玩家评分: 7.6

拥有
国王查尔斯不高兴
Unhappy King Charles!

桌游极客排名: 2240

本月排名变化: 19

玩家评分: 7.6

玩家人数: 2 (最佳: 2人)

时长: 240 分钟

难度: 3.31 (重度策略)

适合年龄:

专业评分: 6.08

语言依赖:

大量文本需要阅读

出版年份: 2008

出版商:

| GMT Games

设计师:

| Charles Vasey

美工:

| Lee Brimmicombe-Wood | Garry Haggerty | Rodger B. MacGowan

桌游类别:

|内战 |布阵 |战争

国王查尔斯不高兴允许两名球员决定公爵还是骑士在英国统治。都试图对国家及其经济结构实行控制。他们不仅寻求打败对手的战斗,而且还要抓住对英格兰和威尔士地方政府的控制。“这场比赛是以我们人民为基础的,马克·赫尔曼(Marc Herman)在后来的叛乱中进行了巧妙的比赛。由于军队和国家的组织通常是不合时宜的,所以这些卡不能提供广泛的选择(如荣耀之路)。不快乐的国王查尔斯的球员!必须做他们所拥有的。基于故事板技术,三层卡 - 早期(1642-1643年),中(1644年)和晚(1645年) - 被开发出来,为早,中,晚战争提供正确的感觉。作为内战,在卡片上的事件中有背叛,勇敢和愚蠢。

不愉快的国王查尔斯!发挥了十一转,每个代表约四个月。部队用于组建军队(定义的第3条)或堡垒(第13条)。只有单身旅在地图上;其他的被放置在他们的General上的命令显示器的框上。将军在地图上移动。

不开心的国王查尔斯的军队!是与封建军队作为现代革命者一样多的部队的临时集合体。由于供应不足和设备不足,这些军队遭受不断的损失并不奇怪;在使用它们时,您将必须确保他们漫游收集新鲜人员的地图。军令可以超过30,000,用于在鲁伯特王子或黑人汤姆费尔法克斯进行重大的围困或战斗或3000次艰苦的骑兵。

运动激活是通过编号的Ops卡,如在我们的人,基于对陆军的大小。军队越小,移动越快。地图上的运动是通过运动线连接的区域。如果运动点消耗,区域的控制可以在运动期间改变。不移动的军队可以试图拦截,将自己置于移动的陆军造成战斗的道路上。游戏的基本作战单位是旅,有两种类型:退伍军人(价值2)和民兵(价值1)。通常在该地区的退伍军人之前必须招募民兵部队。各地区和旅使用相同的基本色系。招聘部门收到新鲜旅,通常限于该单位的原籍地。在战斗中迷失的旅无法招募(尽管有些事件卡可以带回他们);其他损失可以使用。领导柜台是将军(具有战略和战斗评级)或本地知名人士(堡垒总督)。将军可以是场地将军(谁在任何地方操作)或区域将军谁可以在其区域之外的劣势。将军不能将旅转移到其他将军(除非事件卡需要),旅仍然留在原来的将军,直到死亡,分散或遗弃为止。当地的名人可以将旅转移到其他友好将领。战斗使用“旅战斗价值”,“将军战斗等级”和“战斗卡”来解决战斗。但在任何一场战斗战斗之前,一方可以尝试逃避(离开该地区)或分散(在战斗之前自行移除)。战斗中的损失不可用于招聘。绘制和决定性的胜利将首先杀死老兵旅(如果有的话)。失败者必须撤退,如果他通过敌方PC标记撤退,可能会遭受进一步的损失。主要和决定性的胜利获得额外的卡。

堡垒涵盖广泛的位置。他们按类别排列,必须被迫由Siege或Event Card投降。围困需要一段时间的军队的关注(大多数要塞需要多次激活才能捕获)。如果在那段时间内被攻击,围拢者就不得不放弃围攻。可以尝试攻击(以损失为代价)。

游戏可以通过自动胜利赢得,一方无法控制足够的区域,或在第十一回合结束。&# 10;对于那些喜欢一些反事实的玩家,提供了一系列的事件。现在球员们可以用荷兰中队来封锁国王,召唤洛林公爵,或是在伦敦上升。作为一个可选规则,每个游戏画出四个事件,并洗牌进入中后期甲板。

