A narrative wargame set in the Age of Crusades that emphasizes fast-paced, abstract battles inspired by medieval romantic literature.
Swords of God is a narrative wargame set during the Age of Crusades (1100–1400). Rather than attempting to directly simulate the physical aspects of warfare, the rules draw inspiration from chansons de geste and other romantic literature of the time, aiming to create a fast-flowing, abstract struggle - one still worthy of a song.
The game is designed to fit battles of around 20,000–30,000 men per side onto a 6’ × 4’ table. However, any table size can be used if your unit bases are smaller than the ‘Impetus’ standard of 120mm × 40mm or as numerous as the sands of the sea! Focused on the command and control of key personalities in each army, the system accommodates battles of any scale with an easy-to-use points system. A quick reference chart is also provided to help determine the appropriate table size for your game.
Inspired by historical studies of the Crusades like Avner Falk’s Franks and Saracens, and Vincent Baker’s seminal Apocalypse World rules engine, the game’s deep yet simple mechanics encourage meaningful tactical choices while ensuring the action always moves forward. Among its features:
• A unified mechanic based on rolling three six-sided dice.
• Gridded movement to accelerate gameplay, with each square’s side equal to half the width of a unit base.
• Scenario generation that incorporates battlefield terrain.
• More than half a dozen special rules reflecting the army commander’s relationship with the divine. In an era defined by personal oaths and charismatic authority, these rules extend to their entire army.
Army lists for campaigns in Iberia, the Baltics, the Languedoc, Bohemia, and the Levant include curated selections of generic unit types. Meanwhile, the Faith Trees - available to generals of any religion - offer unique special rules based on their emotional connection to the divine and the religious war that ensnares them. Each Faith Tree lends an army a distinct feel, ensuring a high degree of replayability, even within the same campaign.
"synopsis" may belong to another edition of this title.
Matt Moran started wargaming in his childhood with Stuart Asquith’s ‘Wargaming World War Two’, before parlaying that interest into playing and writing wargames and role-playing games set in all periods from the Neolithic to the grim, dark future. Established in Nottingham where he lives with his wife, Moran primarily works as a French-to-English translator specialising in tabletop games, but also dabbles in fiction and commission painting. A life-long aversion to tournament play has seen him collect miniatures in every scale from 1/3000 to 1/32 with which to have fun telling stories with friends.
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Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. Swords of God is a narrative wargame centered on the Age of Crusades (1100-1400). Rather than attempt direct simulation of the physical aspects of warfare, the rules instead take inspiration from chansons de geste and other romantic literature of the time and aim to create a faster-flowing, more abstract struggle still worthy of a song. The game aims to fit battles of around 20-30,000 men a side onto a 6' x 4' table, but any size of table can be used if your unit bases are smaller than the 'Impetus' standard of 120mm by 40mm, or more numerous than the sands of the sea! Centred as it is on the command and control of key personalities in each army, any size of battle is possible with the easy-to-use points system provided. The game also provides a quick chart to help you pick the right size of table for your battle. Inspired by psychohistorical studies of the Crusades like Avner Falk's Franks and Saracens and Vincent Baker's seminal Apocalypse World rules engine, the game's deep but simple mechanics promote meaningful tactical choices while ensuring the action always moves forwards. Among other things, it features: . A unified mechanic based on the roll of 3 six-sided dice. . Gridded movement to get the action started quicker. The sides of each square are equal to half the width of a unit base. . Scenario generation that takes the table's terrain into account. . More than half a dozen sets of special rules based on the army commander's relationship with the divine. In an era of personal oaths and charismatic authority, these special rules extend to their army as well. Army lists for campaigns in Iberia, the Baltics, the Languedoc, Bohemia and the Levant feature curated spreads of generic unit types, while the 'Faith Trees' available to generals of any religion grant special rules based on their emotional connection to the divine and the religious war that has ensnared them. Each one gives an army a different feel, providing a great deal of replayability even within the same campaign. AUTHOR: Matt Moran started wargaming in his childhood with Stuart Asquith's 'Wargaming World War Two', before parlaying that interest into playing and writing wargames and role-playing games set in all periods from the Neolithic to the grim, dark future. Established in Nottingham where he lives with his wife, Moran primarily works as a French-to-English translator specialising in tabletop games, but also dabbles in fiction and commission painting. A life-long aversion to tournament play has seen him collect miniatures in every scale from 1/3000 to 1/32 with which to have fun telling stories with friends. 22 colour photos, 21 b/w illustrations & tables throughout Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781804514535
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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