarls follow Thanes,
    3) Loyalty.

Counter Argument

    Action: YES the above A and R happen AND
    Result: The Vikings land at Lindesfarne before they arrive.
    Reasons: 1) Ships can land anywhere on the coast,
    2) Raiders seek wealth,
    3) Cry havoc let slip the dogs of war.

Strong/weak: The Saxon states that his argument is strong. The Viking does not disagree so the Saxon argument becomes strong.

Resolution: The Argument has 3 reasons fox happening and is a strong argument (3+1=4). The Counter Argument has 3 reasons for happening and is a yes and argument (3+1=4). In 1 round of rolling the Saxon argument rules Itself out so the Vikings win. Of course the Viking argument grants that what the Saxons wanted happens but with their addition.

Matrix Growth: The results of the turn now become part of the Matrix and so can be used as reasons for future arguments.

Turn 3

Argument

    Action: The Viking meet the Saxons in battle before looting Lindesfarne.
    Result: The Saxons and Monks axe driven off In terror.
    Reasons: 1) Raiders a organized,
    2) Raiders are well trained,
    3) Those who die fighting go to Valhalla.

Counter Argument

    Action: YES the above A and R happens AND ...
    Result: They retreat into the monestary.
    Reasons: 1) Defending walls is an advantage,
    2) Thanes serve God,
    3) Loyalty to the Thane is sacred.

(I decided again that a living Viking opponent would use a PARTISAN VETO on this argument since it makes a Viking win near Impossible.)

Counter Argument

    Action: YES the above A and R happen AN
    Result: The Saxons spend the rest of the turn rallying into a shield wall.
    Reasons: 1) It takes time to rally,
    2) It is disgraceful to let friends down,
    3) Vikings are Barbarians.

Strong/Weak: Neither argument seem weaker or stronger than the other.

Resolution: The Argument has 3 reasons and nothing else (3+0=3). The Counter Argument has 3 reasons and is a yes and (3+1=4). In the 1st round of rolling both arguments stayed In play. The same thing happened in the 2nd round, but In the 3rd round the Viking argument ruled itself out.

Matrix Growth: The two results become matrix elements, but since fear is already in the Matrix, Saxons flee In TERROR, makes fear worth 2 when used In arguments against the Saxons.

Turn 4

Argument

    Action: The Saxons renew the battle.
    Result: The Viking are being driven to their ships.
    Reasons: 1) Numbers count in battle (there are more Saxons than Viking),
    2) Saxons rallied last turn (a past event now part of the Matrix),
    3) Shield walls withstand disordered attacks.

Counter Argument

    Action: YES the above A and R happen AND...
    Result: The Vikings had looted Lindesfaine while the Saxons rallied.
    Reasons: 1) Greed,
    2) Monks have treasure,
    3) Saxons are AFRAID to stop them (remember fear for Saxons Is now worth 2).

Strong/Weak: The Saxon states that his argument is strong. The Viking does not disagree so It is strong.

Resolution: The Argument has 3 reasons and is strong (3+1=4). The Counter Argument has 3 reasons, 1 of which is strong (le worth 2) and is a yes and (3+1+1=5). Even with his high number, the Viking rules his argument out in 1 round of rolling. The Saxons win.

Matrix Growth: The Vikings being driven off Joins the Matrix.

Turn 5

Argument

    Action: The Vikings rout back to their ships.
    Result: Many are killed but some get away.
    Reasons:
    1) Routing troops are easily killed,
    2) Combat is bloody,
    3) Numbers count in battle.

Counter Argument

    Action: YES the above A happens BUT the R Is...
    Result: The Vikings get away in good order.
    Reasons: 1) Raiders are well trained,
    2) Battle is a place of fear,
    3) Saxons are still afraid.

Strong/Weak: The Saxons 5tates' that his argument is strong. The Viking is exasperated by this but does not disagree.

Resolution: The argument has 3 reasons and is strong (3+1=4). The Counter Argument has 3 reasons, 1 of which is strong, but is a yes but argument (a weaker stand than a yes and) (3+1+0=4). The Viking ruled his argument out In 1 round of rolling. A resounding victory for the Saxons!

The only options I did not use In this play of the game 15 the NO ACTUALLY counter argument. In this option the counter arguer is saying NO the above action and result do not happen ACTUALLY this new action and result happen. It gives the CA a minus 1, so with the normal 3 reasons (3-1=2) is the rule out number.

For quick reference, here is a schematic of a turn.

Argument

    Action: Some observable behavior.
    Result: A state change caused by the action.
    Reasons: 3 reasons from the Matrix to back up the argument.

Partisan veto: If you absolutely can not live with your opponents argument.

Counter Argument

    NO ACTUALLY: an alternative action and result
    YES BUT: the same action but a different result
    YES AND: the same action and result with an additional result caused by the action

Partisan Veto: see above

Strong/weak: If you think an argument is strong or weak, say so. if anyone disagrees with you (even a spectator) then the move fails.

Resolve Turn: Roll under the number to stay In play. Keep rolling until only 1 or 0 arguments remain. Determin rule out numbers as follows ...

    per reason +1
    strong reason +1
    strong argument +1
    weak argument -1
    no actually -1
    yes but 0
    yes and +1

Matrix Growth: The result of the turn becomes part of the Matrix. If a result restates a Matrix Element, then that element becomes a strong reason.

I hope that this makes it a little clearer how a Matrix Game is run. I plan in the near future to run a Play by Mail game of God save us.


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© Copyright 1989 by Chris Engle
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