1. Introduction
2. The Game
3. Orders
4. Hints and Tips
5. Campaigns
6. Duels
7. Example Orders
8. Example Duelling Orders
9. Example Character Sheet
1.1 This guide is aimed at potential players who have no experience of En Garde! and have not read the original rules. The introduction at the web site should give a sufficient flavour of the game, so this guide will try to give an overview of the mechanics, along with some hints and tips as to what to do in the early stages of a character's career. The best thing is to browse the house rules and tables to get an idea of the scope of the game, and then read this guide before attacking the rules properly.
1.2 Even though sufficient information is provided to play the game, players may be interested in purchasing a copy of the original rules from :
SFC PressIt is understood that the rules are currently out of print although a new edition is expected some time in early 1999.
Chart House
Littlehampton
BN16 3AG
UK
Tel 01903 (+44 1903) 773170, Fax 01903 (+44 1903) 782152
E-mail : engarde@sfcp.co.uk
Web : www.sfcp.co.uk
2.1 Although the rules may seem a little daunting at first, a thorough knowledge is not required to play and enjoy the game - most of the rules are there for reference and to cover unlikely 'what if?' situations. The main aspect is the role-playing and interaction between characters through the mailing list and articles published in the press. In that sense there are no 'winners' and 'losers' - a player may even take satisfaction from a heroic death and delight in having his obituary read by all.
2.2 A good game will generate a lot of press messages as well as the monthly turn reports. As it is an open-ended game, however, players can miss turns through holidays or whatever without any great disadvantage. Indeed instructions can be sent to the GM to cover any significant absences.
2.3 Players should try to keep their press messages in character (although not to the extent of writing them in French please!) and within the bounds of common decency. Abusing a rival character in context is fine, abusing a fellow player is not. Similarly, offensive language should be avoided although partially blanked swearwords are okay. An 'OOC:' tag can be used to separate text that is 'out of character', i.e. the player's own comments.
2.4 Remember that orders and queries should be sent to the GM (arcadiaengarde@yahoo.com), while announcements and press go to the mailing list (arcadia@phoenyx.net). The exceptions to this are for the case of anonymous press messages which will be forwarded to the mailing list by the GM, and the submission of a press article for direct publication in the Gazette (the turn report). Please also note the unusual spelling of phoenyx.
2.5 Character sheets are sent out after each turn and are pretty self-explanatory. If at the front (or doing something else where normal expenses are not paid) expenses will still be stated on this sheet although they will not have been deducted. A 'used' alongside an influence level indicates that it has been used for that season or year depending on the type of influence. If the formatting for your character sheet seems awkward then try setting a fixed width font (e.g. Courier in Windows) for your mail reader, or saving the message as a text file.
2.6 The turn report comes in the form of the 'Gazette' which is posted at the website. This includes the turn narrative and tables. 'The Greasy Pole' table shows all characters in social order and some of their details - wealth refers to cash only (not including debts, loans, investments, property, etc), and brawn represents maximum endurance on a scale of 1-6. 'Hell Hath no Fury' tabulates all mistresses with their attributes and current lover. The other tables are self explanatory with characters noted as their initials in capitals, and non-player characters either with an npc prefix or as N*, where * is their military ability. Note that the Gazette is designed for viewing with Netscape Navigator; when viewed with other browsers some of the formatting may be a bit strange.
2.7 Some NPCs are named and some are not although this makes no actual difference. They can be referred to by their full name, their initial in lower case or by their appointment or position. If you have any suggestions for NPC names then send them to the GM.
2.8 Rules questions can be directed to the GM or to other players privately. Please check the house rules and FAQ first though as answering questions does take up a lot of time. Try using a search function (e.g. 'Find' in Navigator) to see if the rules contain the answer to your question. The most typical questions asked can be resolved by a close look at the sequence in which orders are carried out (section 4.4 of the house rules).
