Kingmaker Some thoughts / by Percy Hastings The rule booklet for Kingmaker gives some very basic hints about the strategy and tactics which can be used in the game. All the points covered in the booklet notes will become apparent after only a small number of games, but the ideas which I am present ing seem to me to be less obvious. I have played some thirty games of Kingmaker, most of these being three-player games, which seems to be the minimum necessary to give a challenging and interesting game. Because of this experience with three-player games some of my ideas may be of only minor importance or may need adaptation. Anyway, here they are, for better or worse. Very often the three-player game tends to stagnate with crowned Yorkist and Lancastrian kings being held by two parties, with the third party having no royal pieces whatsoever. Having no royal pieces at this stage of the game is a terrifying position to be in, since the capture of royal pieces from rivals can be made almost impossible by threats of the type "If you attack me, then I kill my royal pieces". This threat if carried out, will of course, bring instant defeat for the faction making the threat, but nevertheless, I have known this threat to be executed at least twice. The state of shock brought about by seeing a game abruptly brought to an end in this manner is enough to remind one to be more careful in future. The player who actually carries out this diabolical threat goes into future games with a powerful reputation for complete ruthlessness. Knowing that this player has a complete disregard for chivalry, the same threat now becomes much more persuasive. Given a situation where a faction controls no royal pieces at this stage of the game, just how does a faction go about obtaining one and getting back into the game? Well, there seems to be no sure way, but I employ two tactics, neither of which has a high success rate. Firstly, there is the 'Beaufort Approach', in which plan Beaufort is crowned as the last surviving Lancastrian. If Beaufort is in the crown pack, there is little problem; just keep the game going and hope you draw him. If Beaufort is held in concealment by a player there is no way to bring him into your alliance, but if Beaufort is in play as an ordinary noble, then there is hope. The idea now is to kill off Beaufort in the hope that you will eventually pull him out of the crown pack. Just marching up and engaging in battle with Beaufort is unlikely to be productive because Beaufort will invariably be stacked with the main army and royal pieces of the enemy and the 'kill the royal pieces' threat will be invited. Because suicide attacks by expendable minor nobles never invite the threat, Beaufort must be killed off by suicide attack. Now you must wait for Beaufort to find his way to you through the crown pack; not of course a certain occur ence, but a hoped for possibility. If all goes well and on some future turn you draw out Beaufort, do not bring him into play - that would be to invite disaster. Instead, keep him hidden and direct your energies to killing off the Lancastrians, or sit back and try to make the others fight one another to exhaustion. Only bring out Beaufort if otherwise the game would finish. (Personally I prefer always to keep Beaufort hidden and attempt to destroy all the Lancastrians; that way I am assured of some chance of havinq a royal piece at the end of the game). The second tactic I mentioned is a sort of mercenary approach. I came across this tactic at the end of an extremely exacting and well balanced game. All three factions were weak and equal with approximately 160 troops each. I was without royal pieces however. The numerical equality made it impossible for the Yorkist faction to attack the Lancastrian, (or vica versa), but if either faction could form an alliance with me, then an attack on the rival would be possible, at odds of 2:1. Both opposing factions control led more than one royal piece, so I offered my services to the faction which would reward me by transferring a royal piece to me. The offer was refused, but one day in the future, a similar offer may be accepted. Stalemates tend occur towards the end of every game. Most often this takes the form of one faction running away to Wales where they get the protection of the 200 extra troops of Chamberlain of the County Palatine of Chester. This usually makes the faction invincible in Wales, and the nobles refuse to leave, adopting a "come and get me" attitude. Nobody dare march into Wales for fear of a clobbering, so stalemate develops. The stalemate is usually broken by calls to raids and revolts which splits up the Chamberlain faction, or by suicide attacks which kill off the Chamberlain with a lucky draw of the card. Similar stalemate occurs when a faction hides under the protection of the Constable of the Tower of London. To my mind, this "Tower of London" card is the most powerful of the lot. Possession of the card early in the game often delivers Henry into the clutches of the Constable's faction and the card gives control of the North-South traffic through London which protects the king from nobles using the roads when he is called to Embassy at Rochester /Rye. The additional 200 troops provided by the card round London are very useful at any stage in the game. In only one game have I had a permanent stalemate. This arose because a faction controlled the last surviving royal piece but had no bishops for a coronation. All the bishops were held concealed by opposing factions who refused to bring them into play. Possession of castles and towns on the road between York and London, I do not rate very highly; alternative routes are usually available. Clifford's Castle at Conisboro is useful to hold because now there is no way for opponents to prevent the movement of troops southwards from York to London or Norwich. Generally York is worth holding since it stops the rapid transit of the northern nobles to central England. York is also useful as a screen to hide behind when strong enemy factions look likely to make a trip up the highway to your detriment. In this case a move to the Helmsley square and denial of movement through York will stall the attack, but friendly escape southward is not barred. Plagues have never been any problem to troops because the players generally avoid going into towns, using Royal Castles if protection is needed, but plagues sometimes wipe out the royal pieces in their starting positions. I enjoy Kingmaker immensely but I have two major grumbles. One concerns the rules and the other the map. In many instances the rules are unclear, the one that causes us the most confusion is concerned with nobles being in or out of towns. At what point in time must a player decide whether his piece is inside or outside a given town? Presumably during the player's own turn but although this can be deduced from the rule book it is not certain. Another example: when a captured noble is ransomed, what type of ransom is a player allowed to transfer? We cope with the rules quite well, but the map causes endless confusion. Where is "Cheviots"? Where is "Wales"? Where is "Devon and Cornwall"? Which squares are north of the river Tees? Movement near London is unclear because the town itself lies at the intersection of three squares and on an estuary. Such problems of rules and map we have solved by using our own conventions and definitions, but problems have occurred when players who have developed their own different conventions and definitions are met with for the first time. I suppose the Arbitration rule could settle these disputes and I believe that a reprint of the rules may have cleared up some of these problems.