Cruel Necessity: The English Civil Wars 1640 to 1653 Designer’s Notes

Steve Carey and Tim Porter seemingly players to engage in exciting tactical spent two years’ worth of GMT West battles and, although usually indecisive, Cruel Necessity and Pacificon conventions to extended garner benefits from any great success Designer’s Notes by John Welch playtesting of this early version of the achieved in doing so. The systems for the Cruel Necessity is my third States of game. They offered countless design mini-game had to be tight and relatively SiegeTM series game. I actually nailed ideas and, most importantly, kept me quick-and-clean to not slow gameplay on down the design in November of 2009 motivated to continue improving Cruel the main map. after designing Levee en Masse and Keep Necessity. Barely-trained forces fought the initial Up The Fire! My feeling is that each In January 2012, Cruel Necessity was battles of the English Civil Wars, with a game must be different from its selected to be the “new game” in a GMT slight advantage going to the King’s men. predecessor, so with Levee I added P500 States of SiegeTM three-pack dubbed The turning point occurred when Political tracks, Liberation, and near- Revolt and Revolution. It was exciting to Cromwell demanded that “Godly” troops perpetual Unrest in Paris; in Fire! it was watch the numbers climb and pass the be raised and, more importantly, trained. the ‘double game’ of tactical combat at 500 preorder threshold. At this point, I This New Model Army, along with a the compound and then to strategically felt the game was in pretty good shape – disciplined cavalry, were the keys to organize and lead the Relief Army to three years of work really showed. By the Parliament's ultimate success. The mini- Peking. I've taken to heart some of autumn of 2012 however, it was clear game models these aspects, adding to legendary game designer Joe Miranda’s that the Revolt and Revolution pack was them Battle Event cards, the potential of wisdom that a simulation puts the player not going to work out, and Cruel returned Deadly Outcomes that can kill named into the position of their historical to Victory Point Games. It was also at elite units, and the possibility of turning counterpart; given the same constraints this time that VPG was going through the overwhelming victories into important in- and options, the game takes away the process of expansion and upgrading its game benefits. script and the player quickly learns some component quality; while the waiting for Toward the Victory Point this upgrade was difficult, it has resulted important lessons of the history. A final key development came with the in the final product you now hold and is Why the English Civil Wars new look for calculating Victory Points. far superior to VPG’s previous With Levee en Masse, I wanted a chart I was drawn to the English Civil Wars production model. It was worth the wait. because they were so formative to the that showed the player just how development of Western democratic The Finishing Work Begins important the three Political tracks were government. There were three distinct By the summer of 2013, Cruel Necessity to final victory, but there was some math civil wars, and even civil wars within was ready for serious attention, and Alan involved and most players took at least civil wars in Ireland, Scotland, and Emrich finally got his turn at developing one completed game to realize they only England. Cruel Necessity needed to it. Thanks to the dramatic improvements finished but didn’t win because they simulate the various political struggles of at VPG, this game has a much larger map didn’t keep an eye on the Politics of it all. the forces of Parliament and Puritanism – than originally envisioned, full sized Cruel Necessity uses an intuitive system this meant six Political tracks that cards, and top-notch counters. VPG’s of positive (blue) triangles and negative covered religion and foreign policy in improved production flexibility presented (red) triangles. This did several important addition to Monarchy versus Parliament. the opportunity to expand the deck and things: first, players can calculate at a I also knew that I wanted a mini-game call out a key gameplay mechanic with glance how things are going; second, capturing the drama of mid-17th century the Achievement cards. One of the they can visualize with gestalt what and warfare – the push of pikes and the great measures of success for Parliament and where they need to focus on, and; third, a charges of cavalry. the Puritans in the English Civil Wars uniform methodology meant that every TM was the key accomplishments in gear turning from the Political Tracks, to Most States of Siege games utilize a government, religion and diplomacy. The number of Action Points that the player Fortress cities, to Achievements, to original mechanic was too simple and Deviltry all feature these simple triangles. can spend, as assigned by each Event arbitrary. By making the Achievements A Cavalier Farewell Card. I wanted something dynamic that their own cards and allowing players to would vary this number and be true to work toward the conditions was a better I am very pleased with the results from history. The result was Zeal and how (and tenser) way of cementing the lasting these past four years of Cruel Necessity’s control of certain Fortress Cities was the victories of the English Civil Wars. In development. I hope that you find it an key to the wealth and manpower needed Cruel Necessity, victory is best assured exciting and challenging game that you to sustain the war effort. by earning the Achievements. replay often to explore its many options and lessons. Early Design Issues and Evolution Meeting on the Battlefield I especially want to thank the nearly 600 My first design iteration was vanilla and Students of the English Civil Wars know people that preordered Cruel Necessity admittedly simple. I was extraordinarily that the wars were unwinnable through when it was going to be part of the Revolt fortunate to have two people that invested military action alone (which is why there and Revolution pack, and I sincerely hope a lot of their time and talent to keeping are six Political tracks and the this game is what you have been waiting Cruel Necessity evolving and improving. Achievement cards). Still, I wanted for. I think you’ll love the experience.

© 2013 John Welch and Victory Point Games Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 1

[1.0] INTRODUCTION number of Areas, along which the Royal Army of the North, Cruel Necessity Cruel Necessity is a game the Royal Army of The English Civil Wars 1640 to 1653 simulating the military, political, and the West, Scotland, religious struggles of the English Civil and Ireland units ABLE OF ONTENTS T C Wars. You attempt to stop the advance of advance and [0.0] Using These Rules ...... 1 four armies bent on destroying retreat. There are [1.0] Introduction ...... 1 Parliament and Puritanism, whom you also six key represent. Simply holding on to London [2.0] Game Equipment ...... 1 hexagonal fortress is not enough; you must also suppress the spaces. To the [3.0] Setting Up the Game ...... 2 enemies of Puritanism, Parliamentary right, there are [4.0] Sequence of Play ...... 3 Government, and English domination. tracks for Ireland, Monarchy, [5.0] Objectives () ...... 3 There are civil wars going on not just in Catholicism, Scotland, Parliament, and [6.0] Event Card Phase ...... 4 England, but in Scotland and Ireland too; Puritanism. Available Achievements go [7.0] Using The Battle Display ...... 8 and each will have varying impact on the along the top. [8.0] Action Phase ...... 10 play of the game at different times. [2.2] The Battle Display Mat: The [9.0] End Times Phase ...... 13 You can also play Cruel Necessity Battle Display Mat is centered [10.0] Housekeeping Phase ...... 13 cooperatively with a team of players working together and deciding how best on a map of a [11.0] Victory & Defeat ...... 14 to preserve and propagate the principles typical Extended Example ...... 15 of the Enlightenment and Reformation. battlefield of the [12.0] Scenarios ...... 17 We do not mean for Cruel Necessity to be a English Civil [13.0] Optional Rules ..... Player Aid highly accurate simulation of the English Wars as shown in history books. [0.0] USING THESE RULES Civil Wars; rather, it is a thoughtful and Along the top are places for Battle Event provocative interactive telling of this cards (Draw and Discard), along the left New gaming terms, when initially story, told in the guise of a game. Key side go Royalist forces above the defined, appear in dark red lettering for events of the period unfold and you will Tactical Battle Sequence of Play, and quick referencing. find yourself making the crucial along the right side is where you place The instructions for this game are decisions required to save Parliament- your Parliamentary forces. organized into major “Rules” sections as arianism and Puritanism from their [2.3] The Playing Pieces: There are shown in large green CAPS font, and enemies within and without. various units (pieces deployed and/or represented by the number to the left of The title comes from the purported maneuvered on the map) and markers the decimal point (e.g., Rule 4.0 is the response to the beheading of King (showing changes in the status of things). fourth Rule). These Rules generally Charles by his implacable foe, Oliver Military Units explain the game’s subject matter, its Cromwell, who remarked that this act of FRONTS BACKS components, the procedures for play, the regicide was a “cruel necessity.” game’s core systems, set up, and win conditions. [2.0] GAME EQUIPMENT With each Rule, there can be “Cases” Parts Inventory Army Combat Victory that further explain a Rule’s general ● 1 22” x 17” game map (in sections) Value Points concept or basic procedure. Cases might ● 1 11” x 17” Battle Display Mat also restrict the application of a Rule by ● 1 Rulebook denoting exceptions to it. Cases (and ● 1 two-sided Player Aid Subcases) are an extension of a Rule ● 27 copper-bordered (First Civil War) shown in the way that they are Event and Achievement cards numbered. For example, Rule 4.1 is the ● 18 silver-bordered (Second Civil War) Name first Case of the fourth Rule; and Rule Event and Achievement cards 4.1.2 is the second Subcase of the first ● 15 gold-bordered (Third Civil War) Case of the fourth Rule. Event and Achievement cards ● 15 Battle cards Triggers Important information is in red text. ● 98 assorted game pieces a Battle Event References to examples of a Rule or Case ● 1 (Parliamentary) blue 6-sided die* are in blue text and this font. ● 1 (Royalist) red 6-sided die* There are four invading Armies, one for Text in shaded boxes, like this, provides *Not included in the polybag version of this each Region (e.g., North). the voice of the game’s designer, who is game. When fighting a Battle on the Battle addressing you to explain an idea or [2.1] The Game Map: The game map Display Mat, Parliamentary (blue) and concept that is not, itself, a Rule or a shows England, Scotland, and Ireland Royalist (red) Formation units (square Case. divided into Regions, each with a

