Thursday, May 9, 2024

Arguing when money talks: Der Soldner. A Review

When you've been playing wargames for 30 years like me, you might think that you've pretty much seen it all. Turn-based, IGO-UGO, alternate turns, reaction systems: I've played it all. And then suddenly a ruleset emerges that has a totally new approach: Der Soldner.






Made for playing battles from the mid-14th to the mid-17th century; the era of the colorful mercenary armies of the Italian condotierri and our own 80-year war, Der Soldner was written by veteran wargamer Jan Willem Boots, who based it loosely on the classic matrix wargames. 

Unlike a fixed sequence of turns with standardised events, this system works with one question: "What is going to happen next?".


In this system, the game scenario is a framework for an undetermined number and sequence of events and assumes two armies meeting each other on the battlefield under a certain set of circumstances. At that moment, the game begins and with it the story. Because in Der Soldner, the Narrator decides what happens.


Each player is given a number of Control Dice at the beginning of each turn, of which he can roll as many as he wants to determine whether he will be the Narrator and how long the turn will last. The player with the single highest score becomes the Narrator, and the combined rolls determine how long the turn will last in game minutes: one per 4+.

The Narrator proposes one or a series of events and how they will happen. This does not need to apply to just his own troops, but can also refer to those of his opponent. For example: "My cavalry is attacking his convoy. His escort flees". 


He explains why this event will play out this way ("My cavalry is terrifying and the convoy's escort is poorly paid") and uses the so-called Keywords associated with the scenario (Cuirrassiers, Pay in arrears). 


The rules provide examples for Keywords, but players can add more if they like. In addition to the Keywords, all kinds of historical arguments can of course also be used to argue in favor of - or against-  a proposed event.


These events can be questioned by the opponent and possibly modified ("His cavalry does not pursue my escort but instead loots the convoy and starts drinking!"). Or not, and then the event will usually just happen. 

A game master (or consensus between civilized opponents) determines how likely the event is and therefore how high you have to throw it to make it happen.

If the event occurs as "predicted", it may still take more time than anticipated. A "Time Check" occurs where dice must be rolled for every minute that one thinks the event will last. Every 4+ is one minute. If you roll too many, the event will last longer than you thought it would and will continue into the next round (The looting takes so long that the next turn is still in progress).


If it comes to a firefight or melee, the outcome of this is also predicted, provided with a probability and dice are rolled for that probability. Guidelines are given for a number of standard situations (e.g. cavalry attacks a column of infantry) to help determine the probability. 


The extent to which the roll does not reach or exceeds the required result determines the outcome of the fight. This can easily be read from a table in which consequences such as making a stand, chasing and fleeing are also possible. 


This sequence repeats itself as long as there are players who have Control Dice left. Then a new round begins.

In this way, the events string themselves together until the battle is over and the whole story is told.


The uniqueness of this set makes it ideal for players with a love for stories, history, or a background in roleplaying. And it produces intense and intriguing games in which everyone is constantly engaged. Strongly recommended and an absolute must!

Arguing when money talks: Der Soldner

Jan-Willem Boots, 2023

Available for purchase online at www.boekscout.nl or www.bol.com

5 comments:

  1. Fascinating. I imagine you could have some hilarious games of old school rogue trader/40k with the right crowd and a certain element of tongue in cheek joking.

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  2. Don't forget about the expansion set, obtainable as PDF !

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  3. That reads absolutely fantastic! And the 30YW (or 80YW for our Dutch friends) makes an ideal setting for such a ruleset! I’ll definitely get these.

    And as daveb said, this could be awesome for old school 40k, too!

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  4. Hej, I see that the expansion, the Warrior, is available as a PDF on Wargame Vault. Is it possible to get these rules also as a PDF? I don't often buy physical books anymore due to space constraints!

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