Showing posts with label Avalon Hill Board Games. Show all posts
Showing posts with label Avalon Hill Board Games. Show all posts

Friday, 27 March 2020

Sport of Kings. Part Three.


The Race. One mile two furlongs at the gate.



The horse in lane 5 'White Lion' moves first, bonus number is 9.



Three horses have 9 as their bonus number, marked with large blue discs to remind me.




End of turn one. 'Sweet Talker' three lengths clear of 'Whistling Sands' and 'Capla Spirit. 'Global Melody a further length back in fourth with 'Robero' and 'White Lion' at the rear.



Turn Two. Horse One 'Sweet Talker' moves first, bonus number is 3. You get the picture.







The huge difference in class is very obvious already. The leader 'Whistling Sands' is far too good for most of this field.




OOPS! forgot to take a photo








The easy winner is 'Whistling Sands' no real competition and has almost lapped poor old 'Robero'

The winner finished on turn 8 and was three lengths over the line. This equates to a time of two minutes six point eight seconds. (2.06.8).

That was an interesting exercise, now to create a lot more horses for future meetings.

Sport of Kings. Part Two.


Having done more research on the Win, Place & Show board game, I discovered a set of magazines produced by Avalon Hill in the early 80's. The magazine was called All Stars and ran for just two or three years, being a quarterly publication. Scans of those magazines are freely available to download on the internet.

Someone far smarter than me wrote on article on how he and his group created a full season(s). Recording all the races, prize money, form book etc. and produced a system to create your own. I copied down the various tables as seen below. Table A & B allow you to create the running strength of every horse.





Using two d6, roll on Table A and place that number in the first box of the horse card. After that you roll seven more times on Table B, follow the instructions there i.e. If you roll 13 on Table A you write in 8 in the first box, next roll on Table B is a 16 which is minus 2, Eight minus two is six, so that goes into the next box and so on, simple and neat.



WPS uses a bonus number for every horse as well, Table C allows you to allocate these. Depending on the class of the horse. You roll three d6 and look down the column of what you rolled and match that with the class of the horse. So rolling a total of 12 for a horse Class 70's would give the bonus number of 8.



He also produced an odds calculator and even a speed time calculator to compare horses from different races.



Using index cards I quickly knocked up six horse cards, took the horse names from the daily paper then rolled as explained previously. With just six horses this has given a very satisfactory spread of Class and speed.



The best of the group is Whistling Sands with a Class of 104 and a bonus number of 7. The class is the total of all eight speed boxes. Capla Spirit is Class 88 and so on.



Poor old Robero with a Class of just 30 shouldn't even be in this race as he is totally outclassed. But with more horses created he will no doubt have company. The elite horses will of course be running in the elite races, so will face each other rather than a poor scrog.



Horse cards laid out in starting positions.



Sweet Talker is in Gate 1, the discs denote this horse's jockey is wearing a black cap and yellow silks.







The next job is to run the race, record what happens as that is important for any form book that is created as each race is run. I am not sure how many horses will be needed to have realistic season, but I foresee two to three hundred!

Well none of us are going anywhere soon are we?

The next post will show this race and the form book page it creates.

Saturday, 3 November 2018

Britannia the board game


I have been purchasing a number of board games lately, some new and some old. This particular item is by Avalon Hill printed in 1987. It claims to allow you to play through one thousand years of British history from AD43, the date of the Roman conquest, to AD1085 when William the Conqueror was exerting his authority over the land. A bold claim with a rule book of only twelve pages, of which only five are the actual rules.
Amazingly in my opinion it succeeds in capturing the turmoil of that period, with different raiders, invaders and settlers arriving in waves on the shoreline of Britain.






The mounted map board with the initial tribes placed as per the rules. A simple but lovely map which does all it needs to do. The turn track, population track and turn recording tracks are all printed on the board too, so always convenient and accessible.




The Caledonians begin with just three regions, right up in the north of Scotland.




The Picts control most of the remainder of Scotland. Subtle colours show it to be a mountainous area, which affects movement, combat and value for reinforcements.




Moving into the more cultivated areas of northern England we find the Brigante in command.




In the south it is the Belgae who hold sway.




The Welsh occupy modern day Wales, plus Hwicce.




As well as Devon and Cornwall.




Sitting ominously in the English Channel is a fleet containing fifteen Roman units that can land anywhere from Cornwall to Kent, a single landing location or multiple is his choice.



The board shows the turn order track, the faction order of play, the increase population track, which is a neat way of showing what reinforcements each nation is due at the beginning of each of their turns. For every three regions owned that nation receives one reinforcement, but mountainous and marshy regions are only valued at half a point as opposed to a full point for arable areas. In effect the total is cumulative, so each marker will move each turn. As an example, the Caledonians control three areas, but all are mountainous so in total are worth only one and a half points, not enough for a reinforcement, but their marker slides down the the one and a half spot, should they still hold the same areas on their next turn, that one and half points is added for a total of three and so a single reinforcement is available to them.




Each tribe/nation has one of these cards which lays out what they need to achieve to accrue victory points. As can be seen by the Roman card, they need to occupy virtually all of England and the southern portion of Scotland to achieve maximum victory points.




I scanned and printed off a number of these record cards, it will be seen that the Romans, Romano-British, Scots, Dubliners and Norwegians are all controlled by one player (purple forces) it is the total points accrued by all of your nations, added together which decide the eventual winner, so it is important to achieve as much as you can with each.




 I have a number of PDF copies of Avalon Hill's The General magazine, in one article is an add on for the game, totally unofficial and created by a gaming group to add more flavour and options.




I took the option of scanning and printing out on card stock, some extra tokens as the Ireland scenario requires a few more be available.




Finally, I printed out a copy of the map provided in The General. As you can see it is just about a perfect fit, it is also printed on card stock.




I need to cut it down slightly, probably in a kind of diamond shape with the long straight base at the left and coming to a point just beyond the Isle of Man. As I place plexi or perspex on top, it can be used as and when required, and will fit neatly into the box.


Movement and combat is very simple, as is working out the victory points. Works very well in solo play and all sixteen turns can easily be played out in an evening. Notable warriors come and go on various turns which adds to the flavour and really puts you in the period. Such as King Arthur, Hengist, Egbert and Harold to name just a few.