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1676: Mad Dogs & Englishmen – Rules for Including Magic, Special Characters, Fell Beasts, & Europeans in 1676 Games
1676: Mad Dogs & Englishmen – Rules for Including Magic, Special Characters, Fell Beasts, & Europeans in 1676 Games
by Jade Tower Studio (2016)
Player Count
2 to 8

Player Ages
12+

Playing Time
1 hour to 2 hours
Categories
  • Wargame
  • Expansion for Base-game
  • Miniatures
  • American Indian Wars
  • Book
  • Designers
  • Dr. Rob Lusk
  • Mechanisms
  • Simulation
  • Dice Rolling
  • Artists
  • Chuck Quilty
  • Rating: 0/10 from 0 users

    Description

    NOTE: This is not a complete game! You need the 1676 rules to use this supplement.

    Tired of fighting with just colonists & Native Americans?
    Mad Dogs & Englishmen lets you bring otherworldly Heroes & creatures as well as European armies into your 1676 games.

    There are rules for Puritan Ministers, Witches, & native Shamans who invoke spells.

    A variety of animals & fell creatures are presented who can join your army if you meet the right conditions.

    Many 1676 players find that including a few otherworldly elements – without diminishing the primary importance of the historical troops in deciding the outcome of the battle – can make for an even more entertaining game.

    New rules are also presented to introduce four European powers into the conflict in North America.

    There are Army Lists presented for England, France, Holland, & Spain.

    While none of these armies actually had anything to do with King Philip’s War, the 1672 line of figures from North Star Miniatures looks so good they simply had to be included. If an excuse is needed, assume the European powers - who have been engaged in bitter fighting in Europe as well as New France - have begun to believe the tales of magic & fabled treasures coming from New England. Why not send a regiment or two to establish dominance in the area? The local colonists are incapable of even keeping the natives at bay, so the area looks ripe for plunder!

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