There are many wonderful things to say about
Unhappy King Charles!, but playing it I felt I was not only enjoying a good game but also a game that modeled history well.
Unhappy King Charles! avoids the trap of stacks that blitz across country, like what is seen in many other CDGs. In other words Charles Vasey made the system work for for the history and not vice versa, but also avoided going into simulation hell. This review discusses historical points that impressed me and made me jump for nerdy joy during my first play.
The Primacy of PoliticsCivil wars are of course uniquely political in nature, so the use of cards lends not only flavor but an important reality to any game covering a civil war. In this case the deck offers a plethora of political events as well as possible events that did not occur. This counter factual aspect is a leap forward in CDGs, and I'm surprised that I haven't really encountered it until now. Too often CDGS, even the great ones, only offer events that did happen. Besides the cards there are the political control markers. These are the real determining factor between victory and defeat and armies exist mostly to maintain and expand political control, which is what the fighting is all about. Also the power wielded by men like Newcastle, who must command in his region despite his incompetence, is another layer of the politics of the war.
Local InfluenceI absolutely love this part of the game partially because I read
Revolt in the Provinces. While national politics were important, a lot of allegiances were decided by local politics, and usually a local lord or notable had more influence than the king. Cards of course are a way of simulating this fact, including the infamous clubmen. The strongest way that this is simulated is through the local notables, who exert localized influence and are defeated through siege, which represents a kind prolonged campaign to crush the notables and their followers.
The Nature of BattleThe fact that winners don't lose troops is in keeping with battles of this age. Meat-grinder affairs where both sides take heavy losses, like many American Civil War engagements, were rare in this time period. Mostly one side routed the other off the field and it was in pursuit that an army inflicted heavy losses on the enemy.
Unprofessional ArmiesEnglish armies of this age were not professional in the way the armies of Sweden and France were. Simply put the English lacked recent military experience and a long tradition of operating field armies, so the fact that armies are fairly unwieldy in the early game reflects the history. The game imparts this unwieldiness with localized recruiting limitations, lots of militia units, and the fact that large armies need a lot of operations points to move due to the logistical strain of maintaining a large army. Also the armies are constantly suffering from desertion, another facet of this war that I found to be unsatisfactorily simulated in
We the People, where Washington's Continental Army can remain intact from year to year.
Limited ManeuversHand sizes are small in the game, and given the importance of political events, seeing your opponent spend card after card on moving armies is uncommon. In fact you'll rarely see enemy armies tramp around the map like panzer divisions. In addition large armies, while powerful, also cannot move nor evade as well as smaller forces. A wonderful historical example of this was Montrose's Scottish Campaign, in which his smaller army consistently out-maneuvered larger forces. Come to think of it we need a game covering Montrose's campaigns...
The New Model ArmyI am sort of taking this right out of the the playbook, but I was happy to see that the New Model Army, while improving leadership and siege craft to a great degree, was also a risk due to the penalties that such a centralized war effort can have. For one it takes leaders away and thus makes the Parliamentary forces open to possibly being swept up, especially if Royalist armies are concentrated and under good leadership. The fact that Vasey left the possibility for this to backfire, which was real 1645, is a wonderful aspect of the game and avoids rigid inevitability.
VictoryVictory is very realistic. Of course capturing Charles I is a win for Parliament and holding London for two turns will give Charles I his prerogative. The one I love is the power base victory, which insists that each turn the players must have more political control markers on the board then a set number that increases each turn, simulating the corrosive effects of the war upon society, which made the conflict increasingly unpopular as the years went on. If your power base is insufficient, then it follows that you cannot raise money, troops, and supplies to keep your armies in the field. This is an absolutely wonderful way to simulate this crucial fact of the war.