© 2013 John Welch and Victory Point Games 2 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 for Cavalry and rectangular for Musket Card # EVENT Advance 2. Sort through the counters and look Invading Army and Pike) are used. for the four invading Army units: Title/ Invading Army Army: the identity (also shown by its Head- is +1 Strength North (red), flag) of that domestic or foreign army. line this turn Scotland (blue), Ireland (green), and Combat Value: represents the strength Place marker West (yellow). Each of that invading Army or Formation. Flavor Perform these text Activities begins in the #5 Area of its respective VP Indicator: the number of up (blue) (no Adjust these Region (i.e., Durham, Highlands, game- and down (red) triangles indicates the Political Track Beyond the Pale, and Cornwall, play markers number of Victory Points (VPs) awarded effect) respectively) with its Ready (tan) side (blue) or lost (red), see 5.0. This Die Roll Modifier up (i.e., they do not begin the game Some Formation units are Named; applies to this with their yellow, Disordered side Military (red w/canon icon = you Political Track showing). Set aside the two alternate some others cause Battle Events to this turn occur. must conduct a Tactical Battle, see Scotland Armies with the pictures of 7.0), Religious & Political sections Status Markers King Charles and King Charles II; one Card # ACHIEVEMENT Title will enter play at the end of the Second Flavor text (no English Civil War. gameplay Sym- effect) 3. Place the six Fortress Control bol These markers on the map as follows (look Political Track for the little colored dots to guide you): Type markers must be as listed Place four Fortress Control markers before you with their blue side up (indicating you, Other can purchase con- the Parliamentary player, control dition Purchase cost them) at the locations and for (in Zeal) set to the second 2 Combat Value pur- Reward when chase purchased rating (i.e., the “higher” 2 rating at Combat four o’clock): Value Victory Points (i.e., number of blue triangles) earned for purchasing this Achievement  London  Battle Event Cards  Hull Title (red = resolve immediately; green = you may  Edinburgh retain that card and play it later as specified) Place one Fortress Control marker BATTLE EVENT with its red side up (indicating it is Pictured here are some of the various Royalist controlled) at Dublin and also set to the second status markers in Cruel Necessity. The 2 Combat Value (i.e., the “higher” 2 rating at four Combat Value of a Fortress is variable o’clock). and depends upon the rotation of the Fortress marker in that location. Finally, place one Fortress Control marker with its Event Cards red side up at Oxford and There are two types of cards: Event Flavor text (no Battlefield Event to perform set to the 4 Combat Value gameplay effect) (what and when) cards are revealed each turn and drive the rating. narrative on the map, and Battle Event 4. Place the six Political track markers cards are revealed when an Event occurs ETTING P THE AME [3.0] S U G face up (i.e., picture-side on the Battle Display Mat. This is the set up for the First English showing) on their Event cards are further subdivided into Civil War and the Campaign Game. respective tracks in their two types: standard Event cards (divided 1. Prepare the play area by setting up the starting spaces indicated by by sidebar colors into the three distinct map directly in front of you with the a circled number: Civil Wars) that measure time and bottom edge closest to you. To the  note A activate the forces opposing you; and Ireland right of the map, place the Battle  Monarchy Achievement cards that you might be Display Mat. Place the Player Aid to able to purchase and which award you  Catholicism the left of the map, so that you have a note A  Scotland Victory Points (i.e., blue triangles) and a handy reference at your command. special benefit, as listed at the bottom of  Parliament each Achievement card.  Puritanism note B

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 3

A. Place the Irish and placing and removing those frequently of the Event cards for each of the three Scottish Army Morale during play. English Civil Wars (i.e., all of the markers in the Foreign 11. Remove the two rectangular markers copper-, silver-, and gold-bordered Armies box to the left of numbered “4” and “5.” They only cards). their Political tracks. enter play to modify the Combat Value THE GAME TURN B. Place the Irish Troubles of the Ireland Army with Optional You, the Puritan Parliamentary player, marker in its box that is at Rule 13.2, The Catholic League conduct a Game Turn through a series of the bottom of the Intervenes. Phases in the exact order listed below: Puritanism track. 12. Sort out the 15 Battle Event cards 1. Event Phase: Reveal the top card in 5. Place the Zeal Points marker in the 5 and shuffle them the Event card Draw Pile. box along the Zeal Point together. Place them If it is an Achievement card, place it track and the Zeal +1 DRM / face down to form face up in one of the three Available Strength marker in its the Battle Events Achievement boxes along the top of holding box adjacent to the Draw Pile on the the map (see 6.0) and reveal the next Zeal Points track. Battle Display Mat. card in the Event card Draw Pile. Do 6. Flip over all of the buff Formation 13. Sort out the remaining 60 cards into not proceed to the Action Phase until units to hide their numeric three piles based on the color of the you have revealed an Event card. values (i.e., their front sides) and sidebar on their faces: 27 copper (First If you reveal an Event card, place it show their flag (back) sides. Civil War); 18 silver (Second Civil face up on the top of the Discard Pile Place these units on the Battle War); and 15 gold (Third Civil War). where it becomes the new Current Display Mat and mix them into Set the silver and gold piles aside; Event card. Complete all of its Draw Pools as follows: these cards enter play later. activities listed (also see 6.0) in the A. Place the (named and unnamed) A. Among the copper- order that they are presented and then red-bordered square-shaped units in bordered (First Civil proceed to the Action Phase. the Royalist Cavalry units box. War) cards, sort out 2. Action Phase: You may now spend B. Place the (named and unnamed) the two with a white your Zeal Points to attempt to red-bordered rectangular-shaped circle behind their purchase an Available Achievement units in the Royalist Musket and card numbers (these card (8.2), Campaign against Invading Pike units box. are the first and last Armies on the map (8.3), Besiege an C. Place the blue-bordered square- cards in their number enemy Fortress (8.4), favorably adjust shaped units in the Parliamentary sequence, i.e., cards the Political tracks (8.7), etc. #01 and #27). Cavalry units box. 3. End Times Phase: If you do not D. Place the blue-bordered B. Place card #27 face down on the control London, OR if you have four rectangular-shaped units in the Draw Pile box on the map and set or more Political markers in their “F” Parliamentary Musket and Pike aside card #01. rows, you lose the game immediately units box. C. Shuffle the remaining cards (#02 (see 11.1). If you have completed the 7. Set aside the two square and through #26) and place them face last Event card (#60), the game is three rectangular Named down in the Draw Pile box (i.e., on over; check the Victory Conditions Parliamentary Formation top of card #27 which is already (11.2). units. They enter play later there). 4. Housekeeping: Prepare for the next and are placed face up in the D. Finally, place card #01 face down turn by removing all temporary Parliamentary Named units box. in the Draw Pile box so that it is at Strength Modifier and DRM markers 8. Set aside the round Deviltry the top of the stack. Read the from the map (10.1), gaining Zeal markers with their orange Prologue and enjoy! Points (10.2), and preparing the Draw side up and mix them into a In this manner, you have “built” the deck Pile for the Second or Third Civil Draw Pool. They enter play for the First English Civil War, so that it Wars after completing the First or later. begins with you revealing the #01 card, Second Civil Wars (10.3). 9. Set aside the four hexagon- and finishes with you revealing the #27 [5.0] OBJECTIVES () card. The other cards all happen shaped Revolt markers. They How well you are doing in a game of enter play later. randomly in between. The first and last cards are “seeded” thus to ensure the Cruel Necessity is indicated by your score 10. Set aside in a very convenient proper beginning and ending to the war. which is measured in triangles, both location the light-green and positive () and negative (). yellow square +#/-# Strength [4.0] SEQUENCE OF PLAY Positive triangles () are found in and DRM markers. You will be A complete game of Cruel Necessity particular from raising the Political consists of revealing and completing all markers for your cause of Godly Rule

© 2013 John Welch and Victory Point Games 4 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 and Republicanism (i.e., Scotland, maximum of only three Available 3. It will Besiege a Parliamentary Parliament, and Puritanism; the boxes Achievements for your purchase Fortress in its Area (see 6.2.4 and where those markers currently reside consideration at any one time. 6.2.5); OR might have blue triangles in them, and if After thus resolving an Achievement 4. It will Advance to the next lower- so they count toward your score) and card, do not proceed to the Action numbered Area within its Region (e.g., from purchasing Achievement cards. Phase! Keep going (and resolving other from its 3 Area to its 2 Area; see 6.2.6 Also helping your cause are: Pushing Achievement cards) until you have at and 6.2.7). invading Armies back to their 4 or 5 last revealed an Event card for that turn. After performing any one of the above, Areas; causing invading Armies to You want to move quickly to acquire that Army’s Activation is complete, become Disordered; controlling Achievements (see 8.2) and not lose too unless the event card shows it activates Fortresses on the map; and resolving a many thus to the Discard Pile! more than once (or North gets a push particular Deviltry marker. Resolving an Event Card from Ireland). Negative triangles () lower your score Subcases and happen with the rising Political When you reveal an Event card, place it markers of Opposition and Despair face up on the top of the Discard Pile [6.2.1] Strength Modifiers: If its flag (i.e., Ireland, Monarchy, and where it becomes the new Current is pictured with a Strength Modifier Catholicism; the boxes where those Event card. You must complete all of its marker on it, place that markers currently reside might have red activities in the order that they are same type on its Army triangles in them, and if so they count presented: that is, from top to bottom unit this turn. These are against your score). Also hindering your (i.e., Military, Religious, and then temporary fluxes in that cause are: Enemy-controlled Fortresses, Political), and left to right within each of Army’s Combat Value unresolved Deviltry and Revolt markers. those three sections. and are removed during When the King joins the Scotland Army that turn’s Housekeeping Phase. unit (see card #45), more red triangles Should an Army unit ever acquire come into play. more than one such marker on a given Calculating Your Score game turn, their effects are cumulative. The net count of all current triangles [6.2.2] Recovery from Disorder: If that Army unit is affecting play is your score (and, yes, it [6.1] Engage in a Tactical Battle: If the Disordered, it must can be a very negative number). See the military icon on the card is red and spend its Activation Scoring Example, 11.2. supplemented by a red cannon icon, the remaining in place The triangles are very conspicuously first thing you must do is conduct a and flipping back to its normal side. arranged so that you can calculate your Tactical Battle using the Battle Display Only an Army that is not in Disorder current score quickly at a glance. Mat. The explanation for resolving these can move, besiege, or otherwise spend Battles is in Rule 7.0. Your score matters at the end of each of its Activation to your detriment. the three Civil Wars (i.e., decks). After completely resolving that Tactical Battle, including its aftermath, return to [6.2.3] Suppressing a Clubmen Revolt: Instead of advancing past a [6.0] EVENT CARD PHASE the Current Event card and take care of Clubmen Revolt marker Narrating the game are the Event cards. all other matters in the Military section in its Area or having such This epoch’s three volumes, one for each of the card (e.g., Activating Invading a revolt in its rear (i.e., English Civil War during this period, Armies, see below). Then proceed to the should one appear in a correspond to each card’s sidebar colored Religious and Political sections as usual. higher-numbered Area than where that stripes. You will find the tale written in each card’s title and in the shaded “flavor Army is currently located), that text” which gives the history behind the Activated Invading Army unit remains gameplay activities that card engenders. in place and will Suppress it instead by rolling one die: If the result is 2 or There are two types of cards in the Draw higher, that Clubmen unit is removed Pile: Achievement cards and Event [6.2] Activate Invading Armies: Each from the map. If the result is a 1, that cards. flag symbol indicates that that specific Clubmen unit remains on the map. Resolving an Achievement Card Army Activates, which means it does the [6.2.4] Reducing Parliamentary When you reveal an Achievement card, first item that it can do on this priority Fortresses: Instead of advancing past place it in an empty box in the Available list: your controlled Fortresses Achievements section along the top of 1. It will recover from Disorder (see or having such a revolt in the map. If there is not an empty box 6.2.2); OR its rear, Activated Invading available, discard one of the Available 2. It will Combat a Clubmen Revolt Army units remain in their Achievement cards and replace it with marker in its or a higher-numbered Area and Besiege them instead. the newly-drawn card. Thus, there is a Area (only, see 6.2.3); OR

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 5

Note that the Fortress of Oxford is importance of controlling key areas of each Activation to Fortify Dublin by located in the 1 Areas of both the England is neatly abstracted into play. one click per Activation. If Dublin is a North and West Regions, so your Once you lose control of the Fort- completely finished (i.e., at its highest control of Oxford is an important ress(es) in a Region, the road is wide 3 Combat Value) Royalist Fortress, forward buffer to keeping London open for the enemy to Advance upon then apply from falling under siege. London and seal your doom! Army of Ireland ProSIEGEure [6.2.5] London Besieged: To Besiege Activations Royalists Besiege your Fortresses by London, a Royalist Army (North or as “Irish Troubles” thus: rolling the die twice in succession and West only) must first Advance from applying each result in order. its 1 Area to the London Under Siege The track above the Irish Troubles marker has its Political marker  If the die roll is less than or equal Area (essentially Advancing from its Area 1 to their shared Area 0). Once reduced by one (i.e. -1) box (, see to (≤) the Fortress’ Combat Value, 6.6); afterward, move the Irish there is no effect. there, its future Activations are used to Besiege and reduce the London Troubles marker one Irish Troubles  If the die roll is greater than (>) the Fortress in the usual manner. If box to the right, looping it from Fortress’ Combat Value, then its London falls, you are in danger of Puritanism to Scotland as required. Combat Value is reduced by one losing the game if you do not regain it Thus, it will affect that track the next “click” (i.e., rotating the Fortress during your Action Phase that turn! time there are further Irish Troubles. marker 60 degrees, in this case These rules (6.2.6 and 6.2.7) simulate counter-clockwise to reveal its new, the likely effects of a Scottish or Irish possibly reduced, Combat Value). invasion of England. It is unlikely that Once that value reaches 0, that a strictly Scottish or Irish Army would Fortress immediately changes campaign all the way to London; ownership (flip the Fortress marker rather, they would have augmented over to its Royalist side, in this King Charles’ Royalist forces already case) and has its Combat Value fighting there in the North and West – immediately reset to its lowest 2 and indeed, this happened a number of value (i.e., one click clockwise). times during the Civil Wars. Note: If the Royalists’ first siege roll You thus have a strong incentive to captures that Fortress, skip the second keep the Scots and the Irish at bay and roll; the job is done. not to let them run amok! Royalist Siege Example: The Army of the West occupies its Region’s Area 3 Note that both the Army of the West and the Army of the North can exist (Somerset) and you currently control the Fortress at Bristol which is at its lowest in the London Under Siege Area and [6.3] “Besiege or Fortify” a Fortress: level 3 Combat Value. are thus both capable of Besieging Certain cards directly state “Besiege or An Event card orders the Army of the London at the same time (e.g., if both Fortify ______.” Regardless of the West to Activate, but it will not Advance were there and both Activated on the location of the Invading Army in that while your Fortress is unconquered; same turn, you would face four Siege Region, the opposing Royalist forces are instead it die rolls versus London!). making mischief! Besieges Bristol by rolling the die twice. [6.2.6] Scotland Supports North: If  If the designated Fortress is Royalist The first roll is a 6, which reduces its the Army of Scotland is in its 1 Area controlled, increase its strength by one defenses to its highest 2 Combat Value. (Northumberland) in its Region and Activates, click (i.e., 60 degrees clockwise). If it The second roll is a 3, which is also instead of Advancing, apply is already a full-strength Royalist successful, reducing Bristol to its lowest 2 its Activation to the Army Fortress, you instead lose one (-1) Combat Value. This is a precarious of the North unit. This means that the Zeal Point. situation for you, as it is only one click Army of the North could Activate  If the designated Fortress is away from falling! twice on certain turns – once from its Parliament controlled, conduct a Royalist Non-Siege Example: If Bristol own Activation, and again with a Siege against it in the usual manner were already Royalist controlled, the supporting “push” from the Scots on (i.e., with two die rolls; see 6.2.4). Army of the West would simply have the border! Advanced from Area 3 (Somerset) to Area [6.2.7] Irish Troubles: If the Army of 2 (Sussex). Ireland is in its 1 Area Thus, with your Fortresses serving as (Irish Troubles) in its [6.4] Unrest in London: This is very “stops” against enemy Advances, the Region and Activates, bad news. You must immediately instead of Advancing it uses conduct a Siege against London in the

© 2013 John Welch and Victory Point Games 6 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 usual manner (i.e., with two die rolls; see up arrow () moves that marker one box event. You have got enough to worry 6.2.4). However, London will not fall to upward toward the top edge of the track about if that is the case! the Royalists in this manner. If such an (which is always good for you). Example: The days are dark for your Unrest Siege roll would reduce the When the three Political markers cause, as Event card #26 indicates this London Fortress to 0, it remains with representing Godly Rule and turn: Scotland ; and then Monarchy . Parliament (i.e., on its blue side) at its Republicanism (i.e., Scotland, The positions for the Political markers are lowest 2 value and you instead lose one Parliament, and Puritanism) rise to a as shown here, and it is not good for you… (-1) Zeal Point. higher-lettered box, that’s good for you Listed first is Scotland , and you must Social unrest in London was endemic (they’re on your side); and when they perform that event first. Unfortunately, the throughout the thirteen years of the fall to a lower-lettered box, that’s bad. Scotland Political marker is already in its English Civil Wars. Religious strife and Conversely, when the three Political lowest “F” box, so you check the track lingering support for the Monarchy all markers representing The Forces of vertically opposite, and the Ireland marker simmered below the surface and erupted Opposition and Despair (Ireland, is  instead, as shown by the blue arrows on several occasions. Monarchy, and Catholicism) descend to (down to a “D” grade; not very good). a higher-lettered box, that’s bad (for you; Next is Monarchy . More bad news, the it’s good for them); and when they climb [6.5] Religious and Political Reactions: Monarchy Political “Reactions” represent social movement to a lower-lettered box, that’s good news marker is at the against extremism and toward the for you (and bad for them). bottom of its track political and religious center. You are striving for an “A” grade (i.e., already (you lost a achieving the top boxes) on each of these Battle on the Battle six tracks. Conversely, if you have four Display Mat this turn), During a Political Reaction, or more “F” grades, you lose the game so you look at the examine the Parliament and (9.0). The Victory Point triangles on the track vertically Monarchy markers. If that tracks will help you visualize this goal. opposite only to marker is in an “A” or “B” grade discover that your box, apply  to it (see 6.6). If Parliament marker is that marker is in a “D” or “F” also in its lowest box.  grade box, apply  to it (see 6.6). If it is This means you must in a “C” grade box, there is no effect. When you gain or lose Zeal Points, you choose one of the other four Political cannot adjust the Zeal marker below 0 or above 9. Ignore any adjustments beyond tracks to apply the  those extremes. to. Well, Scotland and Catholicism are out, [6.6.1] When Political Matters Go because those During a Religious Reaction, Off the Edge: If the indicated Poli- markers are also examine the Puritanism and tical marker is already on the last box unable to move Catholicism markers. If that of its track and a required adjustment downward (there are a marker is in an “A” or “B” grade would move it “off the end” (or lot of “F” grades on box, apply  to it (see 6.6). If “across the center line”) and thus off your report card; and that marker is in a “D” or “F” its Political track, instead apply that  you will lose the game grade box, apply  to it (see 6.6). If it is or  result to the track opposite it if you do not reduce   in a “C” grade box, there is no effect. along the same vertical line (i.e., the this number down to only 3 F’s this turn; track directly above or below it) by moving its marker one box in that see 9.0). That leaves Ireland (again, and same direction. creating another F!) or Puritanism. Since the latter marker is in pretty good shape, If that marker is also jammed thus [6.6] Track Marker Adjustment: There you opt to apply the  to Puritanism as against its track’s end and cannot be are historical outcomes that directly the gold arrows show. moved further, then you must choose affect the six separate Political tracks one eligible Political marker (i.e., one [6.6.2] The Middle Ground: In two and even the Zeal Points track. As listed that is not jammed and has room to of the vertical columns among the on the card, adjust the indicated track’s move one box in the indicated Political tracks, the center one (the marker one box in the direction shown direction) from among the other four Government tracks) and the right one for each arrow pointing in that direction tracks and move it one box in that (the Religion tracks) feature (typically one, but sometimes two). direction instead. If no other Political institutions in political opposition to Thus, each red down arrow () moves marker can be moved because all six one another. What this means is that that marker one box downward toward are jammed on the extreme boxes of only one Political marker can exist in the bottom edge of the track (which is their respective tracks, ignore this each of those two (double-sized) always bad for you). The occasional blue middle boxes that represent both the