3.1 There are 2 deadlines concerning orders - the announcements deadline and the actual orders deadline itself. The former is the date by which anything which must be announced according to the rules must be submitted to the press through the mailing list, if it is going to be ordered for the next turn. This is to allow other players time to respond before sending off their orders. For example, applying for certain senior appointments has to be announced so that others have the opportunity to try and block the appointment, compete for it, or whatever. This announcement deadline is fixed to make things fair to all. The orders deadline, although published in advance, is actually when the GM starts to run everyone's orders, so if you miss the orders deadline it is still worth sending in orders in case the turn is being run late.
3.2 Any clear format for orders is acceptable, although the preferred format is :
pre-monthly actions, followed by weekly actions, followed by any front orders, followed by any duelling orders.Please remember to use a suitable subject line, e.g. Arcadia - July orders for CDT.
3.3 If orders are unclear, incomplete or contain a contradiction, the GM will seek clarification and offer advice if there is time before the deadline; if not, the orders will be interpreted in the most favourable manner.
3.4 Orders can be conditional on something that has already happened. For example, instructions for week 4 could read : 'If I was successful courting Roxanne last week then go to the Frog and Peach with Roxanne and carouse; otherwise go to the bawdyhouse, carouse and get female companionship taking 10 crowns'. Such conditionals are particularly useful if the character has requested to be excused regimental duties, for example.
3.5 You can include additional background to your weekly orders as this may get reported in the Gazette. For example, if someone throws a fancy dress party, your orders could describe the costume that you wear.
3.6 You can submit NMR (no move received) orders which will be executed if no monthly orders are received by the deadline. These will be kept in reserve until updated. Similarly, duelling orders will be retained, so in the absence of any specific orders for a duel the last set submitted will be used.
3.7 Note the distinction between pre-monthly, weekly and monthly actions. Some activities take no time themselves but can only be carried out in conjunction with an appropriate weekly activity:
Weekly Action | Associated Activities |
---|---|
Visit club | take mistress, carouse, toady, gamble |
Attend Party | take mistress, carouse, toady, gamble |
Attend Ball | take mistress, carouse, toady |
Visit mistress | |
Court mistress | pay extra, stand down |
Propose to mistress | |
Visit bawdyhouse | female companionship, carouse, toady, gamble |
Rest/do nothing | |
Buy property | take mistress |
Regimental duties | practise regimental weapon |
Practise regimental weapon | |
Practise weapon | |
Practise weapon at fencing school | |
Instruct at fencing school | |
Strength training | |
Instruct at military academy | study |
Study at military academy | |
Religious study | |
Study at monastery | |
Stay at monastery | |
Attend church | take mistress, make donation, give sermon, perform service |
Religious duties | attend church, give sermon, perform service |
Get married | hold stag party, toady, carouse |
Write treatise | |
Write play | |
Rehearse play | |
Stage production | take mistress, hold opening night party, carouse, toady |
Visit theatre | take mistress, buy a box, attend opening night party, carouse, toady |
Spy | |
Steal | |
Work | |
In Gaol | |
Attend court martial | make judgements, give testimonies |
Attend trial | make judgement, give testimonies |
This section will only deal with issues that are relevant to a new character; the rest will hopefully make sense by the time it becomes pertinent.
4.1 Unless very lucky with your character, you will be probably suffer from a lack of money at first and expenses tend to exceed income. Just like real life there never seems to be enough of it. Possible solutions:
- borrow from the shylocks (though beware, failure to repay this debt means trouble)
- borrow from other characters
- work (looked down upon but practical)
- a character of high status may pay to have certain (perhaps unsavoury) errands performed for them
- risk life and limb at the front with the hope of picking up plunder
- steal (if you have no honour but the repercussions again could be serious)
4.2 Your character is unlikely to be perfect, but unless very unlucky, he is bound to have something that he can turn to his advantage, whether that be a high social level, great wealth, good military ability, physical strength, or skill with weapons. These attributes may lead a new character in certain directions. For example, a weak man with poor expertise may be drawn to a career in the clergy; a poor leader may want to avoid early command positions; a rich man can afford to steer clear of the more dangerous regiments. Also note your character's expertise in various weapons - someone who is unskilled with the sabre yet joins a cavalry regiment is likely to find himself on the losing side in regimental duels, for example.
