دسته: بازی‌های نقش‌آفرینی

  • Deciding the Fate of the Tsarist Regime – InsideGMT


    This is the third in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here.

    As the new year arrived in 1917, Russia’s Tsarist regime teetered on the brink of collapse. Public opinion had turned against it, its army was struggling in the war, the economy was falling apart, and the capital of St. Petersburg faced a severe food shortage. In late February, hungry workers went on strike, demonstrated in the streets, and looted granaries. The regime had a short window of opportunity to reassert control, but this proved difficult. Its most loyal and capable troops were away at the front, as was the Tsar himself. The Tsar boarded a train and ordered troops to return to the capital, but they all found themselves stranded on blocked railway lines. Some officials in St. Petersburg tried to use the unreliable local garrisons to put down the disorder, but the soldiers instead murdered their officers and joined the revolutionaries. Left with few options, Nicholas II signed his abdication in a railway car.

    Tsar turns the clock back to 1894 when Nicholas acceded to the throne. To give players a chance to set a different course, the game aims to capture all the factors that ultimately led to revolution: public support, army and navy morale, the regime’s political authority, agricultural and industrial production, infrastructure, and external factors like international trade, foreign relations, and war. As you play the game, you can change the inputs and watch the game engine respond. The end result might be a repeat of history, a stable constitutional monarchy, a fearsome police state, or a dysfunctional kleptocracy hanging by a thread.

    In this article, we’ll take a closer look at these factors and discuss how they relate to the regime’s survival, starting with popular support. Tsar measures this in four key “Sectors”: Nobles, Bourgeoisie, Peasants, and Proletariat. One angle is the total level of support in all Sectors combined, which determines the number of Unrest Cards featuring incidents such as general strikes, demonstrations, insurrections, and assassinations. Another angle is the level of support in individual Sectors: different Sectors react differently to various events, with the Bourgeoisie and Proletariat Sectors tending to be more troublesome for the regime. Low support in the Bourgeoisie Sector triggers a recurring Dissidents Coded Card and trouble in any Sector can trigger economic production penalties. If support in any Sector falls to zero, players draw a Revolt Coded Card which can rapidly lead to revolution if left unchecked.

    But as an autocrat, the Tsar doesn’t necessarily rely on public support. Depending on other factors, his regime might easily counter domestic opposition. One of these other factors is army and navy morale, which are also tracked on the game board. High morale gives the regime more options to suppress unrest, while low morale can itself become a threat to the regime—when morale reaches zero in the army or navy, a Mutiny Coded Card appears which can be even more dangerous than a civilian revolt. Another key factor in the military is the availability of “Elite Army Units” that always remain loyal. They’re based on historical regiments such as the Preobrazhensky Life Guards Regiment that drew their officers from the ruling class. Assuming resources and transport are available, these units can always be used to put down strikes, revolts, and mutinies. But with only three of these units, they can easily become overstretched. That’s especially true in wartime, when players are pressed to send the best units to the front, meaning they are not immediately available to respond to internal threats —creating the same situation that brought down the real-life regime in 1917.

    The regime’s political authority is measured by the game board’s “Order Tracker,” shown on the left. It consists of two parts, Fear and Reverence. Order is defined as Fear or Reverence, whichever is higher. Fear refers to the government’s reputation for oppression and punishment, while Reverence depends on the Tsar’s mystique and cultural authority. The former is easier to manipulate, but actions that raise Fear tend to come with negative side effects. For instance, you can opt for capital punishment for the Tsar’s enemies, but this lowers popular support in the Bourgeoisie Sector, which may trigger a dissident movement and lead to a cycle of violence.

    When Order is high, the regime has more options for responding to domestic unrest and maintaining military discipline. The highest levels of Order often allow the regime to silence its critics through surveillance and intimidation without the expenditure of any resources, whereas lower levels of Order may restrict the regime’s ability to issue orders and use force. But as with popular support, high levels of Order aren’t necessary to the regime’s survival. If you govern through popular consent, you won’t need the most oppressive options offered by the highest levels of Order. This lets players aim for different models of stability, emphasizing either Order or popular support. Having a coherent strategy is important: once you commit to political reforms that lower Order, you need to be vigilant about maintaining popular support; if you alienate the public through Fear, you need to be vigilant about maintaining Order. Avoiding extremes is also important: you need to maintain some minimum levels of popular support and Order, regardless of your strategy. High levels of public unrest will eventually exhaust the regime’s resources, while a total collapse of Order triggers Coded Card 8 (Revolution) and ends the game.

