It’s been a couple of weeks, and I still haven’t written this up. At Cold Wars I put on a ten player game of A Gentleman’s War, set in the late American Disturbances, using the now famous comic book flat armies. It was based on no actual battle or OB, but featured far too much cavalry and too many native warriors, cardboard building from the 70s, flat wooden trees and an absurd Kelly green cloth.
The players were broken up into pairs, five Redcoats and five Rebels, each pair sharing a deck of cards for activation. It doesn’t matter where other players are in their own turn sequence as long as the two matched players follow the fall of cards in their own deck. A couple of times in this game, one player found himself under attack by not merely his direct opponent, but the player next to him.
The British player in the centre rashly attacked at what must be regarded as uphill odds, which meant that, after this early failure, he spent the rest of the game desperately fending off an overwhelming number of irate colonial fellows. The Hessians to his right, despite gallant efforts, failed to clear away the American left flank, and mostly seem to have decided to desert in favour of farming in Pennsylvania.
On the far flank everything went very well for the forces of the Crown, the Americans falling back outnumbered. Gallant cavalry charged in ways that would surprise a student of the campaign.
After a couple of hours of conflict, it was clear that each side had won on one flank. A sudden rainstorm, courtesy of a random ‘What Luck’ card, was taken as reason to call the game, both sides write home of their great victory.
Few of the players had payed AGW before, but all seemed to pick it up quickly — it’s fast and simple — and the multiple decks of cards meant the whole thing moved along at a fast clip.
I think everyone enjoyed it, which is all I can hope for.
you can get paperback copies of the rules at
while a pdf version, and the cards, can be found here: