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
The
American War of
The
Napoleonic Wars Guidelines
Brought to you by Lt David Grounds, Esq.
Email:
[email protected]
Or
visit: Brisbane Strategy Gamers