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Current Projects/In Development

Most recently published: Britannia Second Edition, Fantasy Flight Games, December 05 (some parts of Europe) & February 06 (US and rest of the West).  Reprint SPring 08.

Those interested in playtesting Pulsipher games should write to me: lew@pulsipher.net; and consider joining the Yahoo Group pulsipherplaytesting:  http://groups.yahoo.com/group/PulsipherPlaytesting

 

My Game Design Blog:  http://PulsipherGameDesign.Blogspot.com.

Thumbnails leading to maps are at the end of the page.

I am dividing the following into categories of games:  "Euro-wargames", "Brit-like games", and "others".

Euro-wargames

These games are designed as crosses between "Euro" style games and historical wargames.  Among the characteristics I'm aiming for:
bullet

not many pieces per player

bullet

no player elimination

bullet

short down time for each player

bullet

simple rules (there may be two or three versions, of increasing complexity)

bulletluck plays a small part (usually no dice are used)
bulletit is possible to win the game without directly attacking any other player's position
bulletlots of interaction

 

Colonia

I think of this as the "one hour wargame".  It roughly represents colonization in the ancient Mediterranean, followed by empire-building and warfare.  It is possible to win without fighting other players (though you're likely to fight barbarians).  Players choose their "action" from amongst a limited set of choices and play their choices simultaneously.  These actions include Diplomacy as well as Trade and Colonization, amongst others.   Players then execute in "initiative" order, some actions having better initiative than others.  They score at the end of each of three rounds, one point per "progress" marker and one per colony.  There is no chance in combat, in fact dice are not used at all.  Event cards add historical flavor and variation to the game.   Is it really one hour?  With the time limit, yes; otherwise it can take longer.  There is a slightly more complex version, as well.

 

Seas of Gold  

(Italian Maritime Republics in the Era of the Crusades)

 Game "treatment" for publishers.

Playtester reaction has been exceptional--the most favorable I've ever seen, except for Law & ChaosAnd I've had several dozen games playtested.

This  game is closer to "Euro-style" than any other that is far along in testing, though typically longer than most Euro games.  Players compete to accumulate gold, culture points, and islands in the Mediterranean world.  Players must plan their use of "Action Cards" that restrict what they can do at a given time.  They lay down six Action Cards at the start of each round (four rounds per game), then play each card in turn.   Each player controls 6-15 pieces (armies and fleets) during the game.  While aggressive play may gain control of more islands, it is also expensive.  Event Cards help alter the course of play, though not radically.

This system works very well, and has already spawned three other games. 

Mesopotamia

This is a cross between Germania  and Britannia.  Each player controls just one nation at a time, but will control several over the course of the game, if the player chooses. He must give up his current position if he wants to "permanently" adopt the position of an invading nation. The game uses Germania's combat,  some of its movement, and much of its "economy", but some movement is from Brit, and the more definite "historical" invasions of a Brit-style game. And points are counted and accumulated each turn, as in Brit rather than in Germania. Also, the game runs a set number of turns (which may be too many now, though each turn is a century). With that title you can figure that the game covers near-eastern history, 2600 BC to 500BC, Mesopotamia, Anatolia, Armenia, and Egypt.

 

Stars of Gold

This game uses some of the principles of Seas of Gold, but is a game of exploration, expansion, and exploitation of a galaxy.  Inevitably, it is more "wargamy" than Seas.  Unlike most games of this type, chance plays very little part (even in the exploration) in the game.

Invasions

(Formerly "History of the British Isles".)

This game covers the same period as Britannia, but includes Ireland.  There are 21 areas, nine turns, about half as many armies, and much simplified point scoring.  Battle cards are used instead of dice.  There is an optional version using Event Cards.  Intended to be played with plastic figures.

You might call this "Britannia as it would be designed today".

"Gateway" Version of Britannia

This is a highly simplified version of Britannia, not designed with the intention to market, but more as a way to introduce people to the idea of a "sweep of history" game in an hour to an hour and a half.  Yes, it really is that short.  See the Eurobrit Yahoo group for more.

Germania

Game "treatment" for publishers

Publication planned

This game roughly represents the history of the Germanic invaders who destroyed the West Roman empire, then themselves suffered invasions from the east, south, and north.