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 7 lowest Royalist position and the marker does. [6.9] Place a Revolt Marker: Beneath highest Parliamentary position in Monarchy: In addition to all your its picture on the Current Event card, a their respective columns. other problems, when the King’s hexagon-shaped Procedures political fortunes are at their zenith, Revolt marker has a Region listed, either If a Royalist Political marker tries to Revolt and Deviltry markers all North or West.  into a middle box that is occupied receive +1 Strength (this includes by your opposing Parliamentary versus Clubmen even when Placement Procedure Political marker, that Royalist marker attacked by Royalist Armies). To place that Revolt marker, roll one die does not move, but instead applies its Parliament: While Parliament’s and place it in the corresponding  to your Parliamentary marker, thus fortunes are at their nadir, you numbered Area in that Region. If you pushing it down and “clearing the cannot Fortify London (see 8.6). roll a 6, do not place it on the map; way” for it to enter that middle ground Catholicism: If you can degrade the ignore this event instead. box on a future turn. Catholic cause sufficiently, you will Exception: The Clubmen unit from card If your Parliamentary Political receive one additional (+1) Zeal #15 has its own placement procedure marker tries to  into a middle box Point during the Housekeeping printed on the card. that is occupied by the opposing Phase (see 10.2). [6.10] Special Events: There are also Royalist Political marker, your Puritanism: Conversely if the cause several other types of Special Events that Parliamentary marker does not move, of Puritanism is politically occur, as explained in these subcases: but instead applies its  to the debauched, you will receive one Royalist marker, thus pushing it up to [6.10.1] Blue Text Events: fewer (-1) Zeal Point during the Instructions in blue text are special, “clear the way” for it to enter that Housekeeping Phase (see 10.2). self-explanatory activities that you middle ground box on a future attempt. must perform, such as: Note: It is wiser to attempt to  the opposing Royalist marker to clear it out first, and then move your When these instructions say that you Parliamentary marker in with a separate  Action. “may” do something for the effect(s) [6.7] Track Marker DRMs: When listed, that is entirely your option, but [6.6.3] Flipping Out: When a Political instructed by the Current Event card, you must decide immediately before marker enters an extreme box on its place the indicated Die Roll Modifier proceeding, for example: track containing a “flip” symbol, you (DRM) marker on the designated must flip that marker over to reveal its Political track marker. special effect side which applies only Modify all of your die rolls attempting to while that marker resides in that box.  that Political track marker (see 8.7) When that marker leaves its “flip box,” that turn by the indicated amount. immediately flip it back to reveal its These markers are temporary in nature. portrait and end its special effect. They last only for the turn they are When these instructions give you an Effects placed and are removed during that either/or choice for the effect(s) listed, Ireland: If you raise the Ireland turn’s Housekeeping Phase. you must decide one way or the other, Political marker up to its highest [6.8] Place a Deviltry Marker: Draw a and do so before proceeding: box, place the Ireland random round Deviltry marker from the Army Morale marker pool of unused markers and showing its -1 Strength side place it on the map wherever on the Ireland Army unit you will best remember that you on the map. have to deal with it. If the Ireland Political marker falls If you want to see where such deviltry to its lowest box, place the occurred historically (based Ireland Army Morale on the Event card’s [6.10.2] Oxford: The instruction “You marker showing its +1 narrative), you can place it on can now Besiege Oxford” Strength side on the the corresponding numbered removes the At Start Ireland Army unit on the map and location on the map. D24=Nottingham; restriction from doing so beware the Irish Army! D29=Oxford; D34=Stafford; D39=Any (see 8.4). Either card #13 Scotland: The Scotland Political Sea Area; D43=Wales; D46=Cornwall; or #26 removes this marker works similarly with D50=Any Sea Area; D56=Wales. restriction for the rest of the game, its Scotland Army Morale Important: The geographic location of whichever appears first. marker as the Ireland deviltry has no gameplay effect.

© 2013 John Welch and Victory Point Games 8 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0

[6.10.3] Fortify a Parliamentary Your Named units will, on average, You do this by adding the result of one Fortress: This is the equivalent of a improve your chances of winning separate die roll for each side free Fortify Action (see 8.6). along the part of the battlefield in contesting that Section to the total [6.10.4] Disorder an Advancing which they fight, but they are also at Strength Value of its units there, and Army: Flip the indicated Army over to risk of being permanently lost after a comparing these two competing sums its Disordered side. If Deadly Outcome (see 7.C, below). (see the Extended Battle Example). it is already 3. Draw random (i.e., face-down) units Sector Victory disordered and not in from each side’s Draw Pool to fill out If the Parliamentary (i.e., your) side its #5 Area, Retreat the remaining empty boxes (some is higher by two or more (2+) points, it one Area (i.e., move it back to the might have been filled during Step 2) move your blue unit(s) in that Section next-higher numbered Area in its on both sides of the Battle Display Mat to the Victory! box (and any Named Region). If it is already Disordered and so that both sides have one Cavalry Royalist unit(s) opposite to the in its #5 Area, this event has no effect. unit on each end (“flank”) of their Defeat! box). And see 7.1 if it is the battle line, and two Infantry units on [7.0] USING THE BATTLE Cromwell Cavalry unit that was each side of the center of their battle victorious in its Sector. ISPLAY line, for a total of six units (two D Sector Defeat Cavalry and four Infantry) per side. If the Parliamentary side is lower by After their placement, turn them all two or more (2+) points, move your face up to reveal the opposing unit(s) in that Section to the Defeat! strengths on both sides’ battle lines. box. The English Civil Wars were fought When to Conduct a Tactical Battle Sector Draw primarily by untrained levies raised When the Current Event card’s title is locally from their Area. While troops With all other outcomes (i.e., the “The Battle of…” and it features a red fighting for the King were of generally scores are ties or within 1 point of each military icon supplemented by a red better quality, only professional other), move your unit(s) to the Draw cannon icon, the first thing you must soldiers (like those in the New Model box. do is conduct a Tactical Battle using the Army) were qualitatively better in Repeat this procedure for each of the Battle Display Mat (or, optionally, combat since they travelled around the four Sections, and good luck! employ Rule 13.3). These Battles are kingdoms and gained experience. quickly-resolved representations of the 6. After all four Sections are resolved, great “push of pikes” affairs that marked To reflect this, we use a Draw Pool compare how many of your six units warfare during the 30 Years War and system to reflect the often random are in each of the three Outcome the English Civil Wars. nature of local levy troop quality boxes (Victory!, Draw!, and Defeat!). endemic to both sides at the various After completely resolving that Tactical The box with the majority of your battles of the English Civil Wars. Battle, return to the Current Event card units in it determines the Battle’s and take care of all the other event 4. For each “EVENT” that appears on a, outcome. If there is a tie for having the activities listed on it as usual, beginning 2-strength Musket and Pike majority of your pieces, the Battle’s with Activate Invading Armies (6.2). Formation on either side, draw outcome is a Draw!. one Battle Event card. How to Conduct a Tactical Battle Important: After seeing the outcome, You must resolve all red-titled you may move your Victory! box units You conduct Tactical Battles on the cards first. down to the Draw! box to avoid Battle Display Mat by simply following having a majority of your units in the this Sequence of Play (which is reprinted Afterward, regardless of whether any Defeat! box (and losing the Battle). in abbreviated form on the Battle Battle Event cards were drawn, you Display Mat itself for your convenience): may resolve any or all green-titled For Example: If the Battle outcome ended cards you possess that take effect up with 2 of your units in the Victory! box, 1. Designate which Royal Army in during this Step, “playing” them once 1 in the Draw! box, and 3 in the Defeat! England this Tactical Battle is being and placing them in the Discard pile. box, the outcome would normally be a fought against, either North or West. Defeat!. However, you may move the 2 That Region and its Army are affected Finally, if you wish to pay for it (see units in the Victory! box to the Draw! box by the outcome. 8.1), you may commit your Zeal +1 Strength marker to and salvage a Draw! outcome instead. 2. You may commit any available any one Parliamentary unit at 7. Post-Battle: There are three matters to Named units you desire to this Battle that does not already have a take care of in order: your (Parliamentary) side of Strength marker assigned to it. the Battle Display Mat. A. Immediately apply that Outcome’s Should these units survive 5. Resolve each Section’s clash of arms Aftermath effect(s) as described in that Battle (see 7.C), they can fight in in order; they are labeled “First” the Outcome box itself (and future Battles. through “Fourth” on the Battle Map augmented if you played the “Trust section of the display. in God…” Battle Event card). This

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 9

includes selecting your Benefits the battlefield. In either case, their part box on the Battle Display Mat, so let’s have a from a Major Victory. on the battlefield was over. big round of applause for Oliver Cromwell Example Continued: If you salvaged a But not Cromwell’s cavalry. Once and the Ironsides! Draw outcome, you would now lose one victorious on a wing of the battle line, Conducting the Steps in the Tactical Battle (-1) Zeal Point. they would turn inward and support the Sequence of Play, for Step 1, you designate B. Conduct Housekeeping by: infantry units on their flank which would where this Battle is taking place, and you repeatedly lead to decisive results. choose the North Army and Region; that is  Returning any Strength Modifi- where the outcome’s effects will take place. cation markers to the stock. [7.2] Major Victory: A Victory! Outcome requires at least 3 units in the During Step 2, in hopes of a Major Victory,  Returning the units that fought Victory! box. A Major Victory occurs you commit all three of your Named this Battle to their respective when you have 4, 5, or all 6 of your units Parliamentary units: Cromwell’s Cavalry on Draw Pools or Holding Box; this in the Victory! box. For each of your your right flank with the London Trained includes units in the Recovery units in the Victory! box beyond the Bands Infantry also on your right; and the box, but excludes Named units third one, you gain one Benefit Point to Ironsides Cavalry on your left. (only) in the Defeat! box (as their spend in the Battle’s Aftermath. The Step 3 sees you filling out the remaining Deadly Outcomes must still be Benefit Chart is as follows, with costs boxes on the battle lines with units from the resolved). Units returned to a shown in Benefit Points: various Draw Pools, and then revealing the Draw Pool are placed face down combatants for this Battle, as shown here: and mixed back in with their kind. 1 BP: +1 Zeal Point. C. Resolve any Deadly Outcomes by 2BPs: Adjust any one Political track  rolling one die for each Named unit marker by , or one Fortress in the Defeat! box and applying the marker in the affected Region by result: one “click.” Important: You can- not capture a Royalist Fortress Roll Effect that you are not currently 1 or 2 That unit is permanently Besieging in this manner. removed from play. 2BPs: Place a -1 Strength marker on the 3 or 4 That unit is placed in the affected Army unit. Recovery box and thus 3BPs: Place a -2 Strength marker on the The Royalists had some lucky draws! cannot participate in the affected Army unit. Step 4 is all about Events, and there is one next Battle. Benefits Example: You are triumphant with Royalist 2 Strength Infantry unit, so you draw 5 or 6 That unit is immediately all six of your units in the Victory! box. In the one Battle Event returned to its Draw Pool Battle’s Aftermath, you therefore have 3 card at this time… (Royalist) or Holding Box Benefit Points to spend. Some of the various Oh, bad luck! Boye (Parliamentary). ways you could exchange them are: for 3 the Battle Poodle is Cases Zeal Points; for 1 Zeal Point and to adjust the there to join with the Rupert Cavalry unit, [7.1] Cromwell’s Sector: If Monarchy Political marker by ; or for 1 adding two (+2) to its strength and thus your Cromwell Cavalry unit Zeal Point and to reduce an enemy Fortress raising it to a 7! The Ironsides will have their gains a victory in its Sector, do unit in that Region by one “click” (possibly work cut out for them. not place it in the Victory! box even capturing it, if you currently have it right away. Instead, remove the under Siege); or for 1 Zeal Point and to place You have two Battle Event cards that you +1 Zeal marker if it is assigned a -1 Strength marker on the affected have been saving, Firing by Forlorn File to Cromwell, and then flip Invading Army unit on the map (making it and “God made them as stubble to our Cromwell over to its +3 Strength marker easier for you to “beat up” this turn); or to swords”, but neither applies during Step 4, side and add it to the Musket and Pike place a -2 Strength marker on the affected so you bide your time on those, units on its side of the battle line. After Invading Army unit on the map (so that you but you do opt to spend 1 Zeal those Infantry unit’s Sector is resolved, can pummel it this turn). Point to put your Zeal +1 place Cromwell in the Victory! box Extended Battle Example Strength marker into play, applying it to your pathetic 1 Strength Infantry where he belongs. Tactical Battle Example: The Event Phase unit, which at least raises its value to a 2. The asterisk (*) after Cromwell’s name this turns begins with your on that unit is a reminder of this ability. revealing card #25, The Battle of Historical Note: In the battles of this Marston Moor. era, victorious cavalry units typically So, the first order of business is abandoned the fighting to charge forward conducting a Tactical Battle, but Let the clash begin! Step 5 means some dice and loot the enemy’s camp, becoming an according to the Event card, we rolling to resolve each Sector in order, undisciplined rabble in the process – or get to add the two Named Parliament-ary starting with the First Sector, which sees a pursued the enemy cavalry away from Cavalry units to our Named Units Holding

