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Current Projects/In Development
Most recently published: Britannia Second Edition, Fantasy Flight Games, December
05 (some
parts of Europe) & February 06 (US and rest of the West).
Reprinted November 08 with German, French, Spanish, and Hungarian editions.
Those interested in playtesting Pulsipher games should write to me:
lew@pulsipher.net; and consider joining the Yahoo Group pulsipherplaytesting:
http://groups.yahoo.com/group/PulsipherPlaytesting
My Game Design Blog:
http://PulsipherGameDesign.Blogspot.com.
Thumbnails leading to maps are at the end of the page.
I am dividing the following into categories of games: "Euro-wargames",
"Brit-like games", and "others". Some of these games are currently under
consideration by various publishers, but I am not going to indicate that below.
Euro-wargames
These games are designed as crosses between "Euro" style
games and historical wargames. Among the characteristics I'm aiming
for:
"Any intelligent fool can make things bigger, more complex, and more
violent. It takes a touch of genius -- and a lot of courage -- to move
in the opposite direction." --Albert Einstein
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Eurasia
For some years I've wanted to make a game with the virtues of Vinci
(simplicity, quick play, diceless) but without the faults (abstract feel,
"unrealism", severe leader-bashing and kingmaking, no economy).
Eurasia has a board that actually matches reality, and the empires (and
their special powers) are historical, yet it has free-form play rather than
the so-called "scripting" of Britannia. It seems to be 90 minutes to
two hours. It could be described as a cross between Vinci ,
History of the World , and Britannia.
Yes, the board is the entire continent of Eurasia with N. Africa included!
In 46 areas... see graphic below. |
Seas of Gold
(Italian Maritime Republics in the Era of the Crusades)
Game
"treatment" for
publishers.
Playtester reaction has been exceptional--the most
favorable I've ever seen, except for Law & Chaos. And I've had several dozen
games playtested over the years. This game is closer to "Euro-style" than any other that is far
along in testing, though typically longer than most Euro games. Players compete to accumulate gold, culture points,
and islands in the Mediterranean world. Players must plan their use of
"Action Cards" that restrict what they can do at a given time. They
lay down six Action Cards at the start of each round (four rounds per
game), then play each card in turn. Each player controls 6-15
pieces (armies and fleets) during the game. While aggressive play may
gain control of more islands, it is also expensive. Event Cards help
alter the course of play, though not radically. This system works very
well, and has already spawned three other games. |
Colonia
I think of this as the "one hour wargame". It roughly represents
colonization in the ancient Mediterranean, followed by empire-building and
warfare. It is possible to win without fighting other players (though
you're likely to fight barbarians). Players choose their "action" from
amongst a limited set of choices and play their choices simultaneously.
These actions include Diplomacy as well as Trade and Colonization, amongst
others. Players then execute in "initiative" order, some actions
having better initiative than others. They score at the end of each of
three rounds, one point per "progress" marker and one per colony.
There is no chance in combat, in fact dice are not used at all. Event
cards add historical flavor and variation to the game. Is it
really one hour? With a strict time limit, yes; otherwise it can take
closer to two. There is a slightly more complex version, as well. |
Stars of Gold
This game uses some of the principles of Seas of Gold, but is a game
of exploration, expansion, and exploitation of a galaxy. Inevitably,
it is more "wargamy" than Seas. Unlike most games of this type, chance
plays very little part (even in the exploration) in the game. |
The Rise and Fall of Assyria:
History of the Ancient Near East
This is a cross between Eurasia and Britannia. Each player
controls just two nations at a time, but will control several over the course
of the game. It follows, more or less, the history of the area in
ancient times. There is also a free-form version (like Eurasia), and a more
historical version reminiscent of Britannia, but no dice--though there is an
option to use dice. With that title you can figure that the game covers
ancient near-eastern
history, 2600 BC to 500BC, Mesopotamia, Anatolia, Armenia, and Egypt.
55 cards, less than 300 pieces. |
Dominance
of the old World
This game is meant to fill the niche occupied by Risk (and
later by Vinci), while fixing the major problems with traditional Risk--so
it ends up being quite unlike Risk.