组件

110卡&#10一个34“ x 22“彩纸游戏地图

两张全彩计数器

一个28页规则手册一个24页的Playbook

两个11'x 8.5'玩家援助卡

两个六面骰子

Unhappy King Charles! allows two players to decide whether Commons or Cavalier shall rule in England. Both seek to establish control over the country and of its economic structures. They seek not only to defeat their opponents in battle but also to seize control of the local government of England and Wales. The game is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organization of armies and states was often desultory, the cards do not provide a wide range of choices (as in Paths of Glory). The players in Unhappy King Charles! must make do with what they have. The three decks of cards - Early(1642-1643), Middle(1644) and Late (1645)- have been developed to give the correct feel for the early, middle and late war, based on storyboarding techniques. As befits a Civil War, there is treachery, bravery and stupidity in the events on the cards. Unhappy King Charles! is played over eleven turns, each representing about four months. Brigades of troops are used to form Armies (defined Rule 3) or garrisons of fortresses (Rule 13). Only unled Brigades are on the map; the others are placed on the box of their General on the Command Displays. Generals move on the maps. The Armies of Unhappy King Charles! are temporary massings of troops that have as much to do with feudal armies as modern revolutionaries. With inadequate supply and poor equipment it is not surprising that these armies suffer from continual desertion; and in using them you are going to have to ensure they wander the map collecting fresh recruits. Armies can be over 30,000 for a vital siege or battle or 3,000 tough cavalry under Prince Rupert or Black Tom Fairfax. Movement activations are initiated via a numbered Ops Card, as in We the People, and are based on Army size. The smaller the Army the faster it can move. Movement across the map is by means of Areas joined by movement lines. Control of areas can change during movement if movement points are spent. Non-moving Armies can attempt interception, placing themselves in the path of the moving Army to cause Battle. The game's basic combat unit is the Brigade, which comes in two types: Veterans (value 2) and militia (value 1). Usually militia units must be recruited before veterans of that Region. Each Region's Areas and Brigades use the same basic colour system. Fresh Brigades are received by Recruitment, which is usually limited to the unit's region of origin. Brigades lost in combat are not available for recruitment (though some Event Cards can bring them back); other losses are available. Leader counters are either Generals (with a Strategic and Battle Rating) or Local Notables (Governors of fortresses). Generals can be Field Generals (who operate everywhere) or Regional Generals who can suffer disadvantages when outside their Region. Generals cannot transfer Brigades to other Generals (unless Event Cards require), Brigades remain with their original General until death, dispersal or desertion takes them. Local Notables can transfer Brigades to other friendly Generals. Battles use the Combat Value of Brigades, General's Battle Ratings and Combat Cards to resolve combat. But before any Battle is fought one side can try to Evade (leave the Area) or Disperse (remove itself before combat). Losses in combat are not available for recruitment. Drawn and Decisive Victories will kill Veteran Brigades (if there are any) first. The loser must retreat and can suffer further losses if he retreats through enemy PC Markers. Major and Decisive Victories earn extra Cards. Fortresses cover a wide range of locations. They are ranked by class and must be forced to Surrender by Siege or Event Card. Siege requires the attention of an Army for some time (most Fortresses will require more than one activation to capture). If attacked during that time the besieger can have to abandon the Siege. Assaults can be attempted (at a cost in losses). The game can be won by an Automatic Victory, by one side failing to control enough Areas, or at the end of the eleventh turn. For those players who like some counter-factuals a pack of would-be events is provided. Now players can use Dutch squadrons to blockade the King, summon the Duke of Lorraine, or cause a rising in London. As an Optional Rule, four events are drawn each game and shuffled into the middle and late decks. Components 110 Cards One 34" x 22" colour paper game map Two full-color counter sheets One 28 Page Rulebook One 24 page Playbook Two 11' x 8.5' Player Aid Cards Two Six-sided dice Cover artwork inspired by Sir Anthony van Dyck (1599-1641)