Thursday, January 4, 2024

Ruckus! Designers Notes

 


Here is reproduced the Designers Notes article that was published in Wargames Illustrated 422

I have been playing Never Mind the Billhooks since it was first published for free in Wargames Illustrated and must have played more than fifty games by now. Each has provided a different experience and its own dramatic story on the tabletop. Billhooks is a game where Special Event Cards and capricious activation mechanisms create a dramatic narrative that often echoes historical events. The game feels like a chaotic 15th Century fight to the death in mud and blood but manages to be great fun at the same time. Each battle is changeable, dramatic, frustrating, and gratifying by turns; Andy Callan’s seemingly simple ruleset has provided me with hours of fun and after-action debate.

THE DOWNER OF DUELLING

One aspect of the game that has never been popular, however, is the Duelling rule. Two enemy leaders can slug it out, man to man, amid the swirling melee of battle but what should be a moment of high drama feels out of kilter with the rest of the system. This face-off, as written in the rulebook, uses the simple game of rock/paper/scissors to determine a winner. If one of the leaders involved in this basic side-game is the CinC then the result of the whole battle can be decided this way; not really the glorious end you want for a clash of armies.

The rule feels so at odds with the rest of the game that most Billhooks players ditch it, and it is noticeably absent from tournament games. Nobody wants their best laid plans to be scuppered because the enemy’s stone blunted their scissors!

DOING DUELS DIFFERENTLY

Billhooks has a lively community in its Facebook group where fellow Billhookers come to swap tales, offer advice, show off their armies, and generally chew the fat. A post from veteran gamer Stuart Smith proposed an idea for Duelling where each combatant rolls a dice per level of leader and the winner inflicts a wound on the loser. What an elegant and simple solution, I thought, and then it occurred to me that the drama of that could be further enhanced.

By allowing each Duellist a parry, where they could force the opponent to reroll their dice, there could be further nuance within a simple system. This led to the additional idea of a lunge, whereby the player could choose to reroll their own dice. A more complex system was developing in my mind but, with Duelling made absent from the Billhooks games I play, I never got the chance to put my ideas into practice.

Stuart’s spark of inspiration would not go away completely; it sat in the back of my mind, like a rules rodent, nibbling at my gaming brain, and creating a nest of unconnected thoughts concerning Billhooks. One night the brain worm coalesced into a singular thought that dragged me from my bed and had me rushing downstairs in search of pen and paper.

Billhooks as a skirmish game!’ was jotted down in my sleepy state and the next day I got to work expanding on the idea.

BUILDING UP TO A RUCKUS

Billhooks has some simple rules at its core that have been knocking about since wargaming came into being. D6s (where 6 is good and 1 is bad) are rolled to hit and then rolled to save; the principle is sound, the result is interactive (as both players are involved), and, in the words of Andy Callan, if it ain’t broke why fix it?

The game also has more modern elements that add to the challenge. A random activation system brings unpredictability and makes players await the important card that will allow their plans to slot into place. Perhaps a special card will appear that adds further friction and scuppers plans. These card systems bring much of the fun to the game and would be foolish elements to tinker with too much; they work well and can easily scale down for the activation of individuals or small groups and the use of special abilities.

How would I differentiate the skirmish game I wanted to create while maintaining this effective core of Billhooks that I already loved? This question teased my brain through about three months of tinkering as I developed my skirmish rules.

THE COMBATANTS

The obvious change is that individual figures take the place of units. Companies are formed of Heroes - the Captain and his Squires - and Retainers. Heroes have Martial Skills which are drawn from a deck of cards and Retainers have generic profiles that are defined by Traits.

The captain can take many forms: a Lord, a knight a captain of archers, a leader of a band of outlaws, a mercenary captain with his harquebusiers, a village headman with a rabble of unruly peasants, and so much more. There may be more than one Retinue on each side too, which brings further variation and gaming challenges.


Heroes!



Sir Henry Holland The Third Duke of Exeter, a Lancastrian, and a right nasty character! A fierce, angry man, Sir Henry rules his Retinue with an Iron Fist, his followers add one to the dice roll if ever they are out of his Command Range as they dare not misbehave!  Sir Henry is an arrogant, vain man and wears a suit of the finest Fluted Plate armour from Milan. The ridges on this cutting-edge design give him greater protection, allowing him to reroll a failed saving throw once per melee. If this fails and he receives a wound Sir Henry’s Riposte skill allows him an extra vengeful hit against his enemy!