My objectives here were to have historical game meet "German" or "Euro" game.  Hence I wanted a relatively short game (as multiplayer wargames go), 90 minutes to two hours, no player elimination, little chance and no dice used in combat , no record-keeping, a lot of change (fluidity) over the course of the game.

The game is for 2-6 players, though best, I think, with 3-5.

Despite the resemblance of the name to Britannia, it is quite different.

 

 

Britannia-like games

(Note: under US copyright law, no one can own game systems, ideas, and techniques.  See http://www.copyright.gov/fls/fl108.html. )

Barbaria (formerly Dark Ages)

I would call this game the natural successor to Britannia.  This game covers the period from the fall of Rome to the Mongol invasion of Europe.

The small version is diceless, and uses plastic figures.  This is aimed more at "Euro" fans, though I wouldn't call it a Euro game.

The larger version, for FIVE players rather than four, and played on a board with more areas, is of the more epic sort.

 

Normannia: the Vikings in the West

Diceless combat.  The developed version is 8 turns and simpler than Britannia, as is true of many of these games.  The map depicts all of Britain, Ireland, and much of France and NW Germany.

Britannia Second Edition

Reprint this spring

The traditional four-player game has been tweaked to consolidate the various versions of the rules, and to improve play balance.  The artificial difference between raiders and settlers (not in my original) is gone.  Boudicca's rebellion, and Roman Roads, have been added.  The Saxons can build Burhs, and a Danish claimaint to the throne has been added on turn 16.

This version includes several shorter scenarios for varying numbers of players.

The board has changed slightly. 

It is possible to play the Gibsons or Avalon Hill versions with the set.

See the preliminary cover for the Second Edition, and the original "Invasions" rules and map here.

Caleb Diffell, on boardgamegeek, described the process of creating the second edition thus:

"Just to clarify, this is not a strict reprint. The original designer, Lewis Pulsipher, has made changes and updates to the system based on the results of literally hundreds of games played by Britannia fans from around the world. Many of the world's best Britannia players had extensive input into the re-design. You can check out the Eurobrit Yahoo group for more information on the changes to the system:

http://games.groups.yahoo.com/group/eurobrit/

In my opinion, the changes are for the better and will serve to make the game more balanced, historical, and fun."

Arthuria

Begins with "Adventus Saxonum", the coming of the Saxons, and ends around 700.  Arthur plays a prominent part as Warlord (not King) of the Britons, who throw back the initial English invasion, then succumb.  Players "choose up" sides (the nations they'll control) for greater variety.

Caledonia: the Early History of Scotland

This game is much like Britannia, but smaller and shorter.  Scottish history, from the Roman invasion to the Normans and Norwegian king Magnus Barelegs. 

Hellenia: Alexander's Successors and the rise of Rome and Carthage

This game depicts the struggle of Alexander's Successors and the rise of Rome and Carthage, 313-146 BC.  It's a very LONG board, with a lot of spaces, resulting in a fairly long game.

Frankia: the Medieval History of France and Germany

The well developed scenario runs from the Treaty of Verdun until the Battle of Bouvines (843-1215 or so).  Another runs from the end of the Roman Empire to Charlemagne.  There may be a third scenario from Bouvines on.

Other games

Currents of Space

Game "treatment" for publishers

This is a chess-like game that has no resemblance, in mechanics, to chess.  It represents two Galactic Powers fighting for control of a galaxy.  The "Currents" of the title refers to the paths that can be followed by different types of space warships.

 

French Revolution ("Anarchy") Game called Vive La  France

For 2-6 players.

Vive La France is a representation (but not simulation) of the anarchy in France in the early days of the Revolution of 1789. The game began as a representation of governmental anarchy... Each player represents no one person or group, but controls a variety of groups or "factions". Each faction has different goals, reflected in differing methods of garnering Victory Points. When the game ends, the player who has collected the largest number of Victory Points wins the game, regardless of the number of provinces held or number of troops controlled.

Doomstar

A Stratego-like game in appearance, though much more fluid.  Two players each control a space fleet including such units as fighters, drones, "negasphers", and the "Doomstar".  The objective is to destroy the opposing planet.

