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Age of Penda: Battle Games in Seventh Century Britain
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Age of Penda: Battle Games in Seventh Century Britain

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THIS IS THE AGE OF PENDA!

In this gridded-layout miniature wargame, you take the role of a seventh-century warlord or king leading your army on the battlefield. You must choose where and how to focus your warriors' actions and control the battle’s impetus. The battle is partly fought on the tabletop like other miniature wargames but is also fought just as hard on the Tactics Chart, providing an additional mind-game against your opponent.

Command your units to move and fight in the areas of the battlefield you wish, but leave the actual process of fighting to your units' commanders. This is represented by the random factor of dice and each of your units’ abstract but often-decreasing Battle Rating. Because of this, your focus is kept where it should be – out-thinking your opponent by using superior tactics and exploiting their weaknesses on the battlefield.

Age of Penda is not intended as a heavy simulation of medieval warfare but as an enjoyable, simple, and fast-playing battle game themed around seventh-century warfare. You’ll find that much of the action is stylized and streamlined. Don’t think of “turns” in the usual wargaming way – in each turn your units may fight or move several times, countered by your opponent after every action, creating a very fluid game but at the same time making cohesive planning difficult to achieve.

THE ‘YOU COMMAND’ SERIES

‘You Command’ is a series of light wargames by Daniel Mersey (Glutter of Ravens, Dux Bellorum, Song of Arthur and Merlin, Battle Ravens, and many other games). When you play a ‘You Command’ game, your goal is to defeat your opponent by out-thinking them tactically using the innovative Tactics Chart, and then by out-fighting their model army on the tabletop battlefield.

 
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Discussions (2)
Customer avatar
Ian W February 28, 2022 10:19 am UTC
PURCHASER
Thank you for this - it's the scale I like: top-level decisions rather than endless 'how long are the swords, I need to know for the die-roll modifiers' low-level stuff.

Apart from not having what you want in the four choices if you've used the optional rule, I can't see any reason why would anyone pick anything other than 'special tactic' as their first choice. You can then have a better battle or better move or rally or... and letting the other side have two of them is very unlikely to be a good idea. It feels like the one slight clunk in the rule set.

Customer avatar
Daniel M February 28, 2022 11:43 am UTC
PUBLISHER
Thanks! And yes, players should usually pick the special tactics first but you would be surprised how many times mid-game people are focused on something else and do not do so. It is an intentinal part of the game evolved over many years of working on different versions of the tactics chart, so I'm not sure it should be considered a "clunk".
Customer avatar
Ian W February 28, 2022 2:54 pm UTC
PURCHASER
I can't help but think that if someone like Francis Tresham had designed this, then, after your first