Sir Walter Deveraux A loyal Yorkist and true friend of the King. Sir Walter’s Commanding Presence enables him to direct his Retainers at a greater distance. His Lightning-Fast skill grants him an extra attack, this combined with his Duellist ability which allows him to use Thrust and Parry in the same melee makes him a very dangerous opponent! Figure- Perry Miniatures














Gustav A Mercenary Captain and gun for hire! In an age when Fire arms were an innovation those who wielded them could demand a high price for their services. Gustav carries an experimental weapon, the Profane Device which has a longer range than most weapons of its sort, however, such new technology carries risks and there is a chance the device may explode when fired! Gustav has the Precise Aim skill which allows a Reroll when shooting and his Hawk Eye skill enables him to Reroll any blocked shots. Figure-Grenadier









Retainers In Ruckus, Retainers have generic profiles that share the same Traits rather than the Individual Skills that the Heroes have, although Retainers can gain Skills in the Campaign game. The Retainers are the ordinary soldiers Archers, Billmen, Crossbowmen, Landsknechts, Gallowglasses etc the PBI of the medieval world. There are currently more than 50 different profiles for Retainers in Ruckus with quite a few more on the way.



The Archer The mainstay of any English medieval Retinue. The archer is lightly armoured and his saving throw reflects this. However, he can dish out damage from up to 24” with his longbow and although being Encumbered with bow and arrows effects his ability to fight, he can choose to Evade from chargers, as can all characters with the Shootist trait, or equip himself for melee with sword and buckler. Figure-Front Rank







The Bill Man The professional soldier that could stand his ground against the more heavily armoured Men at Arms. He has a slightly better saving throw than the Archer due to his stronger armour. He is skilled in combat with his polearm and his traits reflect this. He has the trait Skill’d at Arms which allows him to use Thrust, Parry, and Fend in the same way as the Heroes and the Support trait which allows him to add a dice to an adjacent comrade’s melee.




Peasant In Ruckus, revolting peasants appear in many of the scenarios in angry mobs. They have no armour and have the negative traits Reluctant Warrior, Unskilled and Join the Club, all of which make them less effective in combat. However, they also have the Mob-handed and Three’s a Crowd traits which allow them to attack in a group and they can on occasion overwhelm the better equipped fighting men. They are at their most dangerous when a village Headman is present to rouse and agitate them. Figure- a kit-bash of Victrix Dacian, Fireforge Peasant and Frostgrave barbarian









SWITCHING TO PLAYING CARDS

I honed my ‘Skill’d at Arms’ rules for melee (a Thrust-Parry-Fend system that has evolved from Stuart’s initial Duelling ‘fix’) and introduced the idea of individual Martial Skills for the combatants. These are decided before play starts in a one-off game and are represented by a playing card deck. Each card represents a different skill from the suits:

·       Clubs - Strength in combat.

·       Spades - Dexterity in combat.

·       Hearts - Leadership/Charisma/Courage skills.

·       Diamonds - Archery/Missile skills.

I had planned to use the Billhooks Special Event cards in the game too, but it proved unnecessarily complicated to write alternate Events explanations connected to the existing cards. Instead, I turned to the playing card deck once again.

Joseph McCullough is an influence on my game design, and I love the way he uses playing cards in games such as Rangers of Shadow Deep. The card deck functions much like it does in the larger Billhooks games but playing cards are more adaptable and are easily accessible, most households have them. Cross-referenced with tables of Events the same card can have different meanings for each player or vary by Theatre, and the deck can be stacked with more of one particular result if players choose, increasing the possibility of it coming into play. 


A Special Event is a fairly rare occurrence in Billhooks but far more common in Ruckus and they are very much a two-edged sword! They can provide an unexpected boost or they might bring some unwanted friction, either way, they guarantee a narrative event and increase the fun! Playing cards are used to provide a generic deck of Special Events as well as some scenario specific events tailored to fit the circumstances of the scenario. For example, the generic The Special Event “You Tardy Knave”, which is played on your Opponent as they draw a Hero card, requires them to place the card at the bottom of the deck thereby missing their turn “Blessed by Providence!” a religious amulet, small prayer book or lucky talisman carried under the outer garments turns aside the point of the weapon preventing a wound is another example.

A scenario specific Special Event Card for the scenario “Hit Him where it Hurts” is The Peasants are Revolting! The local Peasants are restless and have become increasingly angry at their overlord’s greedy, grasping ways and are ready for trouble. The drawing player may place 6 peasants on the table 9” away from an enemy character. This player controls this band of peasants for the rest of the scenario. At the end of the turn, shuffle an ambush card of the appropriate colour into the Playdeck, the peasants are activated when this card is drawn. For this scenario, all peasants are considered angry and lose the Reluctant Warrior trait.

