
Piquet
Over the last year or so, we have come to use the Piquet rules system more and more until it has become something of a club standard.
The rules differ in many ways from what many gamers may be used to, and are still not very well known in the UK, so a few words may be in order. Piquet is a card-driven system that does away with the traditional fixed turn sequence found in most rules. This, combined with a randomisation of 'initiative' points, makes games extremely unpredictable. We feel that this is actually a far more realistic view of warfare than some of the more traditional, and perhaps more predictable, rules systems. If you don't agree, never fear; we certainly won't turn you away if you would rather run something different.
Piquet has a master rules book to explain the basic mechanisms and numerous supplements detailing their application to various historical periods. The following period supplements are currently available, all of which we have access to:
| Archon | Ancient and Feudal era | |||
| Band of brothers | Medieval and Renaissance era | |||
| Anchor of faith | Mid-17th century | |||
| Cartouche | 18th century | |||
| Les grognards | Napoleonic period | |||
| Hallowed ground | Mid-19th century | |||
| Din of battle | 19th century colonial | |||
| Barrage | Early 20th century | |||
| Blitzkrieg | World War 2 | |||
| Forgotten heroes | Vietnam War |
Another great attraction of the Piquet approach is the ease with which the basic mechanisms can be modified for other uses. We are currently playtesting skirmish rules that are based on the core system (Chris' Fur & Feathers mountain man rules), and are very slowly developing a system for use in Victorian-era naval games.
An in-depth review of Piquet by Tony
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