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Tankard Tales: The Past is Another Country Print E-mail
Written by Matthew Hartley   
Tuesday, 31 January 2012 08:00

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“A.D. 793. This year came dreadful fore-warnings over the land of the Northumbrians, terrifying the people most woefully: these were immense sheets of light rushing through the air, and whirlwinds, and fiery, dragons flying across the firmament. These tremendous tokens were soon followed by a great famine: and not long after, on the sixth day before the ides of January in the same year, the harrowing inroads of heathen men made lamentable havoc in the church of God in Holy-island, by rapine and slaughter. Siga died on the eighth day before the calends of March.”

The Anglo-Saxon Chronicle

"The past is a foreign country: they do things differently there" said L.P. Hartley in his novel The Go Between.  Although not a relation of mine, oddly Leslie Poles Hartley died very shortly after I was born and lived very close to where I now reside.  I certainly share his sentiment as well as his surname.  My interest in history is entirely because “they do things differently there”, I guess this is why I teach geography too.  And “doing things differently” is exactly what Alternative gamers do.

As I mentioned in my last Tales, I think there is much unexplored mileage in adding an Alternative twist to regular historical games. Obviously, Flintloque and Pazerfaust have added rather more than a twist by reimaging the Napoleonic and Early C.20th wars through Tolkienesque fantasy races. But gamers do not have to be this radical to be Alternative. I’ve included a simple game with this Tankard Tales (see below) to illustrate what I mean.  At one level, the game is a straight-forward “historical” recreation of the Spanish Armada expedition against England in 1588, however if you look at the special abilities for each character you will see the cross-over into fantasy . All these abilities are historically sourced, that is these claims were made at the time by or about these individuals. As the Anglo-Saxon Chronicle quote at the start of this piece illustrates, wild claims are not restricted to the Elizabethans, nor are they things of the distant past.  Peruse the Fortean Times (available in all good newsagents) and you will find an abundance of WWII and latter weirdness that could be easily and painlessly be incorporated into your games. If you are looking for a rules set, there is always Geheimkrieg...

Currently I’m participating in a rather excellent on-line computer moderated Napoleonic  campaign, details of which can be found at  
http://www.britishforces.org.uk.  Painting wise I’m stuck in the Dark Ages with a load of sheep – a few paltry sheep just don’t cut it in a skirmish game, ewe need a herd (sorry).

Plans are afoot for some unexpected interventions in the AWI. More anno.

Matthew Hartley
January 2012

The Invincible Armada by Matthew Hartley

Introduction

This is a solo or multi-player game for up to 5 players simulating the 1588 Spanish Armada campaign against Elizabeth I’s England. The game places the player/s in the position of the Queen and the leading figures (and not so leading figures) involved in England’s defence.

In essence the campaign was a attempt by Philip II of Spain to reclaim England for the Catholic Church, and in turn end English support for the Dutch rebels fighting his army in Flanders. Lead by the unwilling Duke of Medina-Sidonia, the Armada fleet progress up the southern English coast, constantly harassed by the English fleet. Unable to link up with The Duke of Parma’s army in Dunkirk (due to the activities of Justin of Nassau’s Dutch Sea Beggars), and hopelessly disrupted by an English fireship attack, the Spanish fled for home around the treacherous Scottish and Irish coastlines, loosing many ships to stormy seas.  

Set up

The games requires a pack of playing cards, a d20 dice, a d6 dice, 20 coins (or similar) represent Resource Points , and a notepad.

The Cards

The cards should be placed faced down in 5 uneven columns. Each card is used to represent the sea approach from Span to England, and the British and Irish coastlines.

The first column should have 4 cards. This represents the journey from Spain to the English south coast. This is called the Approach Column.

The second column should  have 3 cards. This represents the journey along the English south coast to Dunkirk. This is called the South Coast Column.

The third column should  have 2 cards. This represents the Armada outside Dunkirk attempting to link up with Parma. This is called the Dunkirk Column.

The fourth column should  have 3 cards. This represents the journey along the English east coast from Dunkirk to Scotland . This is called the East Coast Column.

The fifth column should  have 3 cards. This represents the journey around the Scottish and Irish coasts and the return voyage to Spain. This is called the Homeward Column.

The Armada fleet

The Armada fleet is represented by the d20 dice.

