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To Piquet or not to Piquet?- By Terry Swain For those gamers who are tired of 6 sets of rules for 6 different periods, salvation could be at hand.
So why change? My gaming group had been using Age of Reason for sometime, but was finding that as we increased our collections the games were getting long and unwieldy with as little as 15 or so units a size. Any attempts at larger games degenerated into unwieldy messes(and 25mm's can look real messy). As most games are played on a Friday night with midnight curfews(wives rule) we weren't getting games completed. So a set of Piquet was procured and away we went. At this point I have to be honest and say I hated them after first couple of games! After spending most of a Friday night sitting on a cold floor (dumb I know) and reading a book on Ottoman Turks (inspiring thoughts of next army) while my side won little impetuous (explain later) was ready to chuck them in. But, perseverance has paid off. Thanks to actually reading rules through a couple of times (does pay) and a few more games now have flavour of rules.
Player A rolls a D20, player B rolls a D20, the higher die deducts the lesser die, that provides the number of impetus points available to the winner. An impetus point is then expended to turn over a card, and then more impetuous to act on that card, if desired, or turn over a new card. e.g. Player A rolls a 16, Player B a 7. A wins by 9 . A turns a card , it is 'Move Infantry in Open'. A has 2 infantry commands , he chooses to move both. This will cost him 1 to turn the card, and 1 for each command, a total of 3. He has 6 left. The next card is a 'Dress lines', this costs 1 impetuous, but you can do nothing on it, it just uses up points. Down to 5, turn next card. The next card is an 'Officer Check' you may move your commanders. To do so costs 1 to turn card and 1 to move each officer. You can choose to do nothing, and turn the next card. When all 9 are used, roll the D20's again. Each phase is made up of 20 impetuous. After deducting the 9 above , 11 were left, if player B was now to win 15, he could only use 11, as that is all that is left in this phase. Phases continue until all cards in a deck are turned or a double on the D20's is rolled. At that stage the decks are reshuffles and a new phase kicks off.
And that is the thrill and enjoyment of Piquet, there is always a chance things could turn around, and one bad die roll alone won't cost you the game. And it is FUN!
We have tried the ACW, Napoleonic and 1200-1600 supplements with equal enjoyment and would be delighted to answer any questions. There is a dedicated website, 'The Piquet Mailer' full
of information and a boisterous forum. I procured my rules from
Wargamesworld in the UK.
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