EDIT - 1066 has now been added to the BGG database here:
http://boardgamegeek.com/boardgame/155122/1066-the-tears-of-many-mothers
For numerous horrible reasons 2013 was a difficult year for us. I’m not going to dwell on it, and I’m determined to minimise its impact on 2014. The end result is that after an unusually long drought, I’ve recently undergone a period of renewed creativity, the first in a long time. The kind where ideas keep me awake at night so I have to pen them down and get them worked out as quickly as possible.
http://boardgamegeek.com/boardgame/155122/1066-the-tears-of-many-mothers
For numerous horrible reasons 2013 was a difficult year for us. I’m not going to dwell on it, and I’m determined to minimise its impact on 2014. The end result is that after an unusually long drought, I’ve recently undergone a period of renewed creativity, the first in a long time. The kind where ideas keep me awake at night so I have to pen them down and get them worked out as quickly as possible.
Truthfully I’d been banging my head against the wall on a
follow up to Fantasy Quest, basically a similar game with similar mechanics, in
a horror setting with more of a focus on story and interactive decision making
than combat, magic and levelling up. The
players are characters lost in a dark village where ‘very bad things’ are
happening. As they discover secrets
about themselves their characters use emotions as resources to play actions which
help them investigate their personal stories.
When their fears grow and their contentedness recedes their actions become
more extreme and the game becomes more dangerous. What combat there is happens quickly and is
often deadly for the players. Depending
on the players’ ability to stay on top of the situation the board can actually be
flipped over as the village literally goes to hell. I was tiptoeing around the HPL mythos but
wanting to develop more of a Hellraiser/Silent Hill type feel in an unspecified
era of time. As the number of choices
each player has in each encounter grew the game’s complexity started to widen,
and I didn’t want to lose that sense of exploring and mystery. But I hit a certain mechanical blockage and
will have to return to the game another time.
I still think there’s plenty of mileage in the ideas and will revisit it
someday, but basically it was becoming too elaborate for me to focus on at this
time so it has been shelved for the time being.
Luckily, I’ve had many other ideas percolating over the
years…
As a child I always loved the history behind the Norman
conquest of England in 1066, and particularly the Battle of Hastings as a key
event in that conquest, and I ended up studying medieval history at college. That such an instrumental event in English
history was decided over the course of one battle in one day, and the heroism
of and myths about both sides in the conflict always captured my
imagination. When Edward the Confessor
died in January of 1066 he was succeeded by King Harold II, but numerous other claimants
decided the English throne was theirs instead. King Harold was quickly betrayed by his scheming
brother Earl Tostig, who convinced Harald Hardrada, leader of the Vikings to
try to take the throne. Hardrada soon invaded
from Norway, landing in the north-east of England and successfully defeating the
English forces in the north.
In response King Harold set a still-unbroken world record by
marching his soldiers 200 miles north in just 4 days to meet the Vikings at
Stamford Bridge. The trek was so
unprecedented that Harold took the Vikings by surprise and defeated them so
decisively that he ended the Viking threat to Britain for good. But meanwhile Duke William of Normandy had
been making his own plans to invade from the south and had already set sail for
the shores of our fair country. Once
Harold received news of William’s invasion he had to march his soldiers the 200
miles back down south to meet and battle the Normans too.
And this is where my latest game ‘1066, Tears to Many
Mothers’ comes in!
For a long time the game’s incarnation had been as a
miniatures/cubes battle game on a map, and progress on it had been pretty
slow. So much of the game had been
card-based that as soon as I made the decision to abandon the board fully and
make it solely a card game, everything clicked and the game finally came
together. Fundamentally inspired by game
mechanics from the likes of Magic the Gathering and The Lord of the Rings LCG but
without the collectible nature, 1066 is a two player, non-collectible,
asymmetric, competitive card game in the style of Magic, The Call of Cthulhu
LCG, Mark Chaplin’s Aliens and even the Uncharted Board Game, which puts
players in charge of the Normans or the Saxons and recreates the historic
Battle of Hastings.
With a focus on quick, tactical play and a thematic
abstraction of the events of the time, there is no deck building required, each
player simply grabs his deck and shuffles and play begins. And whilst there is a focus on some of the
legends and mythology of the time you are to be warned, this game may also
contain historical information. :P
After putting the final touches together, I sat down with
Sam to road test it, and I was really delighted with the results. The first few play-tests of Fantasy Quest had
been abortive at best and the development process continued for a long time
after. It had been a little soul-destroying
(if ultimately very constructive) to have my close friends and family rip Fantasy
Quest apart inch by inch forcing me to rebuild it into a much sturdier
shape. But the mechanics of 1066 are so
much simpler and directly interactive that we were able to make a couple of minor
adjustments on the fly here and there, with a lot of lessons learnt from my
other games. So when we reached the
knuckle biting finish of our first game I was buzzing, even if Sam did strike
the final blow and win the game. And
then quickly follow it up with another victory by slaying my King Harold with
some truly devious card play culminating with an Arrow to the Eye…
Although greatly abstracted, like the real battle the game
is fought over three Wedges with players comparing the Might of their cards in
each Wedge. The winner each round
inflicts damage on that Wedge equal to the difference, and each Wedge has 10
Health. The first player to defeat two
Wedges wins the game. Sounds simple, but
of course, the game is all in the card play and the varying card abilities. Each Wedge has three Rows, so players can play
up to 9 Units or Characters at a time, with up to 3 Tactics cards in a 4th
‘Reserves’ Row.
But before players can duke it out at Hastings each side has
a series of Objectives they must first overcome, such as crossing the channel
to invade England, or marching back down south from Stamford Bridge to meet the
invading Normans. These act as miniature
battles in themselves with players inflicting damage on the Objectives to
defeat them, whilst also bringing their forces into play for the final showdown
where one player will determine the fate of Britain!
Here are some teasers of the cards:
The Wax seal shows their cost to play in Resources. You can discard cards for Resources on a 1 to
1 basis, and other cards in play can grant you extra resources.
The cross shows the Character's (or Unit's) Zeal. Whoever has the most Zeal in a Wedge each
round scores 1 extra bonus damage on that Wedge. The axes represent Might, and the heart
represents Health.
This is an ‘Alt Wars’ card game and if there is enough
interest I will eventually follow it up with other famous battles, such as
Agincourt.
There will be more info forthcoming about the game on this very blog here, so keep your eyes peeled.
FYI, the title quote comes from Eilmer of Malmesbury, writing
in the Anglo-Saxon Chronicle in 1066. He
had seen Halley’s Comet in its perihelian passage and by all accounts it blazed
in the sky for days, causing much concern to the medieval inhabitants of
Britain. So much so that Eilmer claimed it
foretold the end of his country as he knew it, and he was right:
"You've come, have you? You've come, you source of
tears to many mothers, you evil. I hate you! It is long since I saw you; but as
I see you now you are much more terrible, for I see you brandishing the
downfall of my country. I hate you!"
- Eilmer of Malmesbury, Anglo-Saxon Chronicle, 1066.
And finally, for those of you who have scrolled all the way
down here, my next game is a coop and has you take a ‘present day to near
future’ squad of elite soldiers up against a series of enemy bases and targets
over the course of a military campaign.
You’ll be levelling up your squad, purchasing new gear, upgrades and
skills, infiltrating lairs, hacking security, and taking out terrorists, rebels
and their henchmen through the scope of a sniper rifle, down the barrel of a
machine gun or with the blade of your knife as you choose your own specialist
approach to tackling each objective. Sort
of Phantom Leader with commandos instead of aeroplanes…
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