    As in real life, the Russian economy affects the regime in many ways, and so the game leans heavily into resource management. The game board tracks five key economic factors: income for the treasury, grain production, industrial production, transport infrastructure, and international trade. The regime needs cash to pay troops, advance government programs, and keep the Tsar happy. Grain keeps the population fed and functions as Russia’s key export in this time period. Industrial production drives the development and maintenance of infrastructure and the military. A robust transport network is needed to move grain from the countryside to cities and ports, to move and supply troops, and keep the economy functioning. Finally, the regime can’t import or export unless it has willing trade partners and infrastructure such as ports and canals. Through trade, the regime typically earns cash through grain exports and (on occasion) pays to import industrial products. All these economic factors are connected and a failure in any one area will weaken the regime, either by angering the public, lowering army and navy morale, or limiting the regime’s scope of action.

    Finally, the game tracks foreign relations, which affect trade levels, access to credit, the regime’s reputation, and the possibility of war. France was Russia’s main creditor in the late Tsarist period, and the game creates opportunities for loans and financial aid conditioned on relations with France. Relations with other countries can affect trade, Russia’s international objectives, and the possibility of armed conflict. The game captures the effects of soft power through state visits and reactions to Russian cultural exports; it also captures foreign reactions to Russia’s internal politics—for example, too much political oppression can trigger rebukes from Western nations, while performative amnesties can improve the regime’s public image abroad.

    War is the most significant aspect of foreign relations. In real life, war was the catalyst for revolution, both in the incomplete Revolution of 1905 and the February Revolution of 1917. The story of Nicholas II could not be told without war. When war arrives, you’ll find that Tsar is not a traditional war game of tactics. War is treated at a macro level and we’re mainly concerned with the way it affects the regime’s stability. Outcomes mainly depend on the economic factors discussed above and the regime’s ability to maintain internal cohesion. The effects of war may include blockades, public unrest, economic stress, and faltering morale. For instance, drafting a large army reduces grain production, while at the same time increasing the cost of paying and supplying the soldiers. In short, war will present the regime with a stress test.

    Notice how all these different factors are connected to each other. Nothing stands on its own. Popular support affects the economy, and the economy affects popular support. The regime’s troops need economic support, and the economy may need the intervention of troops. Healthy trade levels are needed to develop the economy, and a healthy economy is needed to develop the infrastructure for trade. So there are many feedback loops in the game, which can be either positive or negative. When things go badly, the game reaches a tipping point where revolution becomes inevitable.

    Watching these feedback loops and forecasting the regime’s stability is an important part of gameplay, because victory conditions are radically different for games that end in revolution and games that end with the Final Scoring Card. If the regime survives to the end of an Era, players win according to their VP scores, based on their Faction’s policy objectives. Gold that they stole through corruption is deducted from their VP scores. But in multiplayer games, revolution ignores VP and awards victory to the player with the most gold. You’ll need to closely watch the game board for signs of collapse and consider what the other players are thinking: when everyone at the table loses faith in the regime’s survival, they’ll focus on hoarding gold through corruption, which accelerates the slide into revolution. In solitaire games, revolution means you lose—so your first goal is always to avoid revolution, which requires careful long-term planning and perhaps some desperate measures at the end.

    As a final note, I’ll share some thoughts about the regime itself and its depiction in the game. In real-life terms, was the regime’s collapse in 1917 a good or bad outcome? My feeling is that the late Tsarist regime occupies a morally ambiguous space, comprised by its many atrocities and failings, and yet relatively benign compared to the Stalinist regime that followed. But whatever my views may be, I don’t try to convey them through the game. My aim as designer is to make a game that’s enjoyable to play, historically accurate, and thought provoking. I’m content to let players create their own narratives through the choices they make and form their own opinions about the regime’s place in history.

    In the next InsideGMT article in this series, we’ll focus on the players’ factional objectives and scoring.