© 2013 John Welch and Victory Point Games 10 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0

Cavalry clash of 3 vs. 6 supplemented by die Victory! box along with the Cromwell returned to their respective Holding Box (face rolls of 2 and 1 for a total of 5 vs. 7. Cavalry unit (as you flip back its +3 Strength up) and Draw Pool (face down). That two point Parliamentary win is enough marker). Finally, you roll for the Deadly Outcomes for for Cromwell to claim victory, but rather than At this juncture you have three units in the the two Named units in the Defeat! box. The immediately moving the Cromwell Cavalry Victory! box and one in the Defeat! box. Ironsides Cavalry unit rolls a 3, so it moves unit to the Victory! box, it is instead flipped Only a defeat resolving the Fourth Segment to the Recovery box to sit out the next Battle. over to its +3 Strength marker side and is can stop you now… Rupert’s Blue Coats Infantry rolls a 2 for placed behind the Infantry units on the The final push of pikes is engaged along the its Deadly Outcome, which is deadly indeed Parliamentary right to assist there (7.1). Fourth Sector where the count looks very and removes it permanently from play! promising indeed at 7 vs. 9. You can almost CTION HASE taste a Major Victory as you pick up the dice [8.0] A P During the Action Phase, you may spend to see whose Infantry yields. your Zeal Points to bring the With a At the Second Sector of the line on the ungodly to heel and further depressing roll Parliamentary left flank, it is your Ironsides your cause of Righteous of 2 and 1, Cavalry vs. Prince Rupert’s Cavalry unit with Republicanism. Often, the the final count Boye’s +2 Strength marker for a 5 vs. 7 success of your Actions is determined by is 9 vs. 10 and clash. Both sides have a Named unit at the outcome of a die roll, so to all you have stake, so if either is defeated, there will be a paraphrase Cromwell, put your faith in managed here Deadly Outcome roll for it later on. God and keep your dice dry. is a Draw. With a sigh, you move your two The dice roll out a 4 and a 4, so Prince Important: Regardless of any Die Roll Rupert’s Cavalry wins by two points which Infantry units to the Draw! box. Modifiers (DRMs) affecting any Action is sufficient to place the Ironsides unit into That concludes the clash of arms. or Event, a natural (i.e., unmodified) roll the Defeat! box to await its Deadly Outcome For the Outcome Resolution (Step 6), you of 1 always results in a failure; a natural roll. have three units in the Victory! box, two in roll of 6 always results in success. the Draw! box, and one in the Defeat! box (you ignore the Royalist unit there – only Thus, no Action is ever certain until God your units in these boxes count for has His say via the die roll – this is war! determining who won). With the majority of Actions List your six units in the Victory! box, you are You may perform any or all of the victorious, but barely. following Actions in any order you You flip the Army of the North over to its desire, and (usually) as many times as Disordered side (as per 6.10.4), as stated you desire, during your Action Phase, as inside the Victory! box. However, as you long as circumstances permit (i.e., you The Third Sector features the Infantry units have only three units in the Victory! box (the have Zeal Points remaining): on your right. The Royalists have a total very minimum required to win), it is not a  Infuse Zeal to deal with a single strength of 7 (3 + 4), while your Parliament Major Victory, so you are awarded no Benefit unit or marker (8.1) forces total 9 (4 + 3 + 1 + 1). You are Points. However, you still have one card left counting on a good roll here and again on the to play, and that is “God made them as  Purchase an available Achievement Fourth Sector to really deliver a Major Victory! stubble to our card (8.2) But the dice favor the King, with a roll of 3 swords”. That gives  Campaign against an enemy Army and 2, making the totals 10 vs. 11 – which is you two additional unit or Deviltry marker (8.3) insufficient for your much desired victory at (+2) Benefit Points  Besiege an enemy Fortress or this Sector. With grim determination, you after a victory (even Revolt marker (8.4 and 8.5) unleash your Firing by Forlorn File card and one as narrow as  Fortify a friendly Fortress to re-roll both dice, as this), and so you spend them both to gain improve its defenses (8.6) per its instructions… two (+2) Zeal Points. This recoups the one Zeal Point spent to gain its +1 Strength  And to better luck this Engage in Politics (8.7) marker at the Battle and leaves you one Zeal time! The dice this  Declare Desperate Times (8.8) Point ahead to go forward with. time are Godly and The News: Each Action is a separate and In the Step 7 Post-Battle Aftermath, you tidy Righteous, with independent matter. When conducting up the +2 Strength and Zeal +1 Strength another roll of 3 for the Royalists but an multiple Actions in a turn, you get to markers, and then return the five Royalist improvement to 6 for your cause, altering know the results of the first (or second, units still on the battle line, plus the one the totals to 10 vs. 15. That does the trick! etc.) Action before deciding whether or Named Infantry unit in the Recovery box where to conduct the next one. You move the Named Royalist unit to the (from the previous Battle) face down to their Defeat! box (to await its Deadly Outcome respective Draw Pools. Likewise, your five [8.1] Infuse Zeal: As you discovered roll), and move your two Infantry units to the units in the Victory! and Draw! boxes are with Tactical Battles on the Battle

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 11

Display Mat (see 7.0, Step 4), you can Of course, you balk at the purchase price of 4  If the die roll is greater than (>) its also purchase the +1 DRM Zeal Zeal Points, but the hard part was waiting for Combat Value, then that Invading marker for one Zeal Point and a Battle Event to occur and then achieving a Army unit is Retreated (i.e., moved apply it specifically to a single Victory! outcome at that Battle! You finally back to the next higher-numbered Area unit or marker on the main game accomplished that last turn and took all your in its Region). If it is already in its map. Unlike on the Battle Display Mat, Benefit Points (7.2) in additional Zeal. That highest-numbered (#5) Area, a Retreat this +1 DRM marker can combine its helped pay for this causes that Army effects with other markers affecting that card after investing unit to flip to its same piece. some Zeal in getting Disordered side All of your dealings with that specific Parliament and instead. A Retreat unit or marker for the remainder of your Puritanism up to has no effect on an Army unit that is Action Phase will benefit from that Die their respective B (or already Disordered and in its #5 Area. Roll Modifier. This marker goes away higher) rows. After [8.3.1] Deviltry Markers: You can during the Housekeeping Phase, but can lining up all these always select an undefeated be repurchased anew each Game Turn. prerequisites, you Deviltry marker in play to had the 4 Zeal Campaign against. If you are The +1 Zeal Influence marker has a Points left and spent “Strength” side used on the Battle successful (i.e., roll higher them to purchase the than its Combat Value of 2), flip it Display Mat and a “DRM” (Die Roll Self-Denying Ordinance card. Modifier) side used on the main game over to discover its reward. You can map. After doing so, you then happily perform its place it as indicated to remind yourself Special Event and remove from play your two to receive that reward: Zeal Infusion Example: The Army of the weakest (1 Strength) Infantry units from their  Free Political Die Roll (z): You North has reached London! Before you start Draw Pool on the Battle Display Mat. This get to Engage in Politics (see 8.7) on to Campaign against it (see 8.3), you spend 1 improves your chances of winning future the named Political track once, for Zeal Point to place the Zeal +1 DRM marker Battles. on top of the Army of the North unit to free (i.e., at no Zeal Point cost), improve the chances of all your rolls made to You then place this card in your Victory Point during that or any future Action combat it this turn. pile where its three glorious blue triangles Phase. stare up at you and brighten your disposition. [8.2] Purchase an Available Achieve-  Free Siege Roll: You get 1 Siege ment Card: While an Achievement card [8.3] Campaign: You must defeat the Action for free (i.e., at no Zeal Point remains available (i.e., in one of the forces hostile to your cause, even if the cost) against Bristol or Oxford if three boxes along the top of the map), violent use of forces is called for. either is a Royalist Fortress during you may purchase it for its Zeal cost if Campaigns represent myriad activities that or any future Action Phase. not prohibited by Political circumstances. including minor engagements (i.e., those  …Next Turn: Place this marker on That is, the Political markers for all of not fought on the Battle Display Mat), top of the Event Deck to remind you the tracks listed above that card’s Zeal suppression of supporting enemy local that, prior to revealing the next card, cost must at least be in the lettered rows nobles, interdiction of supply lines, the indicated Army unit (i.e., North indicated (or higher), and any other intense recruitment efforts, swings in or West) will either be Disordered conditions are met, or you cannot favor of the local population, etc. We or have a -1 Strength marker added purchase that card at that time. (i.e., it have abstracted together these types of to it for the next turn. requires a “good report card” first). activities into the Campaign Action.   Add to Your Score: If you drew After purchasing an Achievement card, Procedure the blue triangle () reward, hold immediately perform its Special Event Designate an Invading Army unit on the on to that one and add it to your (listed just below its Zeal cost). map (e.g., Scotland) Victory Point Pile. Afterward, set that card aside to start and note its Combat After collecting its reward, remove your Victory Point pile. Place Value (as modified by that Deviltry marker from play. Each additionally purchased Achievement the presence of any reward can only occur once per game. cards on top so that you can still see all Strength markers assigned to it, e.g., see of the positive triangles () you have 6.2.1), pay 1 Zeal Point, and roll one die [8.3.2] Sustained Combat Action: A acquired to help you easily keep score. (which might benefit from a +1 DRM if single Army unit can be the target of multiple attacks during a single Action Achievement Card Purchase Example: The your +1 Zeal marker was also assigned to that particular Invading Army unit): Phase if you have sufficient Zeal Available Achievements area of the map is Points to keep Campaigning against it. full with three Achievement cards, and you  If the die roll is less than or equal to Campaign Example: It is a sorry business have been working hard to manipulate the (≤) its Combat Value, there is no that the King’s Army of the North is pressing politics, Events, and to save up Zeal Points to effect. That Army unit remains in you mightily, advancing now as far as its #1 purchase one. You have your eye on the place, mocking your feeble efforts. Self-Denying Ordinance Political Area (Nottingham). You decide it is time to Achievement.

