Our Verdict
FOR GENRE FANS
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
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About the game
What you do in a play session
*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.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Rules videos
Learn by watching before you open the box
In English
Best player count
BGG community vote
2
BEST
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
GMT Games
Designer
Charles Vasey
Artist
Garry Haggerty, Lee Brimmicombe-Wood, Rodger B. MacGowan
Community
Data from BoardGameGeek
1,727owners
422wishlist
114want to play
Frequently Asked Questions
Quick answers before you buy
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.
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