4.3 A military career is quite attractive for many, but note:
- the lower the status of a regiment, the more dangerous it is to be in
- Captains and above and members of cavalry regiments need horses, costing more cash
- you can find yourself unexpectedly serving at the front if a senior officer volunteers your unit
- if you can afford it and have the necessary Social Level you can enter a regiment as an officer, provided there is a vacancy
- you can only apply to regiments in descending order of status in any month
- if the commander of a regiment is another player then you must apply to him directly
- privates and subalterns have to do two and one weeks duties per month, unless excused by their battalion commander
4.4 Cultivating friends in high places is always likely to pay off. Being seen with your betters is good for your status so look out for parties advertised in the press, paying close attention to the entry requirements. Joining the best club that you are eligible for is a good way to gain extra status. Carousing at a club or bawdyhouse is relatively cheap and may help to get you noticed. As for gambling, that should be left to the rich and the lucky who wish to been seen throwing their money around.
4.5 Having a beautiful mistress is a great bonus, but there is a lot of competition and expense involved. If you are not a good swordsman then you may well find yourself beaten off by a better duellist. The poorer members of society make do with the female charms on offer at the bawdyhouse although beware the possible drawbacks, detailed in the rules. Note that extended periods without female company, unless at the front, lead to a loss of status.
4.6 If in the military then you will have regimental enemies. As a newcomer to Paris, beware though of making too many enemies - those with power can make life difficult and losing duels means a loss of face. For the less accomplished fighters, practising with the regimental weapon (if any) is affordable and may prove to be time well spent.
4.7 Improving your Social Level (SL) by gaining Status Points (SP) is always a valid objective as it can bring many advantages - conversely beware of losing SL by not paying attention to what others are thinking.
4.8 The distinction between Player Characters (PC controlled by humans) and Non-Player Characters (NPC controlled by the system and GM) is an important one. A PC can be influenced in any way that another player can manage (negotiation, blackmail, bribery, etc), and to a large extent has freedom of action. An NPC acts in a set way depending on their position, but can be influenced by Favours or Bribes.
5.1 The actual mechanism for determining battle results on campaign is complex and is not included in the rules. Some key points are:
- the Military Ability of key officers above you (and their adjutants) will have a bearing on your unit's success in the field
- the higher ranking regiments (Guards Brigade is the highest) offer the greatest degree of safety and better chance of getting plunder, in general
- similarly, the higher your rank, the better off you are in these respects
- your unit may be involved on one of 4 types of campaign which each have their own flavour:
- Siege : relatively safe, good chance of plunder from a good result
- Assault : the most dangerous type with very good plunder if successful
- Defence : dangerous if on the losing side with poor plunder
- Field Operations : average type of deployment
- in general a battle result which makes death more likely, will give better chances for being promoted and mentioned
- note that the Force Deployment tables indicates which type of campaign a brigade (and therefore its constituent regiments) tend to be employed in
- your orders can (and should) include instructions for Poltroonery and Reckless Bravery (to modify personal risk depending on the situation)
6.1 Duels are one of the most exciting aspects of the game (and its original raison d'etre) but also one of the most complex. However, duels are not fought without advance warning, so a detailed look at the rules involved can wait until it is needed. There is a separate duel guide at the website with hints, tips and a full duel example.
6.2 Some duels are arranged automatically (with cause) for reasons such as meeting a regimental enemy. Refusing to fight such a duel leads to a loss of status. In cases where one character challenges another, the other players vote to decide whether there is cause or not. If a challenge is voted down, the challenger loses status.
6.3 Unless a duel is explicitly declined, it will go ahead when scheduled if there is cause as long as both antagonists submit a suitable set of duelling orders. If no duelling orders are submitted the character will decline to fight and incur the penalties for doing so.
6.4 You can (and should) use different duelling orders depending on your and your opponent's weapon. Remember to include conditions for surrendering and accepting a surrender, what to do if your opponent throws his weapon, and orders for using a broken weapon.