The Fleet starts with a strength value of 20. As this is reduced during the game, the top most face of the dice should be changed to reflect the current strength of the Armada.
Should the Strength of the Armada ever fall to zero then the game ends immediately, with the Spanish fleet utterly destroyed.    

The movement of the Armada is represented by the d20 dice moving up each card Column in turn, one card per game turn. 

The Queen and the Court

There are a number of Characters representing different figures who featured in England’s defence. Each player may control one or more Characters.

The Characters are:

Elizabeth I, Queen of England
Lord Howard, the Lord High Admiral
Sir Francis Drake,  “The Dragon upon the Coast”
Frederico Giambelli, an Italian engineer in Elizabeth’s employ.
John Dee, Court astrologer and (rumoured) demonologist

Each Character has a unique set of actions and  personal Victory conditions.

Each game turn each Character may perform one (and only one) of their Actions, paying Resource Points if required. 

Elizabeth I:

A notoriously stingy monarch, the Queen must try to keep her throne with the minimum of expenditure.

The Queen begins the game with a Treasury of 20 Resource Points (RPs), representing gold and military supplies. The Queen cannot raise addition RPs during the game. She may distribute RPs as she wishes amongst her Court to defeat the Spanish.  

Actions:

1.    Distribute 0, 1 or 2 RPs to any one other Character from the Treasury.
2.    Spend 1 RP on raising the Army at Tilbury. For each RP spent, increase Army at Tilbury dice by 1.
3.    Spend 1 RP on support for Justin of Nassau. For each RP spent, increase Justin of Nassau dice by 1.

Victory Conditions:

Major Victory: Defeat the Armada with 14 RP or more remaining in the Treasury
Minor Victory: Defeat the Armada with 10 RP or more remaining in the Treasury
Marginal Victory: Defeat the Armada with  6 RP or more remaining in the Treasury

Lord Howard:


An inexperienced commander, ably supported during the campaign by formidable juniors including Sir John Hawkins and Martin Frobisher. 

Actions:

1.    Spend 1 RP to attack the Armada if on the South Coast, Dunkirk or East Coast Column. Roll 1d6 and subtract 3. if the result is great than zero, subtract the score from the Armada dice (the d20).
2.    Spend 1 RP to launch fireships at the Armada at the armada is in  the Dunkirk Column. Roll 1d6 and subtract 2. if the result is great than zero, subtract the score from the Armada dice (the d20).
3.    Support Justin of Nassau preventing the invasion force leaving Dunkirk. For each RP spent, increase Justin of Nassau dice by 1.

Victory Conditions:

Major Victory: Reduce the Armada strength by 8 points or more through own Actions.
Minor Victory: Reduce the Armada strength by 6 points or more through own Actions.
Marginal Victory: Reduce the Armada strength by 4 points or more through own Actions.

Sir Francis Drake:

A peerless, if strong willed and highly individualistic, commander at sea. Drake was the foremost sea captain of his age. So feared by the Spanish that they widely reported he was in league with the Devil.

Actions:

1.    Spend 1 RP to attack the Armada if on the Approach, South Coast, Dunkirk or East Coast Column. Roll 1d6 and subtract 3. if the result is great than zero, subtract the score from the Armada dice (the d20).

2.    Support the Army at Tilbury by disrupting  the invasion force landing . For each RP spent, increase Army at Tilbury dice by 1.

3.    Deal with the Devil. Spend 1 RP to summon bad weather to damage the Armada on the Homecoming Column.  Roll 1d6 and subtract 4. if the result is great than zero, subtract the score from the Armada dice (the d20).

Victory Conditions:

Major Victory: Reduce the Armada strength by 8 points or more through own Actions.
Minor Victory: Reduce the Armada strength by 6 points or more through own Actions.
Marginal Victory: Reduce the Armada strength by 4 points or more through own Actions.

Frederico Giambelli:

An Italian engineer in Elizabeth’s employ. Notorious for his “Hellburner” exploding fireships during the siege of  Antwerp and his (unsuccessful) exploding boom across the Thames during the Armada campaign . 

Actions:

1.    Spend 1 RP to launch Hellburner fireships at the Armada if the Armada is in the Dunkirk Column. Roll 1d6, if the score is 4 or higher inflict 1d6 + 2 damage on the Armada. Subtract the damage from the Armada dice (the d20).

2.    Support the Army at Tibury by with infernal devices . For each RP spent, roll 1d6, if the score is 4 or higher increase Army at Tilbury dice by 2.