That niche, of course, is a simple, easy-to-play, abstracted
wargame. Dominance has two boards, of Europe and of S.E. Asia, but no
specific time period or technology.
How Dominance meets the five complaints about traditional Risk
Length. Risk can be very long. Dominance is about two hours,
depending on the number of players and their experience. I think experienced
players could keep it to 90 minutes. However, Dominance is a
strategic game, and players typically like to think about their options.
Too much Dice/luck. There are no dice in the standard version of the
game. Variation is provided by Event Cards. (There is a more Risk-like
version that uses dice but no Event Cards.)
Downtime. Sometimes players wait too long for their turn. Dominance
uses a "committed intent" Action Card mechanism. Players all play their card
face down, then turn them face up and play in initiative order. This varies
the turn order and limits what a player can do when it's his turn, so he's
less likely to think about it for a long time when he plays.
Employment of Mass. In Risk, 40 armies attacking 2 get no better
results than 3 attacking 2. When a mass of armies is used, they should take
effect. But in Dominance the number of armies is limited by territories
owned, so no more than about 50 will be in play altogether.
Player elimination. Since Dominance is a turn-limited point game, and
players can submit rather than be wiped out, player elimination is quite
rare.
We end up with a simple, strategic game with lots of
replayability.
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Germania
Game
"treatment" for publishers
Publication planned
This game roughly represents the history of the Germanic invaders who
destroyed the West Roman empire, then themselves suffered invasions from the
east, south, and north.
My objectives here were to have historical game meet "German" or "Euro"
game. Hence I wanted a relatively short game (as multiplayer wargames
go), 90 minutes to two hours, no player elimination, little chance and no
dice used in combat , no
record-keeping, a lot of change (fluidity) over the course of the game.
The game is for 2-6 players, though best, I think, with 3-5.
Despite the resemblance of the name to Britannia, it is quite different.
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Britannia-like games
(Note: under US copyright law, no one can own game systems, ideas, and
techniques. See
http://www.copyright.gov/fls/fl108.html.
) |
Barbaria (formerly Dark Ages)
I would call this game the natural successor to Britannia. This
game covers the period from the fall of Rome to the Mongol invasion of
Europe.
There are three versions. The two smaller ones use the same board:
one is a 90 minute game using "picture dice", the other is diceless.
Both can use plastic figures. This is
aimed more at "Euro" fans, though I wouldn't call it a Euro game.
The largest version, for FIVE players rather than four, is played on a
board with more areas, is of the more epic sort.

Normannia: the Vikings in the West
Diceless combat. The developed version is 8 turns and simpler than
Britannia, as is true of many of these games. The map depicts all of
Britain, Ireland, and much of France and NW Germany. |
Britannia Second Edition
Reprinted November 2008
The traditional four-player game has been tweaked to
consolidate the various versions of the rules, and to improve play balance.
The artificial difference between raiders and settlers (not in my original)
is gone. Boudicca's rebellion, and Roman Roads, have been added.
The Saxons can build Burhs, and a Danish claimaint to the throne has been
added on turn 16.
This version includes several shorter scenarios for varying
numbers of players.
The board has changed slightly.
It is possible to
play the Gibsons or Avalon Hill versions with the set.
See
the preliminary cover for the Second Edition, and the original "Invasions"
rules and map here.
Caleb Diffell,
on boardgamegeek, described the process of creating the second edition thus:
"Just to clarify, this is not a strict reprint. The original designer, Lewis
Pulsipher, has made changes and updates to the system based on the results
of literally hundreds of games played by Britannia fans from around the
world. Many of the world's best Britannia players had extensive input into
the re-design. You can check out the Eurobrit Yahoo group for more
information on the changes to the system:
http://games.groups.yahoo.com/group/eurobrit/
In my opinion, the changes are for the better and will serve to make the
game more balanced, historical, and fun." |
Arthuria
Begins with "Adventus Saxonum", the coming of the Saxons, and ends around
700. Arthur plays a prominent part as Warlord (not King) of the
Britons, who throw back the initial English invasion, then succumb.
