[Pre-Cabinette Archives c.2014]
As I'm planning to re-run a 'Chit Game' of the Battle of Barnet at an upcoming gaming session in a few weeks time I thought I would post a quick description of how this game system works as I think it offers something different.
I enjoy
wargaming two-a-side, but sometimes, real life intrudes and someone drops out at short notice, and the
camaraderie doesn't seem the same with two against one. To overcome this, I wanted a game that played down the competitive element. I sought to do this by making each player's battlefield command assigned randomly for each turn by drawing chits from a container, which is why I call these ‘Chit Games’.
The concept
is simple, and not very original; every battlefield command on both sides is represented by a chit placed in a container and each turn the players,
in a fixed sequence, draw a chit and play that command for the current turn. If there are fewer players than commands the
drawing sequence is repeated until all commands have been played; the drawing
sequence continues uninterrupted into the next turn – it is not restarted each
turn.
This means that players can command any or all troops on the table at some point
during the game. While fun, this doesn’t
give the player a clear objective. To provide this each player has a secret
identity as one of the commanders on the table-top; determined by the secret
drawing of slips before the battle commences. Each identity has its own
historical (or fictional) objectives that earn victory points (VPs). This gives the player something to strive for; VPs being totalled at
the end of the game to determine which player has won. A player can still win even if his alter ego
on the table lost.
The final
touch, to stop players deliberately playing 'badly' when playing a command opposing
their secret identity, is the ‘Identity Challenge’. At the end of the game each player writes
down a guess for each player's secret identity. A correct guess gains a player extra VPs, and
being guessed results in the loss of VPs!
Consequently, deliberately commanding troops in such a way as to lose to
your on-table persona can backfire by tipping off the other players. All of this hopefully makes a bit more sense in the
following examples for the Battle of Barnet which was the first chit game I ran back in 2016.
Table-top Commands: these can be printed out and cut up as slips to draw for secret identities. As well as the commander identities, they include some special rules for Warwick's Reserve command, and each commander's allegiances which will determine VPs.
Deployment and OOBs: the flags can be printed onto card and cut out to use as chits. These OOBs were for the DBM rules but other rule sets are available.
Victory Points (VPs): and scenario specific rules.
Battle of
Barnet, 1471: as refought in 2016 - my first ever chit game using DBM rules adapted for
hexes. The odds favoured the Lancastrians, as in real life, but included a number of special
rules to recreate some of the unusual features of this battle arising from the
foggy conditions. The re-fight initially
followed historical precedent as the armies, on sighting each other through the fog, found themselves misaligned each overlapping the other’s left flank. Again, as per history, Hasting’s command
broke first leading to some blue-on-blue action within the Lancastrian ranks (see special rules). That however, was where the game parted
company with the history books. Unfortunately for
Edward IV, the Lancastrian in-fighting just failed (by one element) to break
Montagu’s command and from here on in the Lancastrian numbers started to tell and the Yorkists ended up
fleeing the field.
My friends and I have played many chit games since and always found them fun and surprisingly often give a narrative that feels more 'historic' and less 'gamey'. They are also good for very unbalanced games as everyone usually gets the chance to experience wielding overwhelming force or trying to resist it.
Give it a go, you might like it.