Kings of Chaos

Playing Card Command and Control Rules

INTRODUCTION

About five years ago I started experimenting in my medieval wargaming with using playing cards to take over from run of the mill Command and Control rules. The result 'Kings of Chaos' is based upon a variation of the card game "Trumps" and can easily end up a game in itself. Basically, in order for a player / commander to initiate any movement, change of formation or attack, a card of the relevant suit must be layed for each sub-ordinate or unit in the command. This order can be "Trumped" and therefore cancelled in one of two forms to represent the difficulty of controlling a medieval army. As you may expect, this is a real hoot in a multi-player game where each player has their own hand of cards.

This system doesn`t just do for the Middle Ages. Any and every wargaming period can be catered for, even in today`s technological age the Satcom fails due to sunspots and someone always forgets the Ever Readies for the walkie-talkies.

METHOD

Every HQ or command element is dealt a number of cards equal to the number of sub-ordinate units, plus any number of additional cards thought to be warranted. This is to reflect an individual commander`s ability or authority on the battlefield ; or the training and experience of an army / formation.

So at Bannockburn, Robert the Bruce would have one card for each of his schiltrons, one for the cavalry and an additional three cards for ability. Douglas might only warrant one card for his own schiltron, and + 1 for ability ; whilst Edward II had three less cards. A German formation on the Eastern Front would have three more cards than a similar Russian one etc.

The number of cards a held by a command element is it`s "Command Hand". The gamer may play as many or as few cards as he wishes per turn, starting with the King / Supreme Commander and working down the chain of command or military hierarchy. The cards may be kept in hand to use as "Trumps" at any stage in the Command and Control Phase. Certain cards can also be played upon your opponent as they are drawn or as you wish.

Commands can only be given to sub-ordinates and are represented by the following suits:

SPADES: Advance / Advance to attack
DIAMONDS: Change formation - (stationary only), Change direction - for all Mounted Men At Arms may also use this suit as advance to attack
CLUBS: Halt, Rally (only if already halted)
HEARTS: Withdraw
JOKER: Ultimate "Trump"

Cards are replaced from the deck once the hand has been used.

COMMAND TRUMPS

Should a sub-ordinate receiving an order have a card of the same suit in his hand, he MUST play this immediately. If it is HIGHER than the original order card, then a 'Command Trump' has taken place and the order is ignored, and will have to be repeated in the same fashion next turn. This represents the indiscipline of the nobility in questioning or ignoring instructions, perhaps an unreadiness to attack or a stray arrow or bullet killing the messenger.

Only an army commander can play the KING of a suit, either to Command Trump or to issue an order; it is useless to all other sub-ordinates and should be discarded by them. It cannot be Command Trumped except by a JOKER or any KING played by an allied commander.

Should the King or other highly placed member of royalty be the army commander, he may Command Trump with a KING from ANY suit.

JOKER

The JOKER is the ultimate Command Trump. It can be played by any formation or commander/sub-ordinate. Played as a direct Command Trump it cannot be challenged.

If a Command Trump has just taken place, and the JOKER is already in the hand of the commander whose order has been trumped, it can be immediately played to cancel the initial trump.

If the order has not been trumped, then any order must be actioned at the earliest opportunity. To do this, any commander ordered to complete an action must himself use a card of the correct suit from his hand on the next turn that one is available. If no suitable cards are in his hand, he may exchange any of his cards by replacing them with cards taken from the top of the deck. No orders or Command Trumps may be attempted on that turn.

The commander of a major formation may not wish to wait for an order before attempting something of his own. In this instance, he plays the appropriate card, and it is up to the army commander to Command Trump his subordinate.

When a division commander plays an order card in accordance with his superior's or his own wishes, he must first check by drawing a card from the top of the deck, to see if his troops respond or are similarly trump him. This is known as a 'Troop Trump', a particular favourite for the Swiss! This may reflect direct disobedience, panic, or such disarray that the division is not in a position to carry out the order, etc.

DESPERATION

A commander may draw a card from the top of the deck out of desperation at the lack of command choices in his hand. This card must be played and acted upon immediately, and it's effects rationalised by the players if they seem odd. The order that this card represents cannot be trumped.

FURTHER POINTS

A King or Army Commander laying an order upon their own formation/division can only be either Command or Troop Trumped with a JACK or QUEEN (except if he lay the KING).

An order given by the cards initiates a desired action and once begun, no other cards need be used to maintain it. A division ordered to advance will do so until it comes into contact with the enemy, is shot to pieces, or falls off the edge of the table - In my medieval example Columbus hasn't discovered that the world is round yet ! For C20th conflicts remember that battles are fought in phases, and a unit can halt on it`s intermediate objective or phase line.


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© Copyright 1997 by Craig Martelle Publications
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