    Previous Articles:

    The Historical Figures in Nicholas II’s Regime

    Historical Events in Tsar



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  • Festive Top Fives: Gifts for Board Game Geeks

    Festive Top Fives: Gifts for Board Game Geeks


    Got a geek in your life who’s hard to shop for? Welcome to our latest Festive Top Five: Gifts for Board Game Geeks. The following are all fairly recent releases or slightly obscure so it’s unlikely they’ll already own them, and they are also all very good indeed!

    The Red Cathedral is a bonified ‘small box stonker’ that manages to pack all the complexity, interest and replayability of a full-sized Euro game into a very moderately sized (and priced) package. The components and artwork are excellent too.

    Welcome to the Moon is a full-blown sequel to the excellent Welcome To. This time, the box comes complete with ALL SORTS of goodies, including eight sets of different player sheets (all dry-wipe compatible) and a ‘choose your own adventure’-style campaign mode. Deciding where to write a number has never been so much fun!

    Watergate is a super-thematic, two-player game in which one player takes on the role of the Nixon administration trying to bury signs of wrongdoing, and the other the free press trying to uncover what they’ve been up to. With great components, bags of tension, and stacks of historical detail, this game tells a memorable story every time.

    Fort is a curious and characterful deck builder about making a cool fort, eating pizza and making friends – all the most important aspects of being a kid. Don’t be fooled by the theme though: there’s a grown-up level of depth and interest here, not to mention exceptional artwork on every card.

    Quest is a remake of Avalon, one of our favourite hidden role party games in which loyal servants of King Arthur pit their wits against wily Minions of Mordred who are trying to secretly sabotage their effects without revealing themselves. Quest brings stunning artwork into the mix as well as a STACK of new roles to keep things spicy over multiple play-throughs.

    Find all of the above and a whole lot more in our shop. We’ll be back with more ‘top fives’ in the next few days as the countdown to Christmas continues…



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  • Family Games — The Treehouse

    Family Games — The Treehouse



    The Adventures of Robin Hood is another new one, this time an elaborate adventure game packed full of surprises. Players take on the roles of Robin Hood and his Merry Men and embark on a range of missions to help the poor and thwart the Sherriff of Nottingham’s evil schemes. A hardback story book and a great big board full of secret advent calendar-style doors to open are just a couple of the delights in store in this box!

    Browse the full selection of games in our shop here or use the ‘family games’ filter to narrow down your search. We’re hoping to manage one more ‘Top 5’ list before Christmas arrives… watch this space, and click back through our previous posts for more suggestions.



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  • Festive Top Fives: Two-player games

    Festive Top Fives: Two-player games


    Maybe you’re planning a low-key Christmas for two this year… or maybe you’re after a back-up in case the big get-together doesn’t quite go to plan. Great games for two players are always useful to have around in our experience, and they make excellent gifts too! In our final ‘top five’ of the year, here are some of our current favourites…

    Bridget is both a neat and addictive strategy game and a lovely object in its own right. With simple rules (just build a path of your colour from one side of the board the other while blocking your opponent), addictive gameplay, and tactile, appealing pieces, this is a game that will be enjoyed by new and experienced gamers alike.

    Hive is a near-perfect two-player strategy game in our humble opinion! There’s no luck involved here: purely decisions made by players, who take turns to either add a piece to the hive or move a piece they’ve already added, with the aim of blocking in their opponent’s queen bee so that she is eventually surrounded by pieces. Durable, compact (even more so if you go for the pocket-sized version) and extremely replayable, this game will really stand the test of time.

    Azul: Summer Pavilion is technically a game for up to four players, but it works so well for just two that we thought it was worthy of a mention here. All three of the Azul series are excellent games for two people, but this one just might be our favourite given focus on individual strategy rather than blocking your opponents (try the Stained Glass of Sintra version if that’s more your bag!). A gorgeous, medium-weight abstract strategy game that’s as interesting to play as it is beautiful.

    Thrive is a fairly recent addition to our collection, but after testing it out we’re very keen to play it some more! The concept here is very simple: aim to capture your opponent’s pieces until they have only one left, then you’ve won the game. All the pieces are identical to begin with, able to move only one space forward. However, on each turn as well as moving a piece, you modify two pieces of your choice by adding pegs, giving them more movement options on future turns. Elegant in every way as well as novel in concept, we’re very impressed with this one.