One advantage of using playing cards is that the Event deck can be tailored so that an event occurs more or less frequently so in Hit Him Where it Hurts there are four sixes -the Peasants Are Revolting Cards, increasing the chances of Peasant Revolt

In the scenario “the Rescue” the scenario specific Special Event Card is represented by the seven, eight, nine or Queen cards, increasing the frequency of its appearance. If one of these is drawn by the Attacker it becomes “If I can Just…”, which, in the tradition of all great swashbuckling stories, allows the bound prisoner an attempt to cut his bonds on a jagged fragment of a broken blade that just happens to be on the ground where his attackers have hurled him down.

In the same scenario the seven, eight, nine and Queen have a completely different meaning for the Defender and trigger the Scenario Specific Event “I think I heard Something…” which allows a spotting check for any sneaking attackers...

Special Events add flavour to the game and can really spice things up!

SKILL’D AT ARMS

Each character in melee has an Attack attribute representing their skill in combat. For knights, the bosses of hand-to-hand, the Attack is three; this means they roll three dice in melee. In the First round of a melee characters require a 4+ to score a hit but there’s more to it than that, especially as more elite fighters do battle. Follow as these two captains battle it out across multiple rounds of combat.

A round of melee

Blue (left) is the attacker and rolls three dice as his captain’s Attack value is three. Red (right) is also a captain and rolls three dice too.

Both Captains have the ‘Skill’d at Arms Trait’ which consists of three Skills that can be used to manipulate the melee dice. They can each choose to use one of these Skills once in each round of melee. The skills are:

  • Thrust - the ability to reroll one of your attack dice.
  • Parry - the ability to force your opponent to reroll one of their attack dice.
  • Fend - only used if you are the defender. Fend gives the character another dice, however, any successes are used to block the opponent’s hits; choosing to Fend means that the defender cannot cause wounds.  

1 Blue has rolled two 1’s and a four. He has the skill Deadly Blade which allows him to Reroll a 1 to hit in melee. Unfortunately, his Reroll is another 1. In Ruckus you cannot Reroll a rerolled dice so it will remain a 1. As Attacker blue has the option to use Skill’d at Arms first. He elects to use a Thrust and rerolls the other dice that scored a one.





2 This reroll gets him a four and with the hit from the other four he has two hits on Red.





3 Sir Red elects to Parry one of Sir Blue’s hits. Sir Blue rerolls a hit but gets a five; the Parry has been unsuccessful, and Blue has retained two hits while Sir Red has scored one





4 They both wear full plate armour and so normally will save on a 3+, however, Sir Red has the skill “as strong as an ‘orse” which means that Sir Blues saving throw is reduced to 4+ Sir Red rolls a five and six and saves, deflecting both hits. Sir Blue rolls a three and sustains a wound!






This completes the first round of melee.

In the second round of melee characters hit on a 5+ as they are starting to tire


5 Sir Blue has been wounded and is reduced to two attacks. He rolls four and a three.

Sir Red still has three attacks and rolls five, four, three





6 Sir Blue elects to Thrust and rerolls the four as a five- a hit!

Sir Red also Thrusts his four into a five and has scored two hits






7 The unfortunate Blue rolls five and three and takes another wound

Sir Red rolls a six and remains uninjured








There are three rounds to each combat. In the third round the combatants are becoming increasingly tired and not only do they hit on 5+ they also lose the Skill’d at Arms trait, so they will no longer be able to reroll their dice.

Sir Blue with two wounds is in a desperate situation and as he only has one attack decides to Fend. This has to be announced before any dice are rolled. Fending means he can roll an extra dice. Any “hits” that he scores will not do any damage to Red but will instead block any of Red’s hits.


8 Sir Blue rolls a five and a six

   Sir Red rolls five, four three

   Sir Blue has successfully blocked Red’s attack; this ends the melee.





CONNECTED BUT DIFFERENT

Although a separate game for very small skirmishes, I wanted Ruckus to be compatible with its Bigger Billhooks Brother so that it could form a ‘game within a game’. Like Billhooks, the game uses a deck of cards to create Random Activation and Events and the old D6 to resolve shooting attacks, melee, and Will-to-Fight rolls. The transition from one game to the other feels quite natural.

Battles can be one off scraps or flow as a campaign, with character development included as different figures gain new skills and attributes.

There is no Manoeuvre Phase in Ruckus; instead, players deploy their Retinues as directed by the Scenario rules.

Initially I had melee taking place over three turns - a la Billhooks - which provided some interesting tactical choices but became horribly complicated when combat involved more than two characters. The simple solution was to have melee resolve in three rounds and fight them all in one turn.


