Mar 23, 2020

Let's Play Here I Stand - by email

I don't know why it took me so long to find out that GMT Games has done an epic board game on the Reformation, but now that I know about it, we're definitely playing Here I Stand. A monstrously complicated card-driven game with a 40-page rulebook and separate setup guide, Here I Stand has mechanics for everything from theological debates and French chateaus to Ottoman piracy and circumnavigating the world, not to mention a table where you roll to find out how Henry of Eight's love life is going, complete with an individual cardboard counter for each wife. At the end of the day, whoever has the most victory points wins.


Our bodies are not ready; they will not be ready; nonetheless we are doing this.


**

After a succesful attempt at the Game of Thrones board game, we got most of the gang back together for a game of Here I Stand. We're uniquely qualified to play this. I'll be first in player order as the Ottomans; I've majored in Arabic and Islamic Studies in the past, and most importantly, I've read Mikael Hakim several times. Also, here's a picture of me at the Reformation Wall in Geneva.



Perhaps even more impressively, we've arranged to have players with theology degrees represent both the Vatican and the Protestants, so I fully expect those theological debate mechanics to get a thorough working out. With three less theological but very competent board gamers representing France, England and the Hapsburgs, we are ready to Here I Stand.


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Our first attempt took eight grinding hours, during which we managed to play a grand total of three (3) turns.



For posterity, let it be recorded that the first card played in the first action phase was Shipbuilding, as the event. This actually turned out quite well for me, since Barbary Pirates came out fairly early, and the Hapsburgs invaded Algiers and I had to go through quite some trouble to drive their fleet back! Meanwhile, the other bastards played both Revolt in Egypt and War in Persia, so my armies disappeared off to fight these foreign wars very quickly; while I did knock out Hungary-Bohemia, I spent most of the game firmly on the back foot as I had very few cards or troops.

Meanwhile, the Reformation got off to a slowish start and the Diet of Worms ended in stalemate. Things looked bad for France when England declared war and invaded, with Hapsburg troops massing on the Spanish border, but the English army was outflanked and defeated, and the Hapsburgs not only made peace with the French but actually allied with them. The French built some chateaus and drove into Italy, which left them with the most victory points when we hit our time constraint during the third turn.

**

Based on our initial attempt, I only really have three criticisms of Here I Stand. One is that the board can get very cluttered at times; to the extent that it can genuinely get confusing trying to figure out what is where, especially looking down the length of the board. The other is that the rules really can be absolutely bewildering at times, especially when trying to look something up in mid-game - which, quite frankly, is something that's going to be happening a lot. It's been said that none of the individual rules in Here I Stand are particularly complicated, and I sort of accept that. But the problem is the sheer volume of rules, which makes it really difficult to get a handle on all of them. So to put it mildly, a generous amount of time needs to be allocated to poring over the rulebook in-game.

This really exacerbates the third and biggest problem: it can be a long time between player turns. When the Protestant player slaps down A Mighty Fortress and starts making his six reformation attempts in Germany, requiring us to dig out the rulebook and figure out exactly how many dice he's rolling and who wins ties where, and you're a player with no direct stake in any of this - how do you not tune out? It can also be mildly frustrating when players are getting very different amounts of cards; I spent something like half of turn three just hanging around, watching the Hapsburgs demolish my position in Hungary, since I started with three cards and he had seven or eight.

The sheer complexity of the rules can make it very difficult to get invested in the game, and the amount of downtime between turns can make it very difficult to stay invested. Despite this, I found Here I Stand to be an absolutely fascinating experience; I can easily understand how someone else might find it to be anything but.

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Having said this, I feel that Here I Stand is an absolutely extraordinary game, and I feel privileged to have had the opportunity to play it. Our original plan was to dedicate a summer weekend to playing it properly, but then, of course, the coronavirus happened. We've quarantined ourselves and cancelled all our gaming activities for the spring; in practical terms, you could say we're stuck here in our apartment and there's not a lot we can do about it.


So instead of a weekend of Here I Stand, we're going to be responsible citizens and play out this reformation the old-fashioned way: by email. With the help of my partner, I will be maintaining the physical board in our living room, and everyone will be e-mailing in their moves. Here it is, by the way:


Both the rulebook and scenario book are available for download on the GMT Games website. We'll be playing the long campaign, obviously. I'll be doing regular updates on this blag and my social medias as well; because there will be a full written record of every move, I can post a play-by-play account here. I'm going to shoot for one post per turn, but we'll see how it goes.

Finally, I thought I'd say a couple of words about each faction and their starting position in the game, so that if anyone wants to follow along they'll have some idea where everyone's starting from. Every faction also has a home card (the Papacy has two), which is never discarded and always returns to that player's hand.


The Ottomans

Fresh from the conquest of Constantinople, the Ottomans are ruled by Sultan Suleiman the Magnificent and start the game at war with the minor power Hungary-Bohemia. Historically, this was when the Ottomans laid siege to Vienna but eventually had to withdraw. The Ottomans are the only power that can build corsairs and gain victory points through piracy.


The Ottoman home card is Janissaries. Named after the slave soldier corps that came to dominate the Ottoman military, the card can be played for five command points, or used to generate troops or affect a combat.


The Hapsburgs

The mightiest power in Europe, Emperor Charles V rules modern-day Spain, the Netherlands, southern Italy, Austria and Germany. They're still embroiled in the Italian Wars with France, which started in the previous century, and so start the game at war with France. As ruler of Germany, the Emperor also gets involved in the religious struggle, and with a conquistador already underway, they also have a headstart to the New World. There's no areas of the game where the Hapsburgs aren't involved.


The Hapsburg home card is Holy Roman Emperor. The card represents Charles V charging around his widely dispersed empire, and can be used to move him about and conduct operations, making sure the Emperor is always in the thick of it.


England

English policy on the eve of the Reformation is concerned with exactly one thing: producing a lawful heir for Henry VIII. There's a pregnancy table for his wives and everything. Also, as the game goes on, the English Reformation starts, and everything generally gets more complicated. The English are secure on their island, but have to reach out in order to win.


The English home card is Six Wives of Henry VIII, which can be used to declare war on England's traditional enemies (i.e. everyone) or pursue Henry's quest for a male heir.


France

The French start the game under the rule of Francis I, a great patron of the French Renaissance. The French are trying to conquer Italy, but can also gain victory points by building chateaus and, of course, colonizing the New World.


The French home card is Patron of the Arts, which is good for either 5 command points or building a chateau.


The Papacy

The Medici pope Leo X is going to have his papacy blighted by that dude from Germany. The Vatican holds very little territory and is at war with the French over North Italy, and needs to divide their attention between preserving their holdings and fighting the German heresy. They can gain victory points by building St. Peter's Basilica, which is what exacerbated the heresy in the first place, and have the theologically delightful action Burn Books for 2 CP.


Uniquely, the Papacy has two home cards: Papal Bull and Leipzig Debate.


These let the Pope excommunicate Christian rulers and call theological debates to try to quash the rising Protestant heresy.


The Protestants

Speaking of heresy, here's the last of the six factions in impulse order. Until the Schmalkaldic League event happens, the Protestants play very differently from the other factions: with no military or controlled territory, they focus on converting spaces on the map to Protestantism.


The Protestant home card is Here I Stand, which lets them insert Martin Luther into debates or find cards in the discard pile so they can get their various conversion events into play.


The battle between the Protestants and the Catholics is tracked on the Religious Struggle Card:


**

So, the game has been set up, the e-mail thread has been started: for the next who knows how many months, we are Here I Stand. You can read what happened on the first turn here!

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