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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:
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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 & Chaos. And 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.
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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
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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.
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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. |
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Player Layout, Seas of Gold |
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Enchanted Labyrinth |
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1 of 4 geomorphic sections |
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Arthuria: Adventus Saxonum |
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The Princes (tm) |
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one quadrant of four |
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Hellenia --Alexander's Successors and the Punic Wars |
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Other projects of note:
 | Eurasia |
 | China history games (two of them) |
 | Crashing Suns multiplayer galactic war (hidden forces system) |
 | Fighting Suns |
 | The Two World Wars (different hidden forces system) |
 | Lost Continents --Mu,. Lemuria, Atlantis, flying saucers, dinosaurs! |
 | Byzantium (Britannia-like game) |
 | Iberia (Britannia-like) |
 | Europa , less structured history than Britannia and the like |
 | Asia: the History of Central Asia (Britannia-like game) |
 | Gwallia Cymru , Wales 390-1282 (Britannia-like game) |
 | Timesteps alternate world game |
 | Babylonia (Britannia-like game, ancient near east) |
 | Space Rally, a simpler, outer-space game using some of the methods of
RoboRally, Warhamster Rally, and such |
 | Etherships! (D20, same subject as Spelljammer but without the
silliness and inconsistency in approach) |
 | Scalable battlefield rules for D20 fantasy games |

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