Law and Chaos

This abstract game combines careful placement of "stones" on a board with changing victory conditions and capture methods.  30-40 minutes

Viking Games

While redoing Britannia, I became fascinated with the Viking Age; several games have arisen from this. As I write (Mar '06) they are in alpha stages, and are listed in no particular order:

1. Four player (possibly "Euro-ized") Britannia-like game of the Viking Age in the west (British Isles and Frankia).  See Normannia above.

2. "Vikings Gold", symmetric multi-player, along the lines of "Seas of Gold" , each player trying to gain prestige to become a king in Scandinavia, but the action is in the British Isles and Frankia.

3. A two-player "block game" of the Viking attacks on Frankia in the 9th and 10th centuries (but with no dice!).

4. Varangians or Prince of Rus or Merchant Prince of Rus. The Vikings in the east, where they founded Russia. Symmetric multi-player, again (distantly) related to "Seas of Gold" . Of the lot, this most resembles a "Euro-style" game.

5. A two-player game involving hidden forces (but not a "block game") of the struggle between the Vikings and the Anglo-Saxons (hence involving the Great Army, the Danelaw, etc.).  Strong solitaire component.

Gangsters:

Taking Care of Business

"It's not personal: it's just Business"

Game "Treatment" for Publishers

This game uses a deck of 55 cards plus 20 smaller cards. 

The deck includes three major kinds of cards, rackets (which score points at endgame), enforcers, and actions. The objective is to score points at the end of the game (which occurs soon after the deck of 55 cards is used up). During a round the top card of the deck is revealed; each player in turn can swap that card for one in his hand, which then passes to the next player; the last gets whatever is left. Hence players know who has which cards, aside from the original deal. The last player plays a card onto the table (representing three areas of the city), or plays an action card. Enforcers protect your rackets and can "bust up" your opponent’s. The game tends to have a building up phase followed, near the end, by a fairly "bloody" phase during which many rackets and enforcers are removed from the table.

This is a fairly complex family game, and a light game for wargamers and others who do not mind "doing the dirty" to their competitors.

 

 

Carolina Roll'em

Something like Law & Chaos, but there is no board or pieces, instead players roll dice; the cards govern how many dice are rolled and the objective of the roll.  A very simple game for lots of players.  Although the rules bear no resemblance, I had "Liars Dice" in mind as I designed this one.

Interstellar Master Miners (IMM)

This is a simple, fairly abstract game of placement and (in the "wargame" version) movement.  Two to eight players, relatively short.

   

Seas of Gold

Player Layout, Seas of Gold

Colonia

Currents of Space

Enchanted Labyrinth

1 of 4 geomorphic sections

Barbaria large version

Arthuria: Adventus Saxonum

Barbaria small version

Mesopotamia

Star Frontiers

Vive la France

The Princes (tm)

one quadrant of four

Caledonia

Doomstar

Viking Gold!

Hellenia --Alexander's Successors and the Punic Wars

Iberia

Germania

Other projects of note:

bulletEurasia
bulletChina history games (two of them)
bulletCrashing Suns  multiplayer galactic war (hidden forces system)
bulletFighting Suns
bulletThe Two World Wars  (different hidden forces system)
bulletLost Continents  --Mu,. Lemuria, Atlantis, flying saucers, dinosaurs!
bulletByzantium  (Britannia-like game)
bulletIberia (Britannia-like)
bulletEuropa , less structured history than Britannia and the like
bulletAsia: the History of Central Asia  (Britannia-like game)
bulletGwallia Cymru , Wales 390-1282 (Britannia-like game)
bulletTimesteps  alternate world game
bulletBabylonia (Britannia-like game, ancient near east)
bulletSpace Rally, a simpler, outer-space game using some of the methods of RoboRally, Warhamster Rally, and such
bulletEtherships!  (D20, same subject as Spelljammer but without the silliness and inconsistency in approach)
bulletScalable battlefield  rules for D20 fantasy games

 Hit Counter

"Always do right--this will gratify some and astonish the rest." Mark Twain
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."  Antoine de Saint-Exup'ery
"A teacher is never a giver of truth - he is a guide, a pointer to the truth that each student must find for himself. A good teacher is merely a catalyst." (Martial Arts quote)
Send mail to webmaster (at) pulsipher (dot) net with comments about this web site.   Last modified: 04/28/08.  Copyright 2007 Lewis Pulsipher