When Mark and Mary asked me if I wanted to design a
game for Tiny Battle, I leapt at the chance; I’m fond of both of them, Mary
especially. For me, Agincourt was a natural choice, for a number of reasons:
- I
already have a medieval period gaming system, Shields & Swords. Using an existing system greatly speeds up
the process of designing and testing the game as I’ve already done most of the
work and solved most of the problems. Now, because S&S is really built for
the early medieval period, and 1415 is a substantially different animal, the
system had to be heavily-modified, but even that’s still faster than doing it
all from scratch. Now, medieval games don’t sell as well as other periods (ACW,
WW2, Napoleonics), but...
- This
October marks the 600th anniversary of the battle. Anniversaries can often
translate into sales. You’ll often see wargamers in various forums asking, “How
are you commemorating the famous battle of X?”, by which they mean, “What game
on X are you going to be playing?” “Oh, there’s a new game on X? Maybe I’ll
pick that up.” Cross-reference the uptick in ACW games sold between 2011 and
2014, and the renewed interest in the Great War. If ever there was a time to
release a game about Agincourt, this is it.
- It’s
a well-known battle, probably the best known from the period. I have other
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| Medieval cow |
Shields & Swords games that might be appropriate for Tiny Battle, but all
of them are comparatively more obscure. I say “comparatively” because while
someone with an interest in medieval history has probably heard of the Battle
of the Bouvines and wouldn’t consider it obscure, the general populace will
think it’s got something to do with cows. Whereas most people have heard of
Agincourt, and know the basics: “vastly outnumbered English bowmen beat the
French”.
- Vastly
outnumbered English bowmen beat the French! I love battles where there is a
striking disparity in the type and strength of opposing forces. You basically
have a handful of English archers up against a French host that’s four times*
its size and comprised mostly of the best-armed, best-trained knights around.
And the English win! (*Estimates vary wildly for Agincourt; 4:1 is the ratio
I used as it both seemed the most plausible and best fit the parameters of the
game.)
- It
also let me do a test-run for a system I designed for a WWI game that is still
deep in development. This system replicates “moving in the open against enemy
fire” without resorting to Opportunity Fire. Modern tactical isn’t really my
scale, and the reason why is that I get tired of moving one hex, asking if my
opponent wants to shoot me, moving another hex, asking if my opponent wants to
shoot me, and so on (partially this is because she always does). This mechanism avoids that by resolving enemy fire
“automatically” with hits sustained for each hex entered within the enemy’s
Approach Zone. It works really well for Agincourt, and “folds in” the muddy
terrain conditions that hampered the French advance and made them such juicy
targets.
Development and testing moved at a fairly brisk
pace. Going in to it, I figured that the victory conditions would be the one
thing that would change the most between the first test and the last, and I was
not disappointed. Agincourt is a challenging battle not because the historical
result was so lopsided, but because it was so lopsided in favor of the side
that was outnumbered and desperate. The Approach Zone mechanism, and to a
lesser degree command structure, went a long way toward replicating the
historically decisive factors, but deciding at what point the game ended was
difficult. If the English VP threshold was too low, the game would end too soon
and the French would never have a chance. If the threshold was too high, it
gave the French too much time, and made it too easy for them to win. (Likewise,
the French VP threshold itself needed to be low enough to be attainable but
high enough to be difficult.) It took some doing, and required some disparate
conditions: the French win if they have 10VP, while the English win if they
have at least 30VP more than the
French Player. The English generally rack up some very nice VP early on, but
the longer the game continues, the easier it becomes for the French to score
VP.
Before the testing had concluded, we already had our
artists in place. Alex Krumwiede, who I worked with before on my upcoming
fantasy game Shadows in the Weald (Yaah!
# 5), was asked to do the art for the counters. He’s not a wargamer
himself, and so the actual layout of the counters, as well as the map, fell to
the talented Jose R. Faura, who I also worked with on my game with White Dog, Von Moltke’s Triumph. Map art for the
medieval period is especially challenging, because most battles were fought
over very simple, often flat, terrain. It’s hard to make grass interesting, but
Jose managed it in spades.
I had designed a cover for We Happy Few as I did for my other game in Tiny Battle’s initial
line-up, Gaines’s Mill. But while the
latter passed muster, Mark thought my We
Happy cover was a little blah. So we asked Jose to come up with something a
little more lively, and he turned in a nice cover crazy-fast.
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| Original cover |
"We
Happy Few" recreates one of the most famous battles of the Middle
Ages by using the basic skeleton of the S&S system seen in such
titles as Flying Pig Games’ "Stamford Bridge" and "A Hill Near
Hastings", with important modifications to better suit both the later
era and this specific battle. Chief among these is a clever, speedy, and
diceless alternative to opportunity/reaction fire concepts that
reflects the difficulties inherent in moving under missile fire. Shoot over to see it.
My goal was to make an Agincourt game that was both
historically accurate given the chosen level of granularity and fun to play for
both sides. Almost all games on Agincourt I’ve seen have either been one or the
other but never both. One such game's designer basically threw up his hands and
admitted in the rules that the French Player wasn’t going to be able to make
any meaningful decisions anyway, and that you should just play the game
solitaire. Nuts to that, man! While We
Happy Few is perfectly suitable for solitaire play, it’s designed for two
players, and keeps both of them engaged. It’s possible for a good French Player
to pull off the win (or even a middling player; I’ve done it a couple of times
now). It’s difficult, sure; it is, after all, the Battle of Agincourt, and not
the Battle of Equally-Matched Armies Fighting to a Draw. Experienced gamers
wanting to play with a new gamer will likely want to take the more challenging
French side themselves. “Challenging”, not “hopeless and hampered by fiddly
little idiot rules”.
Somewhat immodestly, the back cover copy declares that
We Happy Few is “the only Agincourt
game you’ll ever need”. I’m probably the least qualified person to make that
determination, but it’s certainly more to my taste than other takes on the
battle, and I hope it will be more to yours as well.