© 2013 John Welch and Victory Point Games 12 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 take up your sword, mount your steed, and their #2 Areas or higher and you must beyond your reach. But once the enemy go Campaign against this force. have already revealed either card #13 Army in that Region is no longer You announce a Campaign against the North or #26. Important: At the protecting them, mete out harsh justice Army, note its Combat Value of 4 (it is beginning of the game you with alacrity. currently unmodified by any Strength cannot Besiege Oxford; markers) spend 1 Zeal Point, and roll a die. not until after receiving permission (see 6.10.2). The result is a 4, which is only equal to, not greater than, that Army’s Combat Value. So ProSIEGEure 4 there is no effect and the North Army You Besiege Royalist Fortresses by remains defiantly in its Area #1, and Prince indicating which eligible (see above) Rupert sends you a dismissive missive Fortress marker is the target of your mocking your privates on this Campaign. Besiege Action, spending 1 Zeal Point, Goaded, you shout, “Vengeance!” and and rolling one (and only one) die: declare another Campaign against the hated  If the die roll is less than or equal to Revolting Example: Your plan from last turn North Army. Gone is another Zeal Point, and (≤) the Fortress’ Combat Value, there was to Campaign against the Army of the with a grim visage you cast the die downward is no effect. to see, by the grace of God, a 6, and victory West in its Area #3 (Somerset) and relieve  If the die roll is greater than (>) the is yours at last! The Army of the North is the siege of Bristol, which is teetering on Fortress’ Combat Value, then its Retreated back to its #2 Area (Stafford) and surrender. Unfortunately, the Current Event Combat Value is reduced by one you consider pressing yet another attack… card thwarts you with an Uprising in the “click” (i.e., rotating the Fortress West, and its placement die roll is a 2, so [8.4] Besiege: Similarly to how enemy marker 60 degrees counter-clockwise there in Area #2 (Sussex) the Uprising Army units Besiege your Fortress to reveal its new, possibly reduced marker is placed. markers (6.2.4), you can Besiege theirs Combat Value). Once that value “Ye gods and Vikings!” you exclaim. and, hopefully, capture them and reaches 0, that Fortress immediately convert them from Royalist con- changes ownership (flip the Fortress A deep breath later, you designate the trol to Parliamentary control. marker over to its Parliamentary side, Uprising in Sussex to receive a Besiege This is important as ownership of key in this case) and has its Combat Value Action, pay your 1 Zeal Point, and roll to quell Fortresses not only impacts Victory immediately reset to its lowest 2 value it. Fortunately, your forces of Righteousness Points (i.e., triangles; each is worth one (i.e., one click clockwise). roll a 4, sufficient to remove the Uprising to the owning side), but the contested marker from the map allowing you to take Note that you roll only one die per Fortresses in England (i.e., Hull, your next Action to Campaign against the Besiege Action, while the Royalists roll Oxford, and Bristol) also affect your Army of the West as you had planned. two dice and apply both results when per-turn Zeal Point income (see 10.2). they Besiege your Fortresses. This is [8.6] Fortify: Eligible Parliamentary Eligibility correct and intentional. Popular Fortress units can be repaired and In order to be eligible to perform a sentiment is on the Royalist side. resupplied (i.e., have their Fortification Level raised). This is the opposite of Besiege Action against a Royalist [8.5] Revolts: The hexagon-shaped Besieging, but the same eligibility Fortress, the Army unit (and all Revolt Revolt markers work similarly to restrictions apply. markers, see 8.5) in that Region must be Besieging a Fortress (hence, their similar in a higher-numbered Area than where shape as a reminder), in that you must Eligibility that Fortress is located OR Disordered use a Besiege Action and In order to perform a Fortify Action to in the same Area as the Fortress. spend 1 Zeal Point to attempt improve your Parliamentary Fortress, That is, you cannot use a Besiege Action to crush them by rolling the Army unit in that Region must be in to reduce Fortresses that are “behind higher than their Combat a higher-numbered Area than where that enemy lines” or even in contested Areas Value, and you can only do so Fortress is located. To Fortify Oxford, (i.e., in the same Area as the enemy when they are “eligible” to be both the Armies of the North and West Army unit). Note that Events affecting crushed (i.e., not behind must be in their #2 Areas or higher. Fortresses always occur as listed, enemy lines). Procedure regardless of where the front lines are. However, Revolt markers are different Declare the eligible Parliamentary Unlike Royalist Armies, you do not in that, once they are eligible to be Fortress marker, spend 1 Zeal Point, have to Besiege enemy Fortress markers Besieged, you cannot Campaign in that and raise its defenses by one click (i.e., that are behind your lines. You can Region (8.3), nor Besiege (8.4) or rotate it 60 degrees clockwise). ignore them for as long as you like (to Fortify (8.6) a Fortress in that Region,  You can perform the Fortify Action your detriment, of course). until you have eliminated all of that Region’s eligible Revolt markers. up to twice per turn, maximum, to each Oxford: To Besiege Oxford, both the eligible Fortress marker (i.e., you can Armies of the North and West (and all You do not have to worry about fortify each Fortress unit up to two Revolt markers, see 8.5) must be in ineligible Revolt markers, as they are “clicks” per turn, maximum).

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 13

 You cannot improve a Fortress marker forces of Ireland against English rule. As Catholicism” – the King’s wife was a beyond the highest level printed on it the English Civil Wars dragged on, the practicing Catholic and Charles’ choice (i.e., the value at its 10 o’clock violent and bloody nature of the Anglo- of Archbishop Laud – lit the fires of position). Irish fighting became extreme. religious reform and intolerance.  You cannot improve the Suppressing Monarchy represents the Attempts to promote Puritanism were London Fortress if the political maneuvering used to just as important to the English Civil Parliament Political reduce the power of the Wars as were attempts to promote marker has reached the Monarchy and remove its Parliamentary democracy. bottom of its track. institutions completely from [8.8] Desperate Times: At any point [8.7] Engage in Politics: The six English political life. during the Action Phase, you Political tracks along the right edge of Suppressing Catholicism represents the may lower either the Puritan- the map are a key focus of the game. efforts by Puritans and ism and/or Parliament markers  You need to raise your political fortunes Protestants to suppress and by one box on their tracks (), and thwart the forces opposing you to drive out the forces of but never below their lowest improve your score and win the game. Catholicism (e.g., destroying track boxes, to immediately gain one additional (+1) Zeal There is more to Cruel Necessity than mere Catholic churches, making it illegal to Point each (adjust available “Kings and Battles.” practice Catholicism, using torture to expose Catholic conspiracies, burning Zeal Points immediately). Eligibility Catholics at the stake, confiscating Similarly, if you control the In order to perform a Politics Action to Catholics’ lands and titles, etc.). Fortresses of either Dublin or raise one marker one box on its Political Supporting Scotland represents the Edinburgh, you can likewise track (), that marker cannot already be efforts of Parliament to support the anti- lower the Ireland and Scotland in the top box of its track. That is, there Royalist forces in Scotland markers, respectively. must be room for it to go up one box. and politically unite the two You may make a maximum of Procedure countries. Strong support one such “Desperate Act” on Declare the eligible Political marker and from Scotland means striking each eligible track per turn. note the number in the box you are trying a balance between stalling Scotland’s to raise that marker up to, spend 1 Zeal desire to bring Presbyterianism to [9.0] END TIMES PHASE Point, and roll one die. England and your need for their military During the End Times Phase you check  If the die roll is less than or equal to help in Ireland and England. to see if the game is over. (≤) the number in the box you are Enacting Parliamentary Reforms  If you do not control London OR if trying to raise that marker up to, there represents bolstering the you have four or more Political is no effect. power of Parliament, its markers in their “F” rows, you lose the  If the die roll is greater than (>) the political legitimacy, and game immediately (see 11.1). number in the box you are trying to ultimately its control of  If you have completed the last Event raise that marker up to, raise that English government and religion. This is card (#60), the game is over; check the Political marker up to the next-higher the beginning of modern Enlightenment Victory Conditions to see how you box on its track. government based upon the rule of law, have done (as per 11.2). consent of the governed, representative If none The Reformation that began in Central government, etc., laying the of the above apply, you must take Europe in the 16th century spread to philosophical groundwork for the care of Housekeeping Phase and soldier England as a result of Henry VIII’s American and, later, the French on bravely through the next Event card. divorcing his first wife, Catherine of Revolutions. Chin up! Aragon. From then on, and over successive monarchs, England became a Imposing Puritan Theology represents [10 .0] HOUSEKEEPING PHASE bastion of Protestantism in Europe. the ongoing efforts by the Puritan sect of There are some matters that require your the Anglican and Calvinist Some of the worst atrocities of the attention before you can commence the Churches to reform and next Game Turn. English Civil Wars were committed in purify the Christian faith. the name of God as Protestants and [10.1] Remove Temporary Catholics battled over the future of The Reformation that split Markers: Remove every Christianity. Catholics from Protestants would result temporary light green plus (+) in first dozens and then hundreds of and yellow minus (-) DRM and So, what does all this Political track Protestant sects. Puritans (or the represent? Strength markers from the map. “Godly,” as they called themselves) were You also remove the +1 DRM Suppressing Ireland part of this splintering. Oliver Cromwell Zeal marker at this time. represents a foreign policy of and many prominent members of the Note that the beige Ireland and using force to suppress the rebellious “Long” Parliament were Scotland Army Morale markers are not nationalist and religious Puritans. Fears of “Creeping

