Unhappy King Charles!

GMT Games · Board game · 2008
2 · best 2 240 min Weight 3.3/5
rating Ludopedia
7.6 rating BGG
Buy
rating Ludopedia
7.6 rating BGG
Our Verdict

For historical wargame lovers: a masterclass in strategy disguised as a 17th-century civil war.

Highlights
  • Deep English Civil War immersion
  • Cards drive dynamic storytelling
  • Twist-filled battle system
  • Gritty logistics management
Keep in mind
  • Requires language translation
  • Long playtime (4h+)
  • Steep learning curve
FOR GENRE FANS
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About the game
*Unhappy King Charles!* pits you against a friend in the English Civil War (1642-1645) through an epic strategic duel. One plays as Parliamentarians (Roundheads), the other as Royalists (Cavaliers), battling for control of England and Wales. The game uses three card decks (early, mid, and late war) that recreate the conflict’s evolution with historical events—including betrayals, heroics, and some questionable period decisions. Expect to manage makeshift armies that feel more like rebellious mobs than professional troops: desertion is rampant, and you’ll need to recruit soldiers across the map like a medieval general crowdfunding his war effort. Battles blend combat cards, dice, and generals’ abilities—where figures like Prince Rupert can turn the tide with cavalry charges. But beware: sieging fortresses tests patience, and intercepting moving enemies requires sharp calculations. Across 11 turns (each representing 4 months), victory can come through territorial control or a strategic coup. Even includes alternate-history events (what if the Dutch blockaded the king?) for history’s 'what if' enthusiasts.
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Rules videos

In English

BEST PLAYER COUNT
2 BEST
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Game details

Families

Country: England Country: Scotland History: Age of Kings History: English Civil War Players: Two-Player Only Games Players: Wargames with Rules Supporting Only Two Players War Level of Command: Strategic
Publisher GMT Games
Designer Charles Vasey
Artist Garry Haggerty, Lee Brimmicombe-Wood, Rodger B. MacGowan
Frequently Asked Questions
How long does a game take?
Around 4 hours—a commitment best scheduled for deep immersion.
Is language dependence an issue?
Yes, all cards have essential text. Untranslated copies are unplayable.
Good for wargame beginners?
Not ideal as a first wargame. Try 'Twilight Struggle' first.
What’s in the box?
Map, 3 card decks, brigade/general counters, and control markers—standard hex-based wargame fare.
Is luck a big factor?
Dice resolve battles and cards add chaos, but strategy dominates.
Table space needed?
The map is large (A1-ish size), best on spacious tables.