    And now for something completely different… Pucket is a frenetic, hyper-competitive dexterity game about flicking wooden pucks across a board using elastic. Players both start with eight pucks on their side of the board. All you have to do to win is get all the pucks to you opponents side at the same time… despite them constantly trying to fire them back at you! It’s exactly as chaotic and maddening as it sounds, but tremendous fun nonetheless, and it makes a great spectator sport too if there are more than two people in attendance.

    Thanks for reading our top 5 series. We hope you’ve found it useful. Wishing you a very happy and fun-filled Christmas, however many players it involves!



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  • The World of Solken — The Treehouse

    The World of Solken — The Treehouse



    Solken’s lands are made up of five main continents, briefly outlined below.

    Temorel. Once the home of many feuding kingdoms, the old Church united the Temorel Empire into a collection of parishes. While the Church is no longer an active force in Temorel, the political machinations of the parishes never truly went away, and the fields and forests of the continent often trade hands in strategic deals and counter-claims. Those outside of Temorel often take a dim view of its citizens’ intelligence, characterising them as rubes and simpletons.

    The Northern Territories. Connected to Temorel by a land bridge at its southern tip, the Northern Territories are thought of as cold and inhospitable by those beyond its borders. In truth, while the settlements of this area are few and far between, their clans are tight-knit and fiercely loyal. Far to the north the dwarf-kings sit alone in their palaces that once belonged to giants, making proclamations that echo through the vast tunnels below the earth.

    Aerix. The heat of the Timaron desert has forced the inhabitants living on its borders to find ingenious methods of survival. The multi-hued dragons of Whitewing have evolved against the sun, their super-sized city casting shadows of sanctuary. Further north, in the city of Angley, gnome inventors celebrate ingenuity and creative problem solving for the common good. However, since the coming of the Shards, great strides in technology have made some of the surrounding traditionalists nervous – particularly the rumours of living metal men…

    Yagora. Once a continent of thinkers and scientists, Yagora was ravaged by the Year of Catastrophe more than any other (arguably; see below), leaving it cracked and desolate. The fey courts, seeing an opportunity, began to twist the land in strange, surreal ways to suit their own ends. Perhaps if they hadn’t, the fall of the gods might have allowed Yagora to heal again – instead, the land remains as wild and dangerous as ever.

    New Elar (not pictured). The home of the Children of the Sun. New Elar is an island cluster that rose from the remnants of Elar, an old continent which sank into the ocean during the Year of Catastrophe. While it was never recovered fully, roughly a third of the continent was struck by a set of Shards and returned to the surface, where a community of idealists from across the world began to craft it in the name of New Elar.

    If Solken sounds like your kind of place, why not come and join us on our upcoming adventure, starting on March 3rd? Book your place here.



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  • Help! I want to play games with a narrative! — The Treehouse

    Help! I want to play games with a narrative! — The Treehouse



    Greetings, dear reader! Today is World Book Day, and to celebrate, we have an agony aunt question to help those who like storytelling in their games, but who prefer the role of reader to writer…

    Dear Aunty Chella,

    I love the idea of games with a narrative, but the thought of role playing gives me performance anxiety! I like the idea of coming away from a games night with a story to tell, but I’m just not up for writing a character as I play – I feel way too self conscious… but it’s hard to do one without the other… right?

    I want to know if there’s something else out there for me in the world of games. I enjoy lots of other kinds of board games and card games, from party games to the more serious kind. I’m good at quickfire word games, and escape rooms, and I enjoy games that have a frame story. I even find myself adding a bit of a story to games that don’t have one, imagining I’m a super-duper-spy-guy trying to get a real code word to my super-duper-spy-teammates before we’re all super-duper-killed by the assassin during an perfectly ordinary round of Codenames, for example.

    I’m keen and willing to try other suggestions, but something about playing a role in general, and actually about D&D in particular, is too daunting – designing a character, committing to a campaign, counting up numbers on dice, talking in a ‘ye olde’ voice and pretending to be casting spells… it all feels very not me. But making up stories round a table, particularly in a competitive way – that is definitely my idea of fun! Can you please help?

    Narrating in Nether Edge



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  • Welcome to the Pathfinder Society! — The Treehouse

    Welcome to the Pathfinder Society! — The Treehouse



    The Lore, The Merrier

    Something that really excites me about Pathfinder is the sheer tonnage of setting information available. The home setting for Pathfinder is the world of Golarion, a setting that has been slowly built up over the last decade and a half of game design to encompass dozens of countries and hundreds of diverse settlements.