© 2013 John Welch and Victory Point Games 14 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 removed at this time; they are Preparing the Other Decks Interim Victory Check on the back of placed and removed immediately Preparing the other two Civil Wars’ card #47 (see 5.0, Calculating Your when their Political markers decks is very similar to how the First Score) and afterward, proceed to next reach (placed) or leave English Civil War (with the copper- turn’s Event Phase. (removed) the highest or lowest colored borders) was prepared: boxes on their Political tracks. [11.0] VICTORY & DEFEAT [10.2 ] Gain Zeal Points: You Preparing the Second Civil War Deck: You will win some, but you will receive an allotment of Zeal Points that A. Among the silver- probably lose more. The Royalists are you will use next turn. Calculate the bordered (Second Civil pretty tough in Cruel Necessity and are amount gained by summing all of the War) cards, sort out the designed to present a great challenge. following: two with a white circle [11.1] Defeat: Automatic defeat occurs +3 for controlling London (even if it is behind their card during the End Times Phase if London under Siege – egad!) numbers (these are the is a Royalist-controlled Fortress or you first and last cards in have four or more Political markers in +1 each if Hull, Oxford, or Bristol is their number sequence, their “F” rows. How long you hold out Parliamentary-controlled (there is i.e., cards #28 and #45). before losing London determines the no loss if any are Royalist-controlled) B. Place card #45 face down on the Draw degree to which you lost: +1 if Catholicism is in its highest box Pile box on the map and set aside card Crushing Defeat: There are still First Civil War -1 if Puritanism is in its lowest box #28. (copper-bordered) cards in the Deck. So, as long as you hold London (and C. Shuffle the remaining cards (#29 King Charles Crushes Parliament: The Stuart thus are still in the game), you will gain through #44) and place them face Dynasty lasts for another 150 years until swept away by the English Revolution of 1795. A lack between 3 and 7 Zeal Points each turn. down in the Draw Pile box (i.e., on top of history with English democratic and Important: Unspent Zeal Points can be of card #45 which is already there). republican institutions means that the saved from turn to turn (although saving D. Then, place card #28 face down in the Revolution of ‘95 turns despotic after six years Zeal Points will be very difficult due to Draw Pile box so that it is at the top of of internal struggle. the constant pressure exerted upon your the stack. Decisive Defeat: There are still 2nd Civil War position). However, the maximum E. Finally, perform the (silver-bordered) cards in the Deck. number of Zeal Points that you can ever Interim Victory Check Status Quo Ante: Exhausted by years of war, have at a given time is nine (as shown on on the back of card #28 Parliament and the King agree to restore the the Zeal Points track). If you ever have (see 5.0, Calculating political order that existed prior to the start of more than nine, the excess are lost. the War. Lands and titles are lost, and some Your Score) and Parliamentary heads roll as the King re-asserts Saving Zeal Points between turns is a afterward, proceed to increased royal control. good way to afford the vital Achieve- next turn’s Event Phase. ment cards that are necessary to secure Substantive Defeat: There are still 3rd Civil War (gold-bordered) cards in the Deck. the highest levels of victory (see 11.0). Preparing the Third Civil War Deck: A. Among the gold-bordered (Third Political and Religious Compromises are [10.3] Preparing the Next Civil War’s Reached: Royalty concedes certain minor Deck: Cruel Necessity uses three distinct Civil War) cards, sort out the two with conditions in order to retain its throne. Cromwell Event card decks. The First Civil War a white circle behind their card is forced to be satisfied with protection from deck consists of the copper-bordered numbers (these are the harsh reprisals as Parliament reforms itself as a cards and begins the game set up as the first and last cards in representative body whose powers are more initial Draw Pile. The Second and Third their number sequence, limited. English Civil War decks are silver- and i.e., cards #46 and #60). [11.2] Victory: The game ends during gold-bordered, respectively. B. Place card #60 face the End Times Phase on the turn the last When the First or Second English Civil down on the Draw Pile card (#60) is resolved. At that point, the War deck is exhausted, during the box on the map and set Parliamentary and Puritan Revolution Housekeeping Phase you must prepare aside card #46. has succeeded, but to discover to what the next Civil War’s deck and perform C. Shuffle the remaining cards (#47 degree, compare your final Victory Point the Interim Victory Check on the back through #59) and place them face score (see 5.0) to the listings below: of that War’s first card before revealing down in the Draw Pile box (i.e., on top 30 or more, Decisive Victory it to commence the next Event Phase of card #60 which is Republican Puritanism is Triumphant: While (see 5.0, Calculating Your Score). already there). an uneasy division of power exists in When the Third English Civil War D. Then, place card #47 Parliament, the democratizing influence of a true republican government moderates the deck is exhausted, the game is over; see face down in the Draw more extreme positions of the Puritans. 11.2 to determine how well you did and Pile box so that it is at Enlightenment philosophy can flourish in this what the fates of England, Ireland, and the top of the stack. industrious new experiment in representative Scotland are. E. Finally, perform the governance.

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 15

23 to 29, Substantive Victory Commonwealth, Putney, , and There is a still-unresolved Deviltry marker on Parliamentary Puritanism Rules England: the Settlement of Ireland) the map (in Chester), and all the Available Parliament remains dominated by Puritan MP's +1 Resolved Deviltry marker boxes for Achievement cards are filled (with the loyal to Cromwell, but the system of elections is +30 Total positive VP value Self-Denying Ordinance, Licensing Order, archaic and favors the landed classes. These -11 Total negative VP value and The Petition of Right). The Political and two factions are often at odds with each other, other markers are as shown: +19 Final Victory Point score denying the possibility of an easy move toward So, onward with Event card #25 and the democracy. Contentious progress ensues. EXTENDED EXAMPLE shockwaves from The Battle of Marston Moor! 16 to 22, Moderate Victory (Historical) In the aftermath of The Battle of Marston Moor You complete the Autocratic Republicanism: Oliver Cromwell (see the Extended Example on pages Event Phase by becomes disgusted with the post-Civil War 15 through 17), you return your focus acting on each Parliament and eventually dismisses it to rule as to the main game map, adding two feature of the card in Lord Protector until his death, with the Army as his primary means of power. (+2) Zeal Points to the 6 Zeal Points order, from top to you had (after spending one in the bottom and left to 8 to 15, Minor Victory Battle), and adjusting the Zeal Points right (6.0). Despotic Puritanism: Failure to enact key marker to show your 8 Zeal Points. First, in the Military pieces of legislation designed to institutionalize You had saved some Zeal Points from section of the card, republican ideals, combined with pockets of last turn, so you have got plenty for you see the North anti-Puritan sentiment left unchecked, sees this turn. England become a theocracy with Cromwell at Army Activates (6.2). its head. His unchecked draconian methods Before we turn to the Current Event Fortunately, you force even more extreme forms of Puritanism card (#25, The Battle of Marston control the Fortress of Hull which prevents the on England. Moor), let us assess the situation on Army unit from moving and forces it to conduct the map (that’s you, pictured below). a siege there 7 or fewer, Marginal Defeat instead (6.2.4). Parliament Must Bend: Few meaningful This means two Achievements and unyielding pockets of siege rolls, each Royalist strength compel Parliament to come to versus the terms with the Stuarts and put the Church of Fortress’ current England back in the hands of Royalist Bishops. Defeated Puritan leaders choose to lead their Combat Value (which is faithful to America and form a Godly fortress in New England. presently at 3, as The Armies of Scotland and the North are in shown). The first roll is a 4, which is greater Final Victory Point Score Example: How their #3 Areas (Lowlands and York, than its Combat Value of 3 and thus reduces the did the game end historically? Let us tally up respectively), the latter being a threat to your Fortress marker by 60 degrees counter- Parliament’s score and find out… Fortress at Hull (which is currently at its lowest 3 clockwise; this also has the effect of lowering Negative VPs () strength). Matters are slightly better against the the Fortress’ Combat Value to 2. The second roll West Army, which is in its #4 Area (Devon), but -0 Ireland Political marker (A box) is a 3, which vs. its now 2 they are very grave indeed in Ireland where the Combat Value is more bad -3 Monarchy Political marker (highest C Ireland Army is in its #1 Area (Irish Troubles; box) news, and the marker is and don’t you know it!). rotated another 60 degrees -2 Catholicism Political marker (highest C box) counter-clockwise and it is -1 Royalist Fortress markers (Oxford) only one successful siege -3 Deviltry markers on the map roll away from falling to the -1 Revolt markers on the map Royalists! -1 The King with Scotland Army unit The next icon on the Event card indicates that -11 Total negative VP value the West Army Positive VPs () Activates. With nothing to hinder it, +1 Scotland Political marker (A box) this Army Advances +2 Parliament Political marker (B box) from its Region’s #4 +1 Puritanism Political marker (B box) Area (Devon) to its +4 Parliamentary Fortress markers #3 Area (Somerset) (Edinburgh, Dublin, Bristol and Hull) and now poses a +4 Invading Army units in their #4 or #5 direct threat to your Areas at the end of the game (all are in Fortress unit at their respective #5 Areas) Bristol. +2 Invading Army units that are Disordered at the end of the game (Ireland and West) +15 Achievements purchased (Self-Denying, Licensing, Committee of Both Kingdoms,

© 2013 John Welch and Victory Point Games 16 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0

