SKU: 99957058244

Unhappy King Charles

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Description

Unhappy King CharlesUnhappy 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. This Strategic level Card Driven board wargame is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organization

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.

This Strategic level Card-Driven board-wargame 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

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SKU: 99957058244

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Carmen Alicea
Carnegie, US
★★★★★ 5
Stepbrothers, Secrets, and Sizzling Heat
Format: Kindle
Twisted Lies by Roxy Collins is a wild ride through family secrets, amnesia, and a steamy stepbrother romance. When Kelly discovers her life is built on lies, she ends up tangled with three alpha stepbrothers and an assassin who once helped her through a heat. The tension? Off the charts! The heat is real, and the complications are messy in the best way. Full of twists, secrets, and fated mates? You'll be hooked from page one! Love omegaverse drama with a dash of taboo? This one's for you!
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Reviewed in the United States on September 10, 2024
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Ashley
Port Orchard, US
★★★★★ 3
Good read
Format: Kindle
The book has some good twists and turns, but truthfully I was so confused on some things. It didn't have a good flow for me personally. Not sure if it's due to typos or using him/her wrongly, but I thought Kelly was both a guy and a girl. Actually I still don't know, and it made me incredibly frustrated. It would refer to Kelley as him or he, and then again in another part of the story as her she and sister. On to the next book, I hope there is some clarity and a smoother flow. This is a slow burn, and I just don't know how much I care for the Alphas yet. Idk if I recommend.
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Reviewed in the United States on February 8, 2023
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75_SweetestBook
Los Angeles, US
★★★★★ 5
the lies
Format: Kindle
This is amazing fast pace read that is full of plot twists and lies that keep getting bad. This is a story we’re a omega has been lied to by her mother and finds out that someone is slowing dieing. 3 alpha take the omega and feed her more lies so they can use her against her father so they can find their mate Kelly. This is a dark read and ends in a cliffhanger and so good.
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Reviewed in the United States on June 13, 2023
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trinityknt7
Fort Morgan, US
★★★★★ 4
Hot twists
Format: Kindle
This will keep you on your toes toes in a hot twisty mess. You want to love, hate and root for whom is the big question. I’m quickly getting the next book because it ends on a cliffhanger and damn, it’s got me ready to tear into it!
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Reviewed in the United States on February 16, 2026
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LanaB
Whiting, US
★★★★★ 5
Ends in a cliffhanger
Format: Kindle
Thankfully, the next book is already available. Roxy Collins is the queen of omegaverse slow burn. This particular series is omegaverse with wolf shifters. Thoroughly enjoyed this book! Lots of suspense and trying to figure out what is true and what's really going on. I loved it! Pretty spicy once the action starts. Heats are pretty much always spicy. There is a little bit of male interaction, but not full-on shmex. Definitely recommend.
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Reviewed in the United States on April 29, 2025

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