Tuesday, 5 August 2025

A Simple War Of Spanish Succession Campaign


This is a campaign designed for two players, although it could be extended to more with very little effort. It's designed for use with the 'Dominion of Marlborough and Peter The Great' rules, but could easily be adapted to other sets.

It requires a standard deck of playing cards with the jokers removed.

Deal each player a hand of six cards which are kept hidden from the opponent. Deal four cards from the deck between the two players. This is the pool.

Before each battle each player randomly selects one of their cards and places them face up in front of them. This is their stake. If a player only has one card left then they put just that in as the stake. If they lose it then they lose the campaign.

Armies can be determined by any means the players see fit, but there is a random army generator HERE

Fight the battle. At the end count up how many points of troops the winning side has left in play. Count untested unreliable units as still being unreliable, but any that passed and are in play at full cost. If the winning side has 8 or more points of troops left in play, then they have won a decisive victory.

The winner can then take one of their opponent’s stake cards OR one of the cards from the pool . If they win a decisive victory then they take their opponent’s stake AND one of the cards from the pool.

If a card was taken from the pool, then draw a card from the deck to replace it.

At the end of the third battle, and each subsequent battle, roll 2D6 and take the lowest score. Add to it the number of battles that have been fought. If the total is 9 or more then both sides are exhausted, and go to the negotiating table.

At the negotiating table each side creates the best five-card poker hand they can from their cards. If a player has fewer than five cards in their hand then they draw cards from the deck to make up the shortfall.

The player with the best poker hand wins the war.

When playing solo do not look at the dummy player’s cards. Deal one at random to be the stake in each battle. If the dummy player wins a battle then they will take the highest card or cards available. If there is a choice then they will dice for it. At the negotiating table draw one card from the deck and add it to their hand before checking to see what the best poker hand is for them. This is to offset their inability to manage their hand during the game.

Note that it’s entirely possible for a side to lose a run of battles but still get a good draw of cards and win the treaty negotiations. That’s politics for you.

And, for anyone like me who struggles with remembering these things, here's a list of poker hand, in order of precedence.

For the purposes of this campaign Aces are always (and only) high.
Suits do not break ties. The campaign can end in a draw if both sides have hands of equal rank.

Ranks - Highest card breaks ties.

Straight Flush - A run, all of the same suit.
Four of a Kind - Four cards, same value
Full House - Three of the same value and a pair of another value
Flush - All cards the same suit, any values
Straight - A run of values, any suits
Three of a Kind - Three cards, same value
Two Pairs - Two lots of two cards of the same value.
Pair - A single pair of cards of the same value.
High Card - The best card in your hand.

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