SKU: 99957058244

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: 99957058244

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LJ
Bozeman, US
★★★★★ 5
My puppy’s favorite fetch toy!
Size: Small
Update Aug 27, 2024: After 10 months, these are still his favorite ball. He’s obsessed with fetching and plays with them all day. They do bounce really high. Unfortunately, the small size aren’t available for sale anywhere anymore. I tried the medium size, and he has a bit of trouble hanging on to them, but he manages. Weirdly, he prefers the orange one, but he also plays with the blue one. My 7 month old Shih Tzu puppy loves to fetch, and these are his new favorites. They’re small enough to fit in his mouth, and they are made of hard plastic, so he’s able to hold on to them. They have a lot of bounce, and this adds to the fun for him. I highly recommend them.
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Reviewed in the United States on December 17, 2023
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Genuinely
Birmingham, US
★★★★★ 4
Genuinely bummed that these great balls can’t stand up against my Chloè.
Size: Medium
I love all the Chuckit brand of balls. I found that the Strabo and glow balls in the Chuckit line are the softest, and as such, don't last as long as the rest of Chuckit line of balls. Having said that, they do last longer than than every other brand I've tried (and I do believe I’ve tried every brand available on the market today.) The strato balls do bounce higher than any of the other balls in the Chuckit line. They really are a good value.
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Reviewed in the United States on March 30, 2022
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Debbie
Lowell, US
★★★★★ 5
Great dog balls at a great price
Size: Medium
The balls are a favorite for my dog. I could have done without the hole through the middle because I don't do treats in balls anyway. My dog loves balls for their own merit. I needed replacement balls for my Nerf Dog Ball launcher. It seems the originals have disappeared from the market. I took a chance because the price is right and this Chuck-it ball works very well so we're liking this ball a lot. So far my Dachsund, who can destroy a tennis ball (the kind they are selling as Nerf Dog replacements) in 3 minutes has not done any damage to this one so that's a win. I recommend this as a much better ball than the fuzzy tennis balls. I like the colors too since many dog toys are green (which gets lost in the lawn, etc.) or red (even though dogs have red/green color blindness. Blue and orange are good and pretty easy to find. I liked these well enough that this set was my second purchase so I will have spares in case the others are lost.
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Reviewed in the United States on May 21, 2023
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Just passing through
Alexandria, US
★★★★★ 5
My Baby loves his new baby!
Size: Medium, Size: Medium
Finally! A ball my 107 lb. pitty/pointer mix can’t destroy. He has torn up every single “indestructible” toy in a day or so until now. He peels fabric and fur off non-rubber toys. He is a 4-legged shredder. I’ve added pictures of him for a size reference of my dog versus this product. I know I had wanted that when shopping for this item. This ball is now his beloved “baby.” He goes absolutely insane looking for it, chewing it, chasing it, and even sleeping with it. He won’t rest unless he knows exactly where it is. It is his only toy, and he is good with that. After getting this home, I tried giving him other choices, but he won’t touch them. I was worried that he would rip it apart by putting his teeth in the holes, but so far, not a scratch. It is soft enough to collapse just enough to keep it from cracking when his jaws crush it but not so soft that he can rip it to sheds. The holes are large enough to prevent a suction or vacuum effect on his tongue or mouth. For his size jaws, it is a perfect fit. Other dogs might have problems with suction or be able to get their teeth in those holes and rip it apart. Who knows? The older version of the Chuckit squeaky ball was his favorite for the year and a half he had it, but the way they make them now, he peels off the orange triangle in hours flat, the squeaker falls out (choking hazard), and then he rips it apart. I’m going to stock up on these. I can’t imagine how crazy he will be if they ever stop production or change the materials.
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Reviewed in the United States on May 9, 2019
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Lily S
Grantham, US
★★★★★ 5
Great Quality for the Price
Size: 100 Count (Pack of 1)
Love these paper plates. They’re sturdy, microwave-safe, and hold up well without getting soggy or folding easily. Great for everyday use and cleanup is super convenient. Good value for the price and reliable for meals and snacks.
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Reviewed in the United States on May 21, 2026

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