SKU: 65597699557

Unhappy King Charles

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Description

Unhappy King CharlesUnhappy King Charles! allows two players to decide whether Commons or Cavalier shall rule in England. Both seek to establish control over the country and of its economic structures. They seek not only to defeat their opponents in battle but also to seize control of the local government of England and Wales. This Strategic level Card Driven board wargame is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organization

Unhappy King Charles! allows two players to decide whether Commons or Cavalier shall rule in England. Both seek to establish control over the country and of its economic structures. They seek not only to defeat their opponents in battle but also to seize control of the local government of England and Wales.

This Strategic level Card-Driven board-wargame is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organization of armies and states was often desultory, the cards do not provide a wide range of choices (as in Paths of Glory). The players in Unhappy King Charles! must make do with what they have. The three decks of cards - Early(1642-1643), Middle(1644) and Late (1645)- have been developed to give the correct feel for the early, middle and late war, based on storyboarding techniques. As befits a Civil War, there is treachery, bravery and stupidity in the events on the cards.

Unhappy King Charles! is played over eleven turns, each representing about four months. Brigades of troops are used to form Armies (defined Rule 3) or garrisons of fortresses (Rule 13). Only unled Brigades are on the map; the others are placed on the box of their General on the Command Displays. Generals move on the maps.

The Armies of Unhappy King Charles! are temporary massings of troops that have as much to do with feudal armies as modern revolutionaries. With inadequate supply and poor equipment it is not surprising that these armies suffer from continual desertion; and in using them you are going to have to ensure they wander the map collecting fresh recruits. Armies can be over 30,000 for a vital siege or battle or 3,000 tough cavalry under Prince Rupert or Black Tom Fairfax.

Movement activations are initiated via a numbered Ops Card, as in We the People, and are based on Army size. The smaller the Army the faster it can move. Movement across the map is by means of Areas joined by movement lines. Control of areas can change during movement if movement points are spent. Non-moving Armies can attempt interception, placing themselves in the path of the moving Army to cause Battle.

The game's basic combat unit is the Brigade, which comes in two types: Veterans (value 2) and militia (value 1). Usually militia units must be recruited before veterans of that Region. Each Region's Areas and Brigades use the same basic colour system. Fresh Brigades are received by Recruitment, which is usually limited to the unit's region of origin. Brigades lost in combat are not available for recruitment (though some Event Cards can bring them back); other losses are available.

Leader counters are either Generals (with a Strategic and Battle Rating) or Local Notables (Governors of fortresses). Generals can be Field Generals (who operate everywhere) or Regional Generals who can suffer disadvantages when outside their Region. Generals cannot transfer Brigades to other Generals (unless Event Cards require), Brigades remain with their original General until death, dispersal or desertion takes them. Local Notables can transfer Brigades to other friendly Generals.

Battles use the Combat Value of Brigades, General's Battle Ratings and Combat Cards to resolve combat. But before any Battle is fought one side can try to Evade (leave the Area) or Disperse (remove itself before combat). Losses in combat are not available for recruitment. Drawn and Decisive Victories will kill Veteran Brigades (if there are any) first. The loser must retreat and can suffer further losses if he retreats through enemy PC Markers. Major and Decisive Victories earn extra Cards.

Fortresses cover a wide range of locations. They are ranked by class and must be forced to Surrender by Siege or Event Card. Siege requires the attention of an Army for some time (most Fortresses will require more than one activation to capture). If attacked during that time the besieger can have to abandon the Siege. Assaults can be attempted (at a cost in losses).

The game can be won by an Automatic Victory, by one side failing to control enough Areas, or at the end of the eleventh turn.

For those players who like some counter-factuals a pack of would-be events is provided. Now players can use Dutch squadrons to blockade the King, summon the Duke of Lorraine, or cause a rising in London. As an Optional Rule, four events are drawn each game and shuffled into the middle and late decks.

Components
110 Cards
One 34" x 22" colour paper game map
Two full-color counter sheets
One 28 Page Rulebook
One 24 page Playbook
Two 11' x 8.5' Player Aid Cards
Two Six-sided dice

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SKU: 65597699557

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Heavy duty.
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My dog was not interested, but it’s a good product
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Treats and plenty of ball throwing with these doggie toy
Size: Medium (2.5"), Style: Fetch Pack 1
I have actually purchased these twice already. I love the one that glows in the dark but it still got lost in my yard lol. My dog is a big breed half pitt/Labrador so she did chew through one of them already. I play ball with her every single day but I DO have to take them away from her because she will destroy them. They are great to add in treats as well, that was one of the my favorite things about them as well. They do last just if you have an over zealous chewer do not let them keep them for long periods of time. They are a good value for the price. Buy them your dog will love it!
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My Female GSD loves
Size: Medium (2.5"), Style: Fetch Pack 1, Size: Medium (2.5"), Style: Fetch Pack 1
Shasta is my smallest. Six in December (2025) along with her brother. She’s 100 lbs and outside, completely ball driven see last picture. Don’t let the size (2.5”) of these Chuck-It balls deter you. If your larger Breed dog has any orthopedic issues, has already torn their ACL etc, one has arthritis but wants to play. This size is perfect! Shazzy was born with several ortho issues. I don’t throw balls distance but right to her. This size and lighter weight assure even when Shazzy is spazzy w excitement, she’ll catch the ball mid air. The green balls are softer, and glow in the dark. In summer we can play well past dusk and I can see them! Her personality shows in the pictures. Playing ball is part of her. These balls are just perfect for her situation. Somehow they disappear, she loves making baskets, puts them in my tractor bucket, or my gardening bucket..then get put in burn pile, trash etc. I keep replacing them because she’d look day and night if we actually ran out!! 🙏✝️👍🏼👍🏼
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Fun solid ball
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Great squeaky balls! Glow doesn’t last for a long time, but they go far in the Chuck it. Solid ball, my dog doesn’t seem to destroy them.
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Grantham, US
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Great ball!
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The dog loves chasing it! Walks around sqeeking it all the time. And bonus, I can see it in the middle of the floor when I get up in the middle of the night so I won't unknowing step on it.
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