6.5 The character listing (the Greasy Pole) gives an indication of someone's endurance and a win/loss record for duels. You will not know the expertise of a potential adversary although a report of him practising a particular weapon at a particular fencing school would give an indication due to the exp ranges taught at each school.
7.1 Here is a simple example set of orders for a new character, illustrating the preferred format:
pre-monthly :(1) : LdJ's orders would have to include the reverse of this order tooborrow 400 crowns from the shylocks
attempt to borrow 200 cr from LdJ (1)
join Frog and Peach club
buy 2 lottery tickets
attempt to join Cardinal's Guard as a Subaltern
(if this fails try Royal Marines as a Subaltern)
vote RR, PDG, yes (2)default duelling weapon : rapier
monthly :
week 1 : if a Subaltern, do regt duties (and practise with regt weapon); otherwise go to Frog and Peach and carousefront (4) :
week 2 : court Sue, paying minimum amount, stand down to members of the same regt
week 3 : if successful courting Sue then go to LdJ's party, take mistress, carouse and toady; otherwise go to bawdyhouse, carouse and get FC, take minimum cash
week 4 : practise Rapier at the fencing school (3)bravery : if death over 12 then reduce to 12duels (5) : none this month
poltroon : if death less than 9 then increase to 9
8. Example Set of Duelling Orders
This example is for a scheduled duel where both combatants will be using rapiers (this is just for illustration, not a recommendation for actual orders):
Rapier [your weapon] v Rapier [opponent]Notes:
decline : if under half endurance, or to members of the same regt
surrender : if current endurance less than 50
accept surrender
option 1 : (CL) [JB-X-X-S]
option 2 : (P-P) [X-S-X-C-X-X-X]
P(R)-X-L-X-*-CL-K-X-X-X-*-(X)-X-S-P(R)-*
(1) : Both of the available 2 options have been used here. These are tested for where a * appears in the main list of routines, and are shown as (if opponent has just done this) [then do this].
(2) : P(R) indicates parry, and then riposte if successful
(3) : The main sequence starts again when the end is reached.
(4) : No orders for a broken rapier are included as this is not a possibility for rapier v rapier.
9. Example Character Sheet
Below is an example character sheet that gets sent to the player be e-mail once the turn has been completed. Most elements should be pretty self explanatory though oddities are explained underneath.
If the columns are not aligned as in this example then try setting the font in your mail reader to Courier New (or some other fixed width font) or save the message as a text file and view with a text editor.
47 HB Player's Real Name Henri Blanc Player's e-mail Strength 8 Rapier 9.75 Constitution 9 Foil 9 Max End 85 Dagger 8 Current End 43 Sabre 11 Cutlass 12 MA 3 2HS 11 Default weapon : rapier 1st son of an impoverished Bravery 12 gentleman Poltroon 8 Income Costs SP Title 0 0 Status Points 13 ConCon 0 0 Social Level 9 Support -18 Horses 1 Support -5 Funds 336 Allowance 0 Own Influence 1 (used) Club Blue Gables -15 4 Property 0 0 Mistress 0 0 Favours Regt Picardy Musketeers Rank Captain 10 3 new MIDs 0 old MIDs 2 Estates 0 0 Debts 400 due Nov Appointment Regimental Adjutant 0 3 Influence 1 (used) Income Costs SP What you did: HB gets 1 sp for press 1 HB buys 1 lottery ticket(s) -20 wins duel with RRT (+0.5 rapier exp) 3 borrows 400 cr from the shylocks 400 gives 150 cr to JPK -150 week 1 -42 courts Bettie and fails week 2 -10 4 attends JPK's party at Bothwells week 3 -20 practises rapier at Le Souris (+0.5 exp) week 4 -18 1 goes to bawdyhouse, carouses and gets FC Notes: |
That's it for the guide - next have a look at the rules and tables. Again it is emphasised that a thorough knowledge is not required, rather a general understanding of the topics and where to find the details when needed. Finally if you have a question ask another player or the GM, and if you spot an error or contradiction in the rules, or have a suggestion, please bring it up. Don't bother mentioning spelling mistakes though as there are probably plenty (BTW spellings are English English rather than American).