3.    Spend 2 RP to attack the Armada if on the South Coast, Dunkirk or East Coast Column with infernal devices. Roll 1d6, if the score is 5 or higher inflict 1d6 damage on the Armada. Subtract the damage from the Armada dice (the d20).

Victory Conditions:

Major Victory: If 3 Actions result in damage to the Armada.
Minor Victory: If 2 Actions result in damage to the Armada.
Marginal Victory: If 1 Action results in damage to the Armada.

John Dee:

A noted mathematician, astronomer, astrologer, geographer, and consultant to Queen Elizabeth I. He also devoted much of his life to alchemy, divination, and Hermetic philosophy.

Actions:

1.    Deal with the Devil. Spend 1 RP to summon bad weather to damage the Armada on the any Column.  Roll 1d6 and subtract 4. if the result is great than zero, subtract the score from the Armada dice (the d20).

2.    Support Justin of Nassau preventing the invasion force leaving Dunkirk with divinations and astrological advice. For each RP spent, roll 1d6, if the score is 5 or higher increase Justin of Nassau dice by 2.

3.    Support the Army at Tibury by with alchemical devices . For each RP spent, roll 1d6, if the score is 4 or higher increase Army at Tilbury dice by 2.

Victory Conditions:

Major Victory: If 3 Actions result in damage to the Armada.
Minor Victory: If 2 Actions result in damage to the Armada.
Marginal Victory: If 1 Action results in damage to the Armada.

Game Sequence

The game is played in a series of game turns.

At the beginning of each game turn, the Armada, represented by the D20 dice, is moved to the next card on the current Column, or the next column if the Armada is at the topmost card of the current column.

Starting with the Queen, all Characters may perform up to 1 Action, spending RP points if required. All Actions are resolved and the turn ends, unless a Invasion attempt needs to be resolved (see below).

Invasion!

There are three opportunities for the Armada to invade England. Twice when the Armada is in the Dunkirk Column, and once when it ends it’s turn on the last card of the East Coast Column. 

If the Armada is in the Dunkirk Column at the end of a turn, then Parma and the Armada will try to link up and invade England.

Parma must first Bypass Justin of Nassau’s Sea Beggar fleet blockading Dunkirk. To prevent Parma joining the Armada, Justin rolls  3d6 plus any additional dice he may have gained as a result of Actions by Characters over the previous turns. If  the total score rolled for Justin of Nassau exceeds the current Armada Strength ( the number on the Armada dice), then  the Blockade has held and the invasion force is held in Dunkirk.

If Justin of Nassau is unsuccessful then the invasion force lands in England and must fight the Queens Army at Tilbury. The Army at Tilbury rolls  3d6 plus any additional dice it may have gained as a result of Actions by Characters over the previous turns. If the total scored by the Army at Tilbury exceeds half (round fractions down) of the current Armada plus 15 (representing Palma), then the Spanish invaders have been repulsed. Otherwise England has been successfully invaded, the Queen is deposed and a Spanish puppet installed on the throne.

If the Armada is on the last card in the East  Coast Column at the end of a turn, and the current  Armada Strength is 12 or higher then the Armada will try land forces in the North of England, hoping to incite northern Catholics (and Scots) to join a rebellion and march on London, again having to fight the Tilbury Army.

The Army at Tilbury rolls 2d6 plus any additional dice it may have gained as a result of Actions by Characters over the previous turns. If the total scored by the Army at Tilbury exceeds half (round fractions down) of the current Armada plus 1d6 (representing English rebels), then the Spanish invaders have been repulsed. Otherwise England has been successfully invaded, the Queen is deposed and a Spanish puppet installed on the throne.

Victory and Defeat

The game ends when either the Queen has been deposed, the Armada strength is reduced to zero, or the Armada ends its turn on the last card of the Homeward column.

If the Spanish depose the Queen, then all the players loose. If the Invasions are unsuccessful the degree to which each Character is successful will depend upon his personal victory conditions.

Webmaster's Notes

Matthew Hartley is a prolific creator of games and scenarios and has been involved with Flintloque since it's inception in the 90's. He has written/co-written several rulesets, many of which are available from Wessex Games. A regular contributor to Orcs in the Webbe, he has written many things for the site including the extremely popular Tales of Albion series of scenarios and mini-games set in the Orcs homeland of Albion. 

 

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