Players "choose up" sides (the nations they'll control) for greater variety. |
Caledonia: the Early History of Scotland
This game is much like Britannia, but smaller and shorter. Scottish
history, from the Roman invasion to the Normans and Norwegian king Magnus
Barelegs. |
Hellenia: Alexander's Successors and the rise of Rome and Carthage
This game depicts the struggle of Alexander's Successors and the rise of
Rome and Carthage, 313-146 BC. It's a very LONG board, with a lot of
spaces, resulting in a fairly long game. |
Frankia: the Medieval History of France and Germany
The well developed scenario runs from the Treaty of Verdun until the
Battle of Bouvines (843-1215 or so). Another runs from the end of the
Roman Empire to Charlemagne. There may be a third scenario from Bouvines on. |
Invasions
(Formerly "History of the British Isles".)
This game covers the same period as Britannia, but includes Ireland.
There are 21 areas, nine turns, about half as many armies, and much
simplified point scoring. Battle cards are used instead of dice.
There is an optional version using Event Cards. Intended to be played
with plastic figures. You might call this "Britannia as it
would be designed today". 
"Gateway" Version
of Britannia
This is a highly simplified version of Britannia, not
designed with the intention to market, but more as a way to introduce people
to the idea of a "sweep of history" game in an hour to an hour and a half.
Yes, it really is that short. See the Eurobrit Yahoo group for more. |
Other games
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Currents of Space
Game
"treatment" for publishers This is a chess-like game that has no resemblance, in mechanics, to
chess. It represents two Galactic Powers fighting for control of a
galaxy. The "Currents" of the title refers to the paths that can be
followed by different types of space warships. |
French Revolution ("Anarchy") Game called Vive La
France
For 2-6 players.
Vive La France is a representation (but not simulation) of the anarchy in
France in the early days of the Revolution of 1789. The game began as a
representation of governmental anarchy... Each player represents no one
person or group, but controls a variety of groups or "factions". Each
faction has different goals, reflected in differing methods of garnering
Victory Points. When the game ends, the player who has collected the largest
number of Victory Points wins the game, regardless of the number of
provinces held or number of troops controlled.
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Doomstar
A Stratego-like game in appearance, though much more fluid. Two
players each control a space fleet including such units as fighters, drones,
"negasphers", and the "Doomstar". The objective is to destroy the
opposing planet. |
Law and Chaos
Publication planned
This abstract game combines careful placement of "stones"
on a board with changing victory conditions and capture methods. 30-40
minutes.
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Viking Games
While redoing Britannia, I became fascinated with the Viking
Age; several games have arisen from this. As I write (Mar '06) they are in
alpha stages, and are listed in no particular order:
1. Four player (possibly "Euro-ized") Britannia-like game of the Viking Age in the
west (British Isles and Frankia). See Normannia above.
2. "Vikings Gold", symmetric
multi-player, along the lines of "Seas of Gold" , each player trying to
gain prestige to become a king in Scandinavia, but the action is in the
British Isles and Frankia.
3. A two-player "block game" of the Viking attacks on
Frankia in the 9th and 10th centuries (but with no dice!).
4. Varangians or Prince of Rus or Merchant Prince of Rus. The Vikings in the east, where they founded Russia. Symmetric
multi-player, again (distantly) related to "Seas of Gold" . Of the lot,
this most resembles a "Euro-style" game.
5. A two-player game involving hidden forces (but not a "block game") of
the struggle between the Vikings and the Anglo-Saxons (hence involving the
Great Army, the Danelaw, etc.). Strong solitaire component. |
Gangsters:
Taking Care of Business
"It's not personal: it's just Business"
Game
"Treatment" for Publishers
This game uses a deck of 55 cards plus 20 smaller cards.
The deck includes three major kinds of cards, rackets (which
score points at endgame), enforcers, and actions. The objective is to score
points at the end of the game (which occurs soon after the deck of 55 cards
is used up). During a round the top card of the deck is revealed; each
player in turn can swap that card for one in his hand, which then passes to
the next player; the last gets whatever is left. Hence players know who has
which cards, aside from the original deal. The last player plays a card onto
the table (representing three areas of the city), or plays an action card.
Enforcers protect your rackets and can "bust up" your opponent’s. The game
tends to have a building up phase followed, near the end, by a fairly
"bloody" phase during which many rackets and enforcers are removed from the
table.