In the Religious section of the -1 Deviltry markers on the map card from the top of the map and set it aside as card, there is good news in that -12 Total negative VP value permanent Victory Points () to be added to you place a +1 DRM marker on your score. That card’s bonus allows the Puritanism Political Positive VPs () you to place the +1 Zeal DRM marker, which will make it easier 2 Parliament Political marker marker for this turn and next, but for you to advance that cause 2 Parliamentary Fortress markers (Hull where to put it? That question this turn. and Bristol) requires a moment’s thought to give the matter Finally, in the 4 Total positive VP value sufficient consideration… Religious section of -12 Total negative VP value With your 4 Zeal Points remaining, you would this Current Event -8 Current Victory Point score like to close the deal on The Petition of Right card, you must lower Achievement card, but to qualify for that The triangles tell the tale… you need fewer red the Political markers purchase you must have an A grade for your ones and more blue, so with a furrowed brow  for first Ireland Parliament marker. While you are close, it is not ( ) and determined visage, you proceed. and then Catholic- a sure thing to get there, and it would cost you ism. When you lower the Ireland Political The best source for blue triangles () are some Zeal to reach that pinnacle, which would marker, it drop from a D to and F grade (i.e., Achievement cards, as these are “banked” not leave you enough to purchase it this turn. permanently once acquired (with most other “hitting bottom”), Unable to fulfill your wants, you scan the map sources being transient). Unfortunately, to this and that is a “flip and assess your needs, and there is Hull with point, you have already had to discard two box” (6.6.3). Thus, its vital 1 Zeal Point per turn to your income, Achievement cards because the queue has you flip that newly weakened to been full when new ones were drawn, and those Political marker the point of near discarded Achievements represent permanently over to reveal its collapse and under lost opportunities. You resolve that you are “Place Army threat of collapsing going to make a concerted effort to acquire your Morale marker on Ireland Army” side, and this by the North Army; first Achievement card, and do so with all you do by placing the Irish +1 Strength marker you need to reinforce dispatch! on the Ireland Army unit, as shown. After that, Hull’s defenses, but moving the Catholicism Political marker down The Licensing Order cannot do so while one box, from the C row to the D row, seems card looks promising the North Army resides in Nottingham. less distressing, but do not let that fool you! You as the easiest to No less worrisome is the situation in Ireland gained another negative Victory acquire. Sadly, it where the Ireland Army resides in the Irish Point () in the process, and if the offers only one blue Troubles space. Should it Activate, this will Catholicism marker reaches the #5 triangle, but its other lower () the Parliament Political marker (the box, you will not be able to lift your reward of gaining column where the Irish Troubles marker is Puritanism marker up to the #5 your Zeal +1 DRM currently located), and that box until you move the Catholicism marker for this turn would greatly crimp your marker out because these two and next could be plans to gain The Petition markers cannot share that box. very useful. of Right card. You need to With the Event Phase now over, To acquire this card, push back the Ireland you proceed to the Action Phase. you need your London Fortress to have a Army unit with dispatch, This is the time when you try to strength of at least 3 (which it does, barely), you but its +1 Strength marker from your push back Royalist Army units, must raise your Puritanism marker up one box mismanagement of the Ireland Political elevate Political markers, besiege from its D row to its C row, and lo, your marker’s situation is a true hindrance. Parliament marker is currently at B grade, the enemy Fortresses and build up the Confronting the West Army, you really have no minimum required. So, “Up with Puritanism!” you defenses of your own, accomplish resources to spare and must hope that the say, spending 1 Zeal Point (8 – 1 = 7) to raise Political and Religious Achievements, and so stalwart Fortification at Bristol can keep them that Political marker. You toss an unrighteous forth. There is always plenty to do, but only so sufficiently at bay. many Zeal Points with which to accomplish 1 which is not enough to exceed the “3” in the them! The decisions you make here, and in what box above the Puritanism marker’s position and You exhale deeply and commit: You will be order, are at the very heart of the game. thus be successful (8.7). You spend 1 more Zeal throwing your shoulder against the North Army and roll again (7 – 1 = 6), this time for a 3 unit in hope of relieving Hull and bringing back And so it begins… Assessing your situation on your Fortress from the brink! the map, you note that your cause for Godly result, which should also fail… however, thanks Rule and Republicanism is hard pressed. You to Cromwell for siding with Independents (see So, it is upon the North Army unit that you pause for a moment to take a quick audit of the the flavor text for this turn’s Religion Event), place your Zeal +1 DRM marker, spend 1 Zeal Victory Point triangles: there is a timely +1 DRM marker attached to the Point (4 – 1 = 3) to Campaign against it (8.3), Puritanism marker this turn, bringing that die and roll another accursed 3; even with the +1 Negative VPs () roll result up to a “4,” which is enough to DRM, a “4” is not good enough to win the -2 Ireland Political marker succeed, and so you adjust the Puritanism Campaign. -3 Monarchy Political marker marker up one box (, to its lowest C box). Committed to this cause, you spend another -3 Catholicism Political marker Now all the pre-requisites are in place, and you Zeal Point (3 – 1 = 2) to Campaign again -3 Royalist Fortress markers (Edinburgh, spend 2 Zeal Points (6 – 2 = 4). You then against the vile North Army, and this time to a Dublin, and Oxford) remove the Licensing Order Achievement Just and Righteous outcome as you roll a 4

Developed by Alan Emrich Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0 17 which, raised by the +1 DRM to a “5,” wins the Since you do control London, do not have four -2 to +2: Substantive Defeat Campaign and drives the foe back one Area to or more “F” Political grades, and have not just (historical) Chester (and good riddance!). completed card #60, the game continues. During the ensuing Housekeeping Phase, you 3 to 7: Minor Victory 4 + 1 = 5 tidy up the +1 DRM markers on the North Army 8 to 12: Moderate Victory (returning it to the Zeal Support box) and the Puritanism Political marker (returning it to the 13 to 17: Substantive Victory stock). The +1 Strength marker remains with 18 or more: Decisive Victory the Ireland Army for as long as its Political marker’s fortunes are at their (yet another matter that you need to attend to). Second Civil War Set Up You have relieved York and lifted the siege of At last, you calculate your allowance of Zeal Hull. Now, what to do with your remaining 2 Points for next turn. You receive 3 Zeal Points Set up the various units and Zeal Points? Do you… for London, and 1 each for Hull and Bristol, for markers normally (3.0) with these  Save them for the next turn to get the jump on a total of 5 Zeal Points, and you adjust the Zeal changes: those pricey, waiting Achievement cards? marker on its track accordingly. Onward, then, to  Fortify the crumbling defenses of Hull? the next turn! Fortresses (P: Parliament; R:  Turn your attention to the threat in Ireland? Royalist): CENARIOS  Stomp out that pesky Deviltry marker in [12.0] S Edinburgh (R): lowest 3; hopes of a nice bonus for doing so? Because the designer and developers felt Dublin (R): lowest 3*  Attack the North Army again while you have that many of those wishing to play Cruel the +1 DRM marker on it to help you? Necessity would skip right past the Hull (P): middle 3;  Keep pushing the Puritanism marker up scenarios and play The Campaign Game, Oxford (R): 4; while it has a +1 DRM marker? we have organized this Rulebook to Bristol (P): highest 2; After a quick debate in Parliament (i.e., with accommodate those players. However, London (P): highest 3 yourself), you pragmatically The Campaign Game is about 3½ hours opt to spend 1 Zeal Point to long, and that might be too lengthy a *Near the end of the First English enhance the defenses of Hull game to suit every occasion. Civil War, Parliament drove back to their higher 2 Combat For those players looking for a shorter the Army of Ireland and attacked Value, and your last available Zeal Point to pick out that stint among Cromwell and company, and the Fortress at Dublin but could Deviltry marker annoying you for veteran players seeking to explore the not reduce it. By the war’s end, like a raspberry seed stuck between your teeth. individual English Civil Wars, we offer the Irish Army pushed back. you these three scenarios, one for each of “Deviltry!” The very utterance of the word the three Civil Wars. Each Civil War is a Armies (none are Disordered): chastens your Puritan heart, for woe unto the player who allows these markers to start piling full, complete, approximately 1 hour Ireland, Area 2 (Ulster); up. You pick up the die to determine that the game unto itself. Scotland, Area 2 (Borders); Good and Lawful have expunged this Specifically, these scenarios proffer Army of the North, Area 3 blight from the land with a roll of 5, alternate starting and ending points, and (York); “Take that!” you exclaim as another you are free to mix and match starting red triangle is removed from your and ending times as you see fit. For Army of the West, Area 3 score. Flipping that Deviltry marker example, you could begin the game at the (Somerset) you reveal your reward and it is a free start of the Second English Civil War and Political Tracks: die roll on the Puritanism Political complete it at the end of the Third. track. How convenient! Ireland highest bottom 4 (C);

In haste you roll a virtuous 6, raising the Monarchy lowest bottom 4 (D); Puritanism marker again this turn, this time to First Civil War Set Up Catholicism highest bottom 4 its B space. This keeps the Self-Denying As per Rule 3.0. (C); Ordinance within reach (you would need to Scotland highest 3 (C); raise your grade in Parliament to an A, but that is only one space away), if you can score a Parliament 4 (B); Battle Victory! outcome soon (hopefully, the next First Civil War Victory Puritanism highest 3 (C); card will offer a Battle). The prospects look At the conclusion of the Bronze Irish Troubles under equally promising for The Petition of Right. deck, check your Victory Point That assumes the Ireland Army does not Parliament Activate or some other cauldron of mischief score (see 5.0) and compare it to Deviltry (chosen at random): does not thwart your plan (as so often happens). the listing below: Card #24 (Chester) Devoid of Zeal Points, you end your Action -7 or fewer: Crushing Defeat Starting Zeal Points: 6 Phase and proceed to the End Times Phase. -6 to -3: Decisive Defeat

© 2013 John Welch and Victory Point Games 18 Cruel Necessity: The English Civil Wars 1640 to 1653 v1.0

Accomplished Achievements 13 to 17: Substantive Victory #5 (Eliminate Star Chamber…); (scored): 18 or more: Decisive Victory #23 (Committee of Both Kingdoms); #9 (The Petition of Right); #17 Third Civil War Set Up (Self-Denying Ordinance); #36 (Salus Populi Suprema Lex) Set up the various units and #21 (Licensing Order) markers normally (3.0) with these Discarded Achievements (removed): Available Achievements changes: (pending): #3 (The Root and Branch Fortresses (P: Parliament; R: #3 (The Root and Branch Petition) Royalist): Petition); Edinburgh (R): middle 3; Parliament Elite Units In Play: #5 (Eliminate Star Chamber…); Dublin (R): middle 3 London Trained Bands, #23 (Committee of Both Hull (P): middle 3; Cromwell, Ironsides, and 2x Kingdoms) Oxford (R): 4; New Model Army Discarded Achievements Bristol (P): middle 3; Combat Units Removed From (removed): London (P): highest 3 Play: None Armies (none are Disordered): Both 1-Strength Parliamentary Parliament Elite Units In Play: Ireland, Area 2 (Ulster); Musket and Pike units; Rupert’s London Trained Bands, Scotland*, Area 3 (Lowlands); Bluecoats; 1x King’s Life Cromwell, and Ironsides Army of the North, Area 3 Guards Combat Units Removed From (York); Remove the Leveller Mutinies Play: Army of the West, Area 3 card from play and shuffle the Both 1-Strength Parliamentary (Somerset) remaining 14 Battle Event cards Musket and Pike units *Use the Charles II Army of to form the Battle Events Draw Shuffle the 15 Battle Event cards Scotland unit. Pile. to form the Battle Events Draw Political Tracks: Prepare the Third English Civil Pile. Ireland highest 3 (B); War (gold-bordered) deck as per Prepare the Second English Civil Monarchy lowest 3 (C); 10.3. Do not perform the Victory War (silver-bordered) deck as per Catholicism highest bottom 4 Point Check on the back of card 10.3. Do not perform the Victory (C); #46 (its effects are included in Point Check on the back of card Scotland highest 3 (C); these set up instructions). #28 (its effects are included in Parliament 4 (B); Just reveal card #46 (Charles II these set up instructions). Puritanism highest 3 (C); Proclaimed King in Edinburgh) Just reveal card #28 (New Model Irish Troubles under Scotland and start playing. Army Created) and start playing. Deviltry (chosen at random): Cards #34 (Stafford), #39 Third Civil War Victory (Atlantic Ocean), and #43 Second Civil War Victory Victory Conditions: (Wales) At the conclusion of the Silver As per Rule 11.2. Starting Zeal Points: 7 deck, check your Victory Point score (see 5.0) and compare it to Accomplished Achievements the listing below: (scored): -7 or fewer: Crushing Defeat #9 (The Petition of Right); #17 (Self-Denying Ordinance); -6 to -3: Decisive Defeat #21 (Licensing Order); -2 to +2: Substantive Defeat #38 (Putney Debates); (historical) #44 (The Interregnum) 3 to 7: Minor Victory Available Achievements 8 to 12: Moderate Victory (pending):

Developed by Alan Emrich