Here I Stand 500th Anniversary Reprint Edition, 2nd Printing Original Retail Price: $95.00 This
is a new MINT copy in the original shrinkwrap. Buyer will pay $16.00 for
priority mail. I will ship internationally, but check for cost. I
will combine shipping of like items, again check for costs. Deliveries
within the state of California are subject to a 10.25% state sales tax. PUBLISHED: 2006,2010,2017 DESIGNER: Ed Beach MAP & CARD ART: Mark Simonitch COUNTER ART: Mark Simonitch and Rodger B. MacGowan PRODUCERS: Gene Billingsley, Tony Curtis, Andy
Lewis, Rodger MacGowan, Mark Simonitch DESCRIPTION Here I Stand: Wars of the Reformation
1517-1555 is the first game in
over 25 years.to cover the political and religious conflicts of early 16th
Century Europe. Few realize that the greatest feats of Martin Luther, Jean
Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the
Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all
fall within this narrow 40-year period of history. This game covers all the
action of the period using a unique card-driven game system that models both
the political and religious conflicts of the period on a single point-to-point
map. There are six main powers in the game,
each with a unique path to victory. The Ottoman player needs to bring
Christian Europe to their knees, either through a dominant military victory in
Central Europe or by naval conquests and piracy in the Mediterranean. Their
corsairs, based initially along the Barbary Coast of Africa, are the only units
that can steal resources (cards, fleets, or victory points) from other players
through piracy. The Hapsburgs begin the game in a
dominant position, with Charles V inheriting lands in Castile, Aragon,
Burgundy, the Netherlands and Austria. As the newly-elected Holy Roman Emperor,
Charles is also in charge of the defense of Germany. However, the Hapsburgs are
spread thin and threatened on all sides, tasked with defending Europe from the
Ottomans, protecting Italy from the interests of the French, and cleansing
Germany of the rapidly developing Lutheran heresy. Only through diplomatic
finesse and the establishment of a New World empire will they be able to
continue in their ascendant position. The English player, taking the role of
Henry VIII, is tasked with securing his dynasty and raising the stature of
England in European politics. The English start the game with the fewest cards
of any power but can increase that through conquest of Scotland or colonizing
the New World. They often serve as the swing player in the struggle between the
Hapsburgs and French. The English player has to balance these interests with
Henry's need to spend time securing a male heir (gained through rolls on the
Henry's Wives' Pregnancy Chart). In the end, Henry is the key, for he is the
one dynamic military leader the English possess but he can not marry a new wife
if he is captured or under siege. The third participant in the race to
the New World is the Valois dynasty of France, led by Francis I. Like the
English and Hapsburgs, France gains both victory points and additional cards
through conquest, colonization, and exploration of the New World. Francis is
also a great patron of the arts, taking a great interest in the art and
architecture of Italy while starting the long succession of French chateaux.
French strategies in Here I
Stand vary widely, for
victory can come through any combination of points from New World exploits,
chateaux-building, and conquest of European city-states. The final two powers, the Papacy and
the Protestant, fight the religious struggle that occurs concurrently with the
rest of the action. The initial move of the game sees Martin Luther posting his
95 Theses on the church in Wittenburg, typically flipping religious control of
several nearby spaces to the Protestant player. Religious conflicts use a
proximity system to model the likelihood of religious conversion. If Protestant
spaces, reformers, and armies are adjacent to a city, the chance of those townspeople
also adopting the new faith is increased. Catholic spaces, armies, and Jesuit
universities allow the Papacy to halt the spread of the "heresy" and
counter reform spaces back to the Catholic faith. The religious conflict system
includes factors such as the publication of biblical translations in one
language at a time, the benefits of the printing press, and landmark events in
the history of the Reformation such as the Diet of Worms and the Council of
Trent. If one side finds itself blocked from advancement, they can raise the
stakes and call a theological debate. Here the leading Protestant reformers
meet the Papal legates in a battle of words, with the winner (measured by the
number of debate "hits" rolled) gaining new converts. If the victory
was lopsided, the loser suffers disgrace or death by burning at the stake.
Progress toward victory for these two powers is measured by the number of areas
under religious control and the number of enemy debaters burned or disgraced. Here I Stand is the first card-driven game to
prominently feature secret deal-making. A true six-sided diplomatic stuggle,
the game places a heavy emphasis on successful alliance-building through
negotations that occur away from the table during the pre-turn Diplomacy Phase.
Set during the period in which Niccolo Machiavelli published his masterpiece
"The Prince," backstabbing is always possible, especially because the
card deck is loaded with event and response cards that can be played by any
power to disrupt the plans of the powers in the lead. The lineage of Here I Stand includes descent from both
SPI's A Mighty Fortress (published in 1977) and GMT's The
Napoleonic Wars (2002). Reusing the theme of A Mighty Fortress ,
the game improves on its predecessor with a much deeper system to handle
religious conversions, the additions of New World exploration and Mediterranean
piracy, and the explicit inclusion of minor powers that can be coerced into the
conflict through card play. Borrowed from The Napoleonic Wars is
the use of important cities to determine economic strength and elements of the
land combat, avoid battle, and interception systems. Many game mechanics
borrowed from The Napoleonic Wars were simplified to ensure a
fast-paced game despite the wide range of factor considered by this design.
From this base, the game adds mechanics unique to the 16th Century, including
heavy use of short-term (and unreliable!) mercenaries, explicit wintering of
armies, and the mercurial nature of siege operations, especially against
targets that can be resupplied by sea. Here I Stand is an innovative game system,
being the first to integrate religion, politics, economics and diplomacy in a
card-driven design. Games vary in length from 3-4 hours for a tournament
scenario up to full campaign games that run about twice the time. Rules to play
games with 3, 4, or 5 players are also included. The 3-player game is just as
well balanced as the standard 6-player configuration, taking advantage of the
natural alliances of the period. Game Features TIME SCALE 4 years per turn MAP SCALE Point-to-Point system UNIT SCALE Land unit = 5000 men Naval squadron = 25 galleys NUMBER OF PLAYERS 3-6
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