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Unhappy King Charles!

Unhappy King Charles!

2008·Charles Vasey

Videos
15
Creators
5

Mostly playthroughs. Unhappy King Charles! is covered on BoardGameVideo.com by 3 reviews, 1 how-to-play guides, 10 recorded sessions, and 1 other video.

2 players
240 min
Heavy weight: Expect a long teach

From BoardGameGeek

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. Cover artwork inspired by Sir Anthony van Dyck (1599-1641)

Unhappy King Charles!

Watch first

Learn to play

Unhappy King Charles - intro.wmv1:02:10

Unhappy King Charles - intro.wmv

calandale

calandale

Review

Unhappy King Charles review22:38

Unhappy King Charles review

calandale

calandale

Watch it played

Unhappy King Charles 42 late a18:38

Unhappy King Charles 42 late a

calandale

calandale

Which Unhappy King Charles! video should I watch?

Unhappy King Charles! has 15 videos from 5 creators: 3 reviews, 1 how-to-play guide, 10 playthroughs and 1 other video. They date from 2012 to July 2023.

To learn the rules, start with "Unhappy King Charles - intro.wmv" by calandale, which runs 1 h 2 min.

For an opinion before you buy, start with "Unhappy King Charles review" by calandale. 3 creators have reviewed it. To see it played, watch "Unhappy King Charles 42 late a" by calandale, one of 10 playthroughs.

If you like it, try Chariot Lords and Unhappy King Charles (second edition), also by Charles Vasey, or Paths of Glory and Wilderness War, which share several of its mechanics.

All videos

Unhappy King Charles! (Extended Example of Play)Playthrough26:02

Unhappy King Charles! (Extended Example of Play)

Stuka Joe

Stuka Joe

Review: Unhappy King Charles!Review37:27

Review: Unhappy King Charles!

The Players Aid

The Players Aid

Unhappy King Charles Components Overview5:30

Unhappy King Charles Components Overview

Unhappy King Alf

Unhappy King Alf

119.1.- Unhappy King Charles! (GMT): componentesReview12:23

119.1.- Unhappy King Charles! (GMT): componentes

Wargame Reviewer

Wargame Reviewer

Unhappy King Charles reviewReview22:38

Unhappy King Charles review

calandale

calandale

Unhappy King Charles - 45 and wrap.wmvPlaythrough17:56

Unhappy King Charles - 45 and wrap.wmv

calandale

calandale

Unhappy King Charles 44 winter 45 earlyPlaythrough18:23

Unhappy King Charles 44 winter 45 early

calandale

calandale

Unhappy King Charles 44 latePlaythrough14:57

Unhappy King Charles 44 late

calandale

calandale

Unhappy King Charles 43 winter and early rantPlaythrough24:29

Unhappy King Charles 43 winter and early rant

calandale

calandale

Unhappy King Charles 43 latePlaythrough17:10

Unhappy King Charles 43 late

calandale

calandale

Unhappy King Charles 43 earlyPlaythrough14:16

Unhappy King Charles 43 early

calandale

calandale

Unhappy King Charles 42 winterPlaythrough23:38

Unhappy King Charles 42 winter

calandale

calandale

Unhappy King Charles - intro.wmv1:02:10

Unhappy King Charles - intro.wmv

calandale

calandale

Unhappy King Charles review22:38

Unhappy King Charles review

calandale

calandale

Review: Unhappy King Charles!37:27

Review: Unhappy King Charles!

The Players Aid

The Players Aid

119.1.- Unhappy King Charles! (GMT): componentes12:23

119.1.- Unhappy King Charles! (GMT): componentes

Wargame Reviewer

Wargame Reviewer

Unhappy King Charles 42 late a18:38

Unhappy King Charles 42 late a

calandale

calandale

Unhappy King Charles 42 late b18:41

Unhappy King Charles 42 late b

calandale

calandale

Unhappy King Charles 43 late17:10

Unhappy King Charles 43 late

calandale

calandale

Unhappy King Charles 43 early14:16

Unhappy King Charles 43 early

calandale

calandale

Unhappy King Charles 43 winter and early rant24:29

Unhappy King Charles 43 winter and early rant

calandale

calandale

Unhappy King Charles - 45 and wrap.wmv17:56

Unhappy King Charles - 45 and wrap.wmv

calandale

calandale

Unhappy King Charles 42 winter23:38

Unhappy King Charles 42 winter

calandale

calandale

Unhappy King Charles 44 winter 45 early18:23

Unhappy King Charles 44 winter 45 early

calandale

calandale

Unhappy King Charles 44 late14:57

Unhappy King Charles 44 late

calandale

calandale

Unhappy King Charles! (Extended Example of Play)26:02

Unhappy King Charles! (Extended Example of Play)

Stuka Joe

Stuka Joe

Creators who cover this

All channels
calandale
calandale
11 videos of this game
Stuka Joe
Stuka Joe
1 video of this game
The Players Aid
The Players Aid
1 video of this game
Unhappy King Alf
Unhappy King Alf
1 video of this game
Wargame Reviewer
Wargame Reviewer
1 video of this game

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Chariot Lords

1999·Charles Vasey

Videos
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Creators
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Mostly playthroughs

3 - 4 players·360 min·Medium weight

Unhappy King Charles (second edition)

2024·Charles Vasey

Videos
3
Creators
3
Unboxings

1 - 2 players·240 min·Heavy weight

Paths of Glory

1999·Ted Raicer

Videos
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Creators
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Mostly playthroughs and how-to-play

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About Unhappy King Charles!

From BoardGameGeek:

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. Cover artwork inspired by Sir Anthony van Dyck (1599-1641)

Designer

Charles Vasey

Artists

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

Publisher

GMT Games

Categories

Civil WarPike and ShotWargame

Mechanics

Card-DrivenDice RollingArea Movement
View on BoardGameGeek ›
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