Game Components
One 22" x 34" four color mapsheet
500 colorful die-cut counters
One 32 page rulesbook with eight scenarios, including a Grand Campaign Scenario
Two 8 1/2" x 11" card stock sheets with all charts and tables
Two 8 1/2" x 11" player maps
Two dice
"That the King can do no wrong is a necessary and fundamental principle of the English Constitution." -- Blackstone's "Commentaries, III"
Charles Stuart, the first king born to the thrones of both England and Scotland, sought to unify his domain by issuing a book of common prayer believing this would strengthen the Episcopacy in Scotland. He was completely unprepared for the reaction of his unruly subjects and in 1639 the Scots ("the Covenenters") routed the small Royal army. Although a truce was arranged at Berwick, Charles was determined to raise a new army and reassert his supremacy.
To obtain funds he summoned PArliament which had not met for 11 years, hoping it would follow the example of the Irish Parliament which had voted him £180,000. Parliament was willing but the price they demanded was the power to appoint officers, to levy taxes, and to remain in permanent session. Following the lead of John Oym, the landed gentry were determined to make their own peace with the rebellious Covenenters, who had by now occupied parts of England proper. Parliament further weakened Charles by stripping him of some of his most useful advisors, even executing the Earl of Stafford, Lord of Ireland and William Laud, Archbishop of Canterbury.
The King and Parliament could not be reconciled. In August of 1642, Charles Stuart raised the Royal standard at Nottingham (it promptly blew down--an evil omen some thought at the time). Their differences could only be resolved by a four year struggle in what became known as The King's War. What started out as a war between amateurs ended with the thoroughly professional New Model Armhy under Fairfax and Cromwell routing the King's forces again and again.
The King's War is a two player operational simulation of the English Civil War. Forces are represented by regiments of Foot (1000 men) and of Horse (700 men) while the dramatis personae of the times are portrayed with their own counters. Each individual Leader is rated for his (and her!) seniority, army handling, and tactical skills. Thus, Leaders influence both movement (the energetic Rupert gets around more than the laconic Derby) and combat. The map depicts all of England and Wales centered around the key counties and towns. Each player maneuvers his forces and attempts to defear his opponent by controlling his strategically important recruiting areas while at the same time denying the enemy access to his own. A tactical battle system is used to resolve the clash armies. It is difficult for large forces to annihilate one another; holding the field and securing your supply lines while denying the same to foe is of supreme importance.
Seven individual campaigns are represented by their own scenarios, each of which can be played easily in an afternoon. The scenarios are historical, players achieve the victory conditions through performance. The Grand Campaign scenario covers all four years of the war and is the only scenario not capable of being completed in one sitting. While primarily a two-player game, team play is certainly possible. For English Civil War miniatures enthusiasts The King's War provides a superb campaign background system for resolving tactical battles.
The King's War covers the full range of features characteristic of the war. Rules covering walled towns, fortresses (both major and minor), sieges, regional politics, bad weather, the clubmen, revolts, desertion and recruitment, naval movement, ambuscades, the Self-Denying Ordinance, Scottish intervention and more all combine to make this a superb study of the English Civil War. |
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