Wargame Mechanics Index

Science Versus Pluck (designer's overview)

All players share one side against an umpire who runs the enemy and the world, and players only get the rulebook knowledge their historical officers would have had.

Umpired, semi-role-playing rules for the Sudan campaigns in which all players are British/Egyptian officers cooperating against Mahdist forces run by one or more umpires. The umpire sets each turn's length in minutes, Mahdists move in two halves around Imperial movement and fire, and fire uses handfuls of d6 with umpire-rolled saving throws. Mahdists take a Reaction test instead of a simple morale check, melee is stand-vs-stand opposed d6, and a rally phase ends the turn. The article describes the revised two-volume edition (Umpire's Handbook and Officer's Pocketbook).

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Mechanics 19 · 3 distinctive

Command & Control

3cmd
Umpire's Handbook / Officer's PocketbookUmpire / double-blind play

Umpires run the Mahdists, weather, locals and out-of-contact friendly forces; players see only a partial rulebook.

How it works

The Umpire's Handbook holds all rules and Mahdist doctrine and encourages improvising. The Officer's Pocketbook tells players when to roll and what they need, how far their men move, but only general hints about enemy speed and not what hits represent.

It did not contain all the rules, but simply the parts they needed to know to operate their forces.
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1cmd
Hidden MahdistsHidden units & blinds

The umpire knows where hidden Mahdists are; the table often starts with few or none visible.

How it works

The umpire may add terrain and enemies as they are spotted or scroll the table as the force advances. Mahdists use hidden movement and home-turf knowledge to great effect.

Usually it will have few, or no enemy troops visible.
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1cmd
Visibility checksSpotting & detection

Players get a chance to spot hidden enemies before blundering into them.

How it works

The umpire gives moving units a spotting chance before they run into hidden Mahdists; small patrols not under a player's command may simply vanish.

the umpire will give them a chance to spot the peril before they run into a ravine full of angry locals.
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Morale & Cohesion

2morale
Reaction testMorale tests

Mahdists take a Reaction test that sets their behaviour, not just whether they break.

How it works

The result decides whether they move faster or slower, wheel aside, duck into cover or run away, and feeds into their second move; heavy fire can make a charge falter into an advance.

At this point the Mahdists take a Reaction test. This is more than a morale check, but rather a system to see if they move faster or slower, wheel to one side, duck into cover or give up and run away
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1morale
Rally phaseRout & rally

Officers try to restore disordered and demoralized stands; bad rolls can make them worse.

How it works

The rally phase ends each turn.

The last part of each turn is a rally phase, where officers try to bring disordered and demoralized stands back into good order.
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1morale

Stands can become disordered or demoralized, tracked with markers.

How it works

Mahdist fire mostly causes disorder rather than kills.

are more likely to cause some degree of disorder than actually kill units
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Turn Structure & Sequence

3turn
Turn length in minutesVariable game-time turn length

After hearing intentions, the umpire decides how many minutes of game time the turn covers.

How it works

Turns can last a single minute in tense moments or several hours (e.g. waiting for scouts); typically 5-15 minutes for marching. Movement is then derived from yards-per-minute rates times the turn length.

decides how long the turn will be in minutes. This can be as short as a single minute for those excitable moments, or up to several hours
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2turn

Intentions, Mahdist half-move, Imperial move, Mahdist fire, Imperial fire, Mahdist reaction and second half-move, more fire, melee, rally.

How it works

The umpire asks players' intentions starting with the most advanced units, sets turn length, then Mahdists move half, Imperials move, Mahdists fire, Imperials fire, Mahdists take Reaction tests and make their second move, Imperials shoot again, melee is fought, and finally a rally phase.

Before the Imperials move, however, the Mahdists do. They move half now and half later.
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2turn
Emergency ResponseReactions & interrupts

Imperial units may attempt to act out of turn in a crisis.

How it works

The rule gives Imperials a chance to act when it is not their turn, e.g. against a Mahdist breakthrough; failure makes things worse. Good troops often succeed, bad ones collapse.

The Imperials have an 'Emergency Response' rule, which allows them a chance to act when it's not really their turn; if they fail, things get worse for them.
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Resolution Engine

2engine

Each player officer may reroll one bad melee die per turn at personal risk.

How it works

The reroll is decided as dice are rolled, not after all are rolled, and exposes the officer to 1-6 attackers.

Individual officers (the players) can reroll one bad melee roll per turn- decided "on the fly" rather than after all dice are rolled
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1engine

d6 used for fire, saves and melee.

How it works

Fire uses handfuls of d6; melee is opposed d6 with modifiers.

roll a six-sider against each other, with modifiers.
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Ranged Combat

2fire
Umpire's saving throwLine of sight & cover

Cover and open order are handled by a hidden saving throw rolled by the umpire.

How it works

Players only control mechanisms their historical counterparts would; factors like target cover and open order are resolved by the umpire's saving roll.

There's a saving throw, dice rolled by the umpire, to cover things like cover, open order, and other things that the Imperial players can't control
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1fire
Big handfuls of D6sDice pool fire

Fire uses handfuls of d6 per stand, with stands able to score multiple hits at close range.

How it works

Mahdist fire is weak and mainly causes disorder; Imperial fire, especially formed British infantry and machine guns, is very destructive.

This is based on a very traditional 'big handfuls of D6s' approach, with a chance of each stand scoring more than one hit for close range shooting.
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Close Combat

1melee

Stands pair off one for one and roll opposed d6 with modifiers.

How it works

Winning by 2 pushes the enemy back; winning by 3 destroys it.

Each side matches stands one for one and roll a six-sider against each other, with modifiers. If one wins by 2 points, the enemy is pushed back, by 3 and he is destroyed.
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1melee

Victorious Mahdist stands rush forward into rear targets.

How it works

Winning Mahdist stands surge on toward pack camels or headquarters, so supporting ranks and solid squares are valuable.

VictoriousMahdiststands tend to rush forward to butcher the pack camels or the headquarters staff, so it's a good idea to have a supporting rank.
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Scenario, Campaign & Victory

3scen
All players are officers on Side AMultiplayer structure

All players cooperate on the Imperial side under an overall commander against the umpire.

How it works

Players receive identities and objectives (sometimes written and complex), plan together, and the overall commander makes key decisions which subordinates are expected to follow.

If, however - as in Science Versus Pluck - all the players are officers on Side A, it becomes much more interesting.
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1scen
Campaign informationCampaign linkage

The revised edition adds campaign material and simple rules for gunboats, trains and balloons.

How it works

Also included: breakdown of Mahdist armies 1881-1899 and a painting guide.

I added a lot of campaign information and easy rules for gunboats, trains and balloons
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Forces & Unit Definition

2force

Each player has a personal officer figure with an identity, created via a character system and played in a Victorian manner.

How it works

Players receive a figure representing themselves plus the force under their command. The revised edition includes a character creation system. Officer figures can be hit by stray bullets and risk being caught in melee.

The players gather to receive a personal figure representing themselves, and the forces under their command.
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Movement & Manoeuvre

2move
Yards per minuteFixed movement allowance

Movement rates are given in yards per minute and multiplied by turn length.

How it works

Ground scale is 50 yards to the inch; cavalry trotting move 200 yards per minute, infantry in line 50 yards per minute.

cavalry patrols trotting at 200 yards per minute, at a ground scale of 50 yards to the inch, will move a long way in ten minutes
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