Bravado!

(v2.1)

Being a Universal set of War Games Rules based on the revolutionary concept of Player Determined Initiative Risk Order.

 

 

 

A Brief Overview

 

 

War Game Style i

 

The Miniatures are painted and based. The Terrain is laid out. The Generals have assembled. The Scenario is challenging. The Game starts. Immediately the arguments begin. Players interpret situations differently. Rulebooks are produced, and the lawyers are called. Chapter and verse is quoted against chapter and verse. Lunch time rolls around and only a few turns have been played. The Generals are angry and stressed – not because of the tactical situation, but because of the Meta-gaming that dominates.

 

War Game Style ii


The Miniatures are painted and based. The Terrain is laid out. The Generals have assembled. The Scenario is challenging. The Game starts. The rules are simple and unambiguous, but not very entertaining. I move, I shoot, I fight. You move, you shoot, you fight. And then I move, I shoot, I fight, and so on and so forth. There are fewer arguments – the rules are clear, but uninteresting. There is little of challenge. There is no test of wills or skill. It is dumb luck versus dumb luck. By the time lunch rolls around players have lost interest long ago and are wondering why they spent the money and time to prepare their armies…

 

Surely there must be a better way?

 

I believe there is. I believe War Games should be about Generals testing their mettle and skill against each other in an entertaining way. A War Game should be a battle of wits, not luck, nor ‘rule remembering ability.’ I believe a War Game should be challenging and simple. Challenging in its interaction with other players, and simple in its rules system. If it gives a good ‘feel’ for historical or fantastic situations, all the better.

 

 

Bravado! is my attempt in this direction. The actual rules are so simple that they can be explained and understood in two minutes. The challenge of Players facing off in the Bravado! Phase will bring joy and entertainment and frustration for years and years.

 

I do not claim to have the perfect War Games rules or system. I do not claim that Bravado! Is in any way complete, or will never need review. But I do claim that it is different to other rules. In what way is it different?


The Players decide what happens, and when. The Players compete for initiative, deciding how much they will risk disaster in order to have another phase of movement or attack or time to reform their regiments.

 

All of this combined leads to:

War Game Style iii

 

The Miniatures are painted and based. The Terrain is laid out. The Generals have assembled. The Scenario is challenging. The Game starts. The Generals look at each other across that short, deadly space. They weigh the pros and cons of risk and reward. They lead daring charges and brilliant flanking manoeuvres. They cheer at their gallant men and shout at their officers and curse the dice. And all the time looking across that short, deadly space – and wondering if their Bravado will win the battle.

 

 

 

The Core Rules

Bravado!

 

 

The American War of Independence Guidelines

AWI

 

AWI Fast Play Chart

 

 

The Napoleonic Wars Guidelines

 

Napoleonic

 

Napoleonic Fast Play Chart

 

 

 

 

Brought to you by Lt David Grounds, Esq.

 

Email: [email protected]

 

Or visit: Brisbane Strategy Gamers

 

 

 

Home

 

 

 

setstats1

Hosted by www.Geocities.ws

1