This is a fairly complex family game, and a light game for
wargamers and others who do not mind "doing the dirty" to their competitors.
About 45 minutes, 2-6 players. |
Carolina Roll'em
Something like Law & Chaos, but there is no board or pieces, instead
players roll dice; the cards govern how many dice are rolled and the
objective of the roll. A very simple game for several players.
There's an element of "messing with" the other players, but chance still
plays a considerable part. Although the rules bear no resemblance, I had "Liars Dice" in mind as I
designed this one. Can be played by younger kids and older
grandparents. 110 cards, six dice, one scoring marker per player,
scoring sheet. |
Interstellar Master Miners (IMM)
This is a simple, fairly abstract game of placement and (in the "wargame"
version) movement. Two to eight players, relatively short. |
Dirty Tricks
"Of Course I'm a Nice Guy"
The game represents an attempt to win election to a major
statewide post such as governor or senator.
This game uses a deck of 55 cards plus 20 smaller cards, and
"coins" representing campaign funds.
The deck includes two major kinds of cards, voters (which
score points at endgame) and actions. The objective is to score
points at the end of the game (which occurs soon after the deck of 55 cards
is used up). During a round the top card of the deck is revealed; each
player in turn can swap that card for one in his hand, which then passes to
the next player; the last gets whatever is left. Hence players know who has
which cards, aside from the original deal. The last player plays a card onto
the table (representing three areas of the city), or plays an action card,
or uses campaign funds. Money can be used to entice voters from
another camp. There are televised debates, dirty tricks, media,
minorities,
This is not a "pretty" picture of how politics works.
Money counts for a lot. It is a fairly complex family game, and a light game for wargamers and others who do not mind "doing the dirty" to their competitors.
About 45 minutes, 2-6 players.
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Zombie Escape!
This is a game played with cards, the cards providing the board, the
"pieces", and the events and occurrences. 110 cards and one die
required.
Young people (and some older ones) love zombies for some reason.
This game is about escaping from a reform school building that has become
overrun with zombies. Each player is a character (described on a card)
with varying capabilities. As they try to escape, characters come
across zombies, potential weapons, and other helpful items (such as fire
extinguishers).
There is no player elimination: if you lose a fight, you just retreat
back toward the starting location.
Whoever finds a door to the outside, and manages to get it open (they're
all locked), wins the game.
About 45 minutes for five players, works with almost any number of
players up to nine or ten. |
Aw, Shucks!
Something like Carolina Roll'Em but shorter, even simpler, and with fewer
opportunities to "mess with" the other players. A filler game.
55 cards, five dice. |
Battle of Hastings
A simple two-player game using cards to represent the Battle
of Hastings, 1066. Ancient and medieval battles were confused
slugfests, and this one offered no opportunities for flanking or clever
dispositions. In order to make it a more interesting game, I have
given players more control than Harold and William could have exercised.
55 cards, one die, markers for the two leaders.
Quick Guide How to Play (unformatted) |
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Barbaria (smallest version) |
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Player Layout, Seas of Gold |
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Enchanted Labyrinth |
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1 of 4 geomorphic sections |
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Arthuria: Adventus Saxonum |
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The Princes (tm) |
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one quadrant of four |
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Hellenia --Alexander's Successors and the Punic Wars |
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Other projects of note:
 | China history games (three of them) |
 | Crashing Suns multiplayer galactic war (hidden forces system) |
 | Fighting Suns |
 | The Two World Wars (different hidden forces system) |
 | Lost Continents --Mu,. Lemuria, Atlantis, flying saucers, dinosaurs! |
 | Byzantium (Britannia-like game) |
 | Iberia (Britannia-like) |
 | Asia: the History of Central Asia (Britannia-like game) |
 | Gwallia Cymru , Wales 390-1282 (Britannia-like game) |
 | Timesteps alternate world game |
 | India (Assyria-like) |
 | India (Britannia-like game, two short versions) |
 | Russia (Britannia-like game) |
 | RocketRally, a simpler, outer-space game using some of the methods of RoboRally, Warhamster Rally, and such |
 | Etherships! (D20, same subject as Spelljammer but without the
silliness and inconsistency in approach) |
 | Scalable battlefield rules for D20 fantasy games |

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