A TIME OF MISHAPS AND CALAMITIES

Nic Wright of Irregular Wargames is a great inspiration on my game design; I love his ideas for fog of war, including things that go wrong! Inspired by such gaming friction and randomness, I am pleased with the Mishap/Calamity risk concept which is used for most actions in Ruckus. There is a chance of this coming up during shooting and any Movement Gambit (any form of movement that might be deemed riskier than running on flat ground).

A Mishap is a simple problem that takes one turn to sort out, for shooting it may be the bowstring has slipped off the nock, whereas a Calamity is just much worse. For shooting it might be that the Archer has used all his arrows, or his Bow has broken he cannot shoot again this game. A Calamity while swinging on a chandelier or while climbing a cliff, on the other hand, could have disastrous consequences. The risk of Calamity increases as the game progresses as there is more chance of running out of arrows or fatigue setting in resulting in characters getting clumsier. 

PRINCIPLES OF DESIGN

Like Billhooks author Andy Callan I am not a fan of complicated games, however, games that are too simple can be boring and lack nuance. I’ve aimed to create a game that has simple individual mechanisms which, when layered, become complex rather than complicated. Tried and tested basic systems (such as 1 is bad 6 is good) apply throughout the game but here and there I layer in extra flavour and quirks so that a process usually has several elements to it.

The goal is always to make mechanisms that provide a fun and engaging game rather than striving for realism or historical accuracy. By doing this I hope I’ve produced a system that is easy to learn yet requires good tactical play to get the best from the game. Skirmish games with no purpose can be rather stale affairs so scenarios with achievable yet challenging goals and a good narrative are essential.

Going Forward

I like my game! It is fun to play, interactive, engaging, and delivers narrative events on the tabletop. Ruckus is easy to pick up for anyone, but especially existing Billhooks players as it only uses a few figures and utilises the same cards and factors as the main game. If you are a Billhooks player then it would be silly to not give Ruckus a try as you have everything you need to play the game already other than the rules. As for those rules, I’m very happy to say that they’ll be available for free with a future issue of Wargames Illustrated!


BROAD SCOPE

As with Billhooks, Ruckus is initially set in the Albion theatre, for the Wars of the Roses conflict. It is a time of misrule, lawlessness, and diverse alarums! A time for rebels and outlaws, a time of border conflicts and raids, a time when old family feuds escalate, a time to settle scores. In short, the perfect setting for a skirmish game and rightly the initial focus of Ruckus.

That doesn’t mean I don’t have plans to adapt Ruckus to the other Billhooks Deluxe theatres using the Deluxe stats and profiles as a guide. I am working through them one at a time and have written new Retinues for the Hundred Years’ War already; now I’m working on scenarios to go with them.

Many of the scenarios require specific Special Events cards and Special Rules and this is another reason for the use of standard playing cards with tables as opposed to special and specific decks. This flexibility allows the basic game to be adapted for any medieval Theatre and I can envisage a future edition of Ruckus which is period agnostic, extending the game to stretch from the Early Medieval to the British Civil Wars of the 17th Century. I am also thinking pirates! But for now, I’m trying to stay focused on the present and getting the core of the game as refined as possible before it gets into players’ hands.


The game is pretty much finished now the freeby version will be published in May's WI, the full game at later date. The game will be supported with it's own range of figures, initially as stl's but also in metal. 




4 comments:

  1. Hi Mike, saw you on the Plastic Crack Podcast yesterday, and then found your blog here. I am really intrigued by what you have created here. Never played Billhooks before, so it is unclear to me whether Retainers are actived as groups of 3 or individually? Also how does melee work when groups of Retainers attack another group?
    I understand that you still have a product to sell in the future, and therefore perhaps will not want to answer my questions. But any light you want to cast on my questions will be appreciated.
    Best, Kaspar

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    Replies
    1. Hi Kaspar,
      In Ruckus each individual Character, whether they are a Hero or a Retainer activates and then performs all of its actions ie movement, shooting and charging into melee before the next one goes. So, there are no multiple combats, each melee is fought to a conclusion in three rounds and any survivors are separated at the end of the fight.

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    2. Hi Mike,
      thank you - but does that mean that there is a card for each mini in the deck? Heroes can command Retainers right? So the Hero commands the Retainers to move forward with him. But when the melee starts it is each figure fighting for himself?

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    3. Hi Kaspar, sorry about the long delay in replying...In Ruckus , each Hero, a Captain or a Squire, has card.When they are activated they can give orders to the Retainers. Each activation is carried out to conclusion so there are no on going melees as each fight is fought to its end before the next Character gets activated

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