Richard III: The Wars of the Roses
Overview
Richard III: The Wars of the Roses is a two-player block wargame by Columbia Games, published in 2009. One player commands the House of Lancaster (red) and the other the House of York (white) in the 15th century dynastic struggle for the English throne. The game uses the Columbia Block System for fog of war – blocks stand upright facing their owner, hiding unit identities and strengths. The game covers the conflict across 3 linked scenarios (campaigns), each lasting 30-45 minutes, or the full campaign can be played in about 90-120 minutes.
Components
- 1 Map (printed on cardstock, depicting England)
- 63 Blocks (wooden)
- 63 Stickers (applied to blocks)
- 25 Strategy cards
- 4 Six-sided dice
- Rulebook
Setup
- Apply stickers to blocks if not already done (one-time setup).
- One player takes Lancaster (red blocks), the other takes York (white blocks).
- Set up blocks in their starting positions per the scenario being played.
- Shuffle the Strategy card deck and deal cards to each player per scenario rules.
- The scenario determines which player moves first.
Turn Structure
Each game turn consists of:
- Card Play Phase: Each player simultaneously selects a Strategy card from their hand. The cards are revealed together.
- Cards provide movement points (number of groups that can move) and sometimes special events.
- Movement Phase: The player with initiative moves their blocks first, then the other player moves. Blocks move between areas on the map, limited by the movement points on their played card.
- Battle Phase: Resolve battles in areas where both Lancaster and York blocks are present.
- Regroup: After battles, players may regroup surviving units.
Combat System
- Blocks fight in rounds. Each block has a letter (A, B, C, D) determining initiative order – earlier letters strike first.
- A block rolls dice equal to its current strength. Each die result equal to or less than its combat value scores a hit.
- Hits reduce enemy blocks by rotating them to show lower strength. At zero, a block is eliminated.
Actions
- Move Blocks: Move groups of blocks between connected areas using movement points from your Strategy card.
- Muster: Recruit new blocks or reinforce existing ones in controlled areas.
- Attack: Move blocks into areas containing enemy blocks to initiate battle.
- Treachery: The King, the Pretender, and Earl Warwick “The Kingmaker” can forgo their attack to attempt a treachery roll, potentially converting enemy nobles to their side.
- Play Events: Some Strategy cards include special event text with unique effects.
Scoring / Victory Conditions
- Campaign Victory: Win 2 of the 3 scenarios.
- Scenario Victory: Determined by which player controls the King and key areas at the end of the scenario.
- Coronation: The faction that controls the King (or successfully installs their Pretender as King) gains a major advantage.
- Heir Control: Controlling royal heirs is critical for dynastic claims.
Special Rules & Edge Cases
- Fog of War: Blocks face their owner; the opponent cannot see unit identity or strength until combat.
- Block Rotation: Damaged blocks are rotated to show reduced strength, not removed until they reach zero.
- Treachery: Key nobles can attempt treachery during combat, reflecting the historical switching of allegiances during the Wars of the Roses. Only the King, Pretender, and Warwick can attempt this.
- The Kingmaker: Earl Warwick is a powerful unit who can be on either side and attempt treachery for either faction.
- Noble Death: If a noble block is eliminated, it may have lasting political consequences (loss of heirs, reduced faction loyalty).
- Three-Scenario Arc: The three scenarios cover different phases of the Wars of the Roses, with setup changing based on historical progression.
- Strategy Card Management: With limited cards per scenario, choosing when to play high-movement cards versus saving them is critical.
Player Reference
Combat: Blocks fight in letter order (A first). Roll dice = current strength. Hit on results <= combat value.
Treachery: King, Pretender, or Warwick may forgo attack to attempt treachery roll.
Movement: Strategy card = number of groups that can move.
Victory: Win 2 of 3 scenarios (or the full campaign).
Fog of War: Blocks face owner; hidden until combat.