The basic rules only occupy 12 pages and are fairly simple.
The central mechanic revolves around a card activation system where each
unit/character has an individual card in the deck, plus there are ‘reload’ and
‘turn end’ cards. Unlike other similar rule sets (e.g. Muskets & Tomahawks)
no cards are supplied with the rules; you have to produce your own. I have
initially opted to use standard playing cards but I can foresee future projects
designing and producing my own conflict specific cards. I must admit to liking
the card activation mechanic in games, particularly solo games but it can work
well in opposed games with opponents who have a ‘relaxed’ attitude to
winning/losing.
The second, key mechanic is the ‘Ability’ dice used by
units; Recruits use D6, Regulars D8 and Elites D10 (note to self – must buy
some more D8’s!). For shooting, close combat and rallying the unit rolls using
their Ability dice type, generally requiring 6+ for success. The quality
difference between troops is clear in the probabilities of success due to the
dice scores achievable. There are few modifiers and saving throws are made for
cover etc.
Whilst these two mechanics drive the game, the other rules
are very basic and easily understood. For example, there are rules differentiating
close order troops in comparison to loose order troops (they move slower, have
improved ‘volley’ fire and have restricted attack zones etc.). There are rules
related to specific weapons (pikes, halberds, bayonets etc.) and effects of
armour etc. There are also optional rules for additional extraordinary events
which can add extra chrome and uncertainty. So, if the basic rules are simple
and short, what else do you get for your buck?
The first half of the rule book covers rules and faction
lists, and does the job very well, so what is covered by the last half of the
book? Scenarios, this seems to an obligatory section for any published
rulebook. The scenarios included are fairly standard (Convoy, Raid etc.) and do
not excite me because there is nothing original here. I don’t know why authors
include this section unless they have something new to say. Next, the rules
show a game ‘in play’ in a comic book style. This is very pretty but does not
really demonstrate rule mechanisms. I really cannot see what this AAR adds to
the publication. Finally there are historical thumbnail sketches of conflicts
that could be played using Donnybrook. Again this section is fairly basic and
seems to me to be more unnecessary ‘padding’.
I have played three solo games using Donnybrook, and the
next club game arranged will be an opposed game using my Jacobite highlanders
(an AAR report will be published at a later date). The first solo game was ECW
(slightly out of period, but Donnybrook worked well) using two Army factions.
The game was fast and fun. Most action was seen by the musketeers, but the
decisive combat was surprisingly a push by the Parlimentary pikes, greatly
aided by the attachment of a very energetic drummer and ensign. The Royalist
cavalry activation card rarely came up, so they stood about and were shot to
pieces (I therefore have not tested how well cavalry work). I expected Sergeant
characters to be more influential aiding musketeers to reload, but again
activation card order did not work in their favour.
My next game was the 1745 Jacobite rebellion pitting
Highlanders against the Government Army.
My final game was using two Pirate factions (I forgot to
take photos of the game). This game had more close combat than firing, because
the unit composition was more varied i.e. each unit had a random mix of
muskets, pistols and swords; rather than dedicated units of muskets etc. The
firing of pistols prior to charging was
highly effective. I think that the defenders should equally get to fire their
pistols prior to close combat (I may make this a house rule). Due to the
‘mixed’ nature of the units, I introduced a random selection of which figures
were casualties, which slowed the game down a bit. I also found it more
difficult to keep track of the composition of units. There were no mounted
troops involved, so I still don’t have a clue about how effective they may be.
The pirate game worked fine, but lacked a distinct piratical feel that I was
hoping for. I think I need to design additional elements to address this and
the beauty of Donnybrook is that this is easily achieved.
So finally, what do I think of Donnybrook? Overall the rules
are beautifully produced, fast, fun and easy to play. They are particularly
suitable for solo games. They should be treated as a toolbox and players can
(and should) modify them to suit their needs. I do feel there is too much
padding in the rules, which adds little to the package and has, presumably,
added significantly to the £27 price tag. I do feel the price is too high for a
set of rules that are essentially so very basic. I would not mind if the
padding encouraged me to undertake new projects, but on the whole it left me
feeling rather flat. I can see myself using these rules for Jacobite rebellion,
and possibly ECW. Regarding pirates, I will need to think a bit more on how
much additional chrome needs adding to get the flavour I require. I think the
authors should develop an online resource for period specific cards, and a
downloadable QRS would be most useful.
I enjoyed your review. I just found the PDF of these rules having never heard of them before and find them rather interesting! Did you play that game at your club with your Jacobite highlanders? I couldn't seem to find that on your blog. Cheers!
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