    In this campaign specifically, players are agents of the Pathfinder Society, a group of individuals empowered to explore the distant lands of the world, report on what they find, and cooperate to ensure the tenets of good are upheld. With the resources of the Pathfinder Society behind you you can be whisked to any number of far-away locations, so every session offers something totally new.

    High Society

    What makes Pathfinder Society so exciting is not just the chance to explore a fantasy world, but the structure of the games themselves. Unlike a normally roleplaying campaign, where you’re expected to show up regularly to experience every beat of the story, Pathfinder Society is a totally commitment-free experience.

    Every session is a standalone adventure, but put together they begin to point towards a larger metaplot. If you want to just attend once to try it out, you can do that! But if you start to attend multiple sessions, whether consecutively or with gaps in between, you’ll be able to level up your character and acquire exclusive treasures! You might play with new players every single time or find new friends to battle by your side through multiple sessions.

    I feel like this flexibility makes it a great fit for Treehouse Worlds. We’ve always thought of ourselves as a way to build up community through RPGs, and through regular Pathfinder sessions we’re hoping to do just that.

    Let The Adventure Begin!

    If you’re as excited by the idea of Pathfinder Society as I am, then we can’t wait to see you for our first sessions in October! If you already know your stuff, you can feel free to build a character beforehand – I recommend skimming through the Guide to Organised Play to see what is and isn’t accessible to your character.

    If you’d like a little bit more of a helping hand, we’ll be running a free character creation session on Thursday 6th October. You can attend this session whether you’re planning to play in Pathfinder Society or not – just as with the rest of the Society, there’s no prior commitment required. I’ll be taking you through the basics of the system in a chilled environment alongside your fellow players, and we’ll have rulebooks on hand to help you create characters. Find out more information here!

    Tickets for our sessions go on sale two weeks before the event date, so keep an eye out on our events calendar to get your seat at the table. And, as ever, you can get in contact with me and the other Treehouse Worlds GMS (as well as your fellow Pathfinders) on the Treehouse Worlds Discord server, where we’ve created a special channel for Pathfinder discussion.

    Pathfinder Society is a brilliant bold new chapter in the Treehouse Worlds story, and we’re hoping you’re just as excited to see it come to fruition!



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  • Watch the Skies in retrospect — The Treehouse

    Watch the Skies in retrospect — The Treehouse



    A Bollywood remake of Star Wars?

    As outside observers, we don’t feel equipped to do this one justice, so here’s the inside scoop from two of the players:

    “My personal favourite moment was announcing the release of our eight-hour epic Bollywood Star Wars rip-off over the tannoy as a way to cover up the fact that we (India) were going DEFCON 1 as part of our unsuccessful plan to nuke the moon!”

    “My absolute favourite moment on my team (India) was our plan to cover up the alien invasion by using code words related to a science fiction Bollywood film. We spent $10M to realise our hit movie “Space Sabers: the Return of the New Hope”, an eight-hour epic featuring a two-hour-long dance section, which additionally starred the Olympic gold medal-winning UK Prime minister. Getting that published in the newspaper and announcing it over the mic along with our move to DEFCON 1 made my evening.”

    And finally, a perspective from Russia…

    We feel this gives an insight into the incredible number and range of stories told during a single game of Watch the Skies: no two players will have had the same experience or viewed proceedings in the same way.

    “Once our chief Russian scientist (somehow) managed to negotiate getting direct access to the aliens, we immediately decided they were a force for good and that the Chinese team had been right in trying to protect the aliens from hostile interceptors. From then on, we basically decided that anyone still attacking them was a threat to humanity and decided we’d take any action up to and including deploying our nukes to neutralise unforgivably short-sighted anti-alien aggression.

    After we defended some alien landings in Siberia and China, and heard that the USA had gone to DEFCON 1 after our foreign minister was assassinated, we were certain that we, China and Japan were about to face a full combined-arms attack led by the US. Without much money left to spend on defence, we pre-committed to trying for a first strike on America to leave their government in chaos.

    It turned out (I think?!) that the aliens lied to us, no-one was immune to the space-plague, and the US never launched their nukes at us after a global espionage surge disarmed them, so the end of the game left the US functionally in chaos, a deadly alien plague spreading in Europe, and Russia probably facing a conventional army attack by most of the Western world in retaliation for incinerating San Franciso…”



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  • Finding Your Board Game’s Market

    Finding Your Board Game’s Market



    I haven’t queried manufacturers to find out the cost of the game at ~64 dice and 4 players, but I don’t expect it to be cheap. I know that keeping a laser focus on unit economics will be very important if we want to publish a profitable game.

     

    Ways to Keep Costs Down

    A rule of thumb is that board games retail for about 5x their landed cost. This is because games sell into distribution at about 18-20% msrp, which works out to a 50% unit margin. For reference Nut Hunt which we are now selling for $39 (we recently reduced the price from $49) had a landed cost of $9.68. The breakdown was:

    • Manufacture & Component Testing – $29,415 / 4,000 = $7.35 per game

    • Freight – $6,154 / 3,732 = $1.65 per game

    • Customs Inspection Fees – $2,529 / 3,732 = $0.68 per game

    This was for a 4,000 unit print run with most of the units shipped Stateside. The $2,529 customs inspection fee was due to our container being pulled for inspection (which is a rare occurrence).

    As you can see, we are breaking the 5x rule for Nut Hunt.

    Our original MSRP was $49, but the $39 price point resonates more with consumers and is in line with peers (also a family weight gateway game although a bit higher complexity & component skew than its closest comps).





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  • Foreign Intervention in Baltic Empires: Part One – InsideGMT


    The historical power struggles occurring during the period covered by Baltic Empires (1558-1721) did not happen in a vacuum, but were of great importance to the interest to major powers on the edges of the map of Baltic Empires: England, France, the Netherlands, the Habsburg-controlled Holy Roman Empire, and the Ottoman Empire. Each of these powers were in their own way affected by affairs in the Baltic region, and in turn attempted to influence events there to their own advantage by various means. The scale of this ranged across the spectrum from minor trade deals to outright invasions and attempts at dictating foreign policy.
    The focus on this article is therefore on these foreign powers and how their interference and intervention in Baltic affairs are represented in the game.

    The map of Baltic Empires has many areas that are uncontrolled by the playable powers at the start of the game. These are called Independents, and most can be conquered by the players. Along the edge of the map there are also some special areas that can never be entered or controlled by the players. These are the “Habsburg Lands”, the “Ottoman & Tatar Lands”, and in the North Sea, the “Maritime Powers” – an amalgamation of France, England and The Netherlands. Independent units start in these areas and more can be placed each round by the Prussian player (see my previous article on Prussia in Baltic Empires for an explanation on how and why). During their turn, players may spend thalers (the money resource of Baltic Empires) to ally with Independent units and control them during their turn. This simple mechanism in itself does a great job at representing the minor interventions in Baltic affairs, where rulers could secure outside assistance in their wars.

    The Dramatis Personae (DP) mechanism, where players add a card to their Power Mat and gain the abilities of that card, adds another layer of showing the actions of admirals, rulers, and diplomats from these foreign powers that played a major role in the history of the Baltic region. In addition to the DP cards mentioned in this article, there are several other DP cards representing individuals from outside the Baltic region who were not representatives of these major powers, but rather of the major banking houses of Europe or simply individuals whose deeds as merchants, industrialists or military thinkers had a big impact on the events covered by the game.

    The Maritime Powers (The Netherlands, England, and France)

    The Sound Due was a source of immense wealth to the Danish kings, as the flow of trade between the Baltic ports and England and the Netherlands all had to pass through the narrow Danish-controlled waters. It was collected at Kronborg Castle in Elsinore (of Hamlet fame) and was from 1548 onwards based on the value of a ship´s cargo. In order to combat fraud, the local authorities there were authorized to buy a cargo at the declared price if they had a suspicion that it was deliberately set lower than the market value (the effect of the Sound Due in Baltic Empires, and how it generates thalers for Denmark is described in detail in my earlier article on Denmark-Norway). This toll was a source of immense irritation to the maritime powers who were heavily dependent on their Baltic trade for timber, flax, hemp, grain and various other goods to sustain their fleets and growing urban populations.

    In Baltic Empires this trade with the Dutch and English is represented in the “Maritime Trade Phase”, where players may trade a number of their collected goods depending on their position on the Mercantile Hegemon Track, and in exchange draw an equal number of special Maritime Trade Goods. These are either rare Goods types not found on the map (and thus valuable for the players since you pay for things with sets of different Goods) or Thalers (which are even more valuable as they are wild-card goods and are the only resource you can use to pay upkeep and repay loans). Besides its economic importance, the Baltic region was an integral part of the European balance of power. As such the region was of interest to major powers such as France, whose very active policy of subsidies and alliances meant that several of the wars fought in the Baltic during the period covered by the game (1558-1721) were to a large degree proxy wars or parallel wars to those fought by Louis the XIV in western Europe.   

    Cornelis Tromp (1629-1691)

    Tromp was a Dutch naval officer sent to Denmark during the Scanian War against Sweden (1675-79) to serve as an admiral in the Danish Navy. He performed well in this role and was instrumental in the victory in the battle of Öland in 1676. As an officer Tromp was infamous for his insubordination. He was a very aggressive commander who relished the fight, and as a result often had to change ships during battle, but he was nevertheless popular with his crews despite the danger he put them in. At home, without fighting to distract him, he had the reputation of being a heavy drinker, so much so that many inns at the time were named after him.

    In Baltic Empires, the Tromp card represents an alliance with the Dutch, rewarding you with a special Leader unit. Leader units move and fight as normal units of their type (in this case a Ship of the Line), but with some benefits that either effect the unit or all friendly units with it, as detailed on the card. Tromp´s skill as a successful naval commander is represented by an ability which transforms one enemy “Probably Hit” result into a “Miss”, thus potentially reducing friendly losses when Tromp. This might seem counterintuitive considering Tromps record of daring and danger, but these exact qualities also ensured that naval battles would be decided far quicker and in a more decisive manner, which ensured overall lower losses than those seen in a protracted battle.

    Another benefit to this Leader unit is that, for most Powers, the cost of a Ship of the Line unit is higher than the cost of a Dramatis Personae card, so if you were considering building ships anyway, the draw of a card that gives you an even more potent unit for a lower cost is often a welcome bonus.

    A painting of the battle of Öland (1676), showing Dutch and Danish ships fighting against the Swedish navy

    Coenraad van Beuningen (1622-1693)

    Van Beuningen was the Dutch Republic’s most experienced diplomat, burgomaster of Amsterdam for many years, as well as the director of the Dutch East India Company. He keenly understood the importance for the Dutch Republic of not having a single power controlling the entrance to the critical Baltic region and is credited with saying that: “The keys of Öresund lay in a dock in Amsterdam”. Van Beuningen was a highly intelligent man with interests in art, theology and natural sciences, but also with a strong interest in mysticism, astrology, dream-interpretation, and supernatural wonders. The shock of losing his fortune through speculation in shares in 1688 made him bipolar, and he was locked up after writing letters to the ecclesiastical authorities about the coming apocalypse and painting Kabbalistic signs on his house. He died in poverty, leaving only a cape and two dressing gowns, a few pieces of furniture, and “a man’s portrait” by Rembrandt valued at seven guilders (three dollars).

    In Baltic Empires, Coenrad van Beuningen directly reflects Dutch foreign policy and the goal of opening up the Sound to Dutch trade. This would happen by creating a situation where no single power held both shores of the Sound. By aligning your Power with the Dutch views on the Sound (in game terms, having van Beuningen in your Court) you are rewarded with beneficial trade deals and access to lots of capital. This is represented with the +2 modifier to the Mercantile Hegemon track, as well as increasing your Loan Limit. Should the situation in the Sound be resolved in favor of the Dutch you are rewarded even further with annual subsidies.

    Van Beuningen can be useful to all players, as there is no requirement for your power to be actively part of events in the Sound, although he will likely appeal more to those powers who are already heavily committed to the affairs of the Sound: Denmark and Sweden. For the former, Beuningen is obviously mostly interesting if you fail to keep your control of Scania, in which case he helps cushioning the blow of losing the Sound Due Thalers and let you pursue other paths to victory – which is more or less exactly what happened in the Baltics after Sweden acquired control of Scania in 1658 and Dutch policies shifted from supporting Sweden to one of supporting Denmark defend their islands from the Swedes.

    George Rooke (1650-1709)

    Goerge Rooke was an English naval officer who saw extensive action against the Dutch, French, and Spanish during his long career. In the Baltic context he is mainly known for commanding the Anglo-Dutch Squadron that cooperated with the Swedish fleet in 1700. This squadron attacked Copenhagen and made it possible for King Charles XII to land and knock Denmark out of the Great Northern War (1700-21) in its opening phases. After the short Danish campaign Rooke would fight in the War of Spanish Succession (1701-14). Here he would capture the Spanish treasure fleet in the Battle of Vigo Bay in 1702 and command the Allied naval forces that captured Gibraltar in 1704, where a statue of him was raised in 2004.

    The Baltic Empires version of George Rooke closely mirrors the historical Rooke. He is represented as a Ship of the Line Leader unit that gives you control over Independent units in the same sea area and must enter the game in the in the North or Norwegian Sea.
    Due to his entry restrictions Rooke will likely only be interesting for the Danish player, or for Powers that want to contest Denmark’s control of the seas. His benefits are highly situational, and if the North Sea is empty of Independent ships or if Denmark´s naval situation is too strong and secure he will likely be passed over for the other four cards available that round, or any other pressing concerns troubling the players at the time. But if the English offers of naval support come at a critical time and the conditions are right the questions of who gets George Rooke will cause lots of angst in the Production Phase, and will be one of the most talked about events after the game.

    Thomas Roe (1581-1644)

    Thomas Roe was an English diplomat whose voyages ranged from Central America to India, and who worked as ambassador to the Mughal Empire, the Ottoman Empire. and the Holy Roman Empire. During the Thirty Years War (1618-48) he brokered a peace between Sweden and Poland and strove to get Denmark and Sweden to join the Protestant anti-Habsburg coalition.

    In Baltic Empires, Thomas Roe is shown more as an abstract representation of British diplomatic and economic pressure in general, and less as a representation of Roe’s personal achievements specifically. He allows the Power allied with Britain (represented by having Roe in your Court) to choose any one of the other powers in the game and effectively cripple their Maritime Trade Phase by limiting them to only trading a single Good. As a side benefit, he also increases your Power’s position on the Mercantile Track to represent increased trade with England. During a game the former is a hugely interesting power to wield as it can be used both to hurt enemies but also as a tool for diplomacy/blackmail, and it is my experience that Thomas Roe is a card that increases the intensity of the table talk.

    King Louis XIV (1638-1715)

    Louis XIV, the “Sun King”, was king of France from 1643 and his reign of 72 years is the longest recorded reign of any monarch in European history. Louis’s France was emblematic of absolutism as exemplified in the quote: “L’état, c’est moi” (“I am the state”). His revocation of the edict of Nantes in 1685 abolished the rights of the Protestant Huguenots and the resultant stream of Huguenot refugees to the Baltic region brought with them valuable technical skills. In the Baltic context he is mainly known for thoroughly intertwining Baltic power politics with the greater European power politics, as he sought to distract his Habsburg enemies by subsidizing the standing army of his ally Sweden.

    No game on early modern power politics and war would be complete without Louis XIV! In Baltic Empires, the Louis XIV card reflects the massive impact on the Baltic scene of the Sun King’s many wars against his English, Dutch, and Habsburg rivals. His effects are two-fold, and one of only a handful of multi-category cards (Immediate and Permanent effects in this case). Upon getting Louis in your court the strong French armies will cause an abrupt diversion of Habsburg attention away from the Baltic and towards the borders with France, as represented by the removal of all independent units in the Habsburg Lands at that time. As with George Rooke above, the impact of this effect is largely situational. His other effect, representing the substantial subsidies Louis offered Sweden to maintain a large army at all times (so France’s German opponents would always have to watch their back), is a permanent effect. A -2 reduction of your Power’s upkeep costs is a significant boost, and especially so since upkeep costs can only be paid using ever scarce Thalers. Just as in history, an alliance with Louis XIV will allow your Power to maintain a far larger army without going bankrupt.

    That’s all from the Netherlands, England, and France! In the second part of this article we will look at some personalities from the Ottoman Empire and the Holy Roman Empire who played an important role in Baltic affairs.


    The Women of Baltic Empires Series:

    The Women of Baltic Empires: Part One

    The Women of Baltic Empires: Part Two


    Other Baltic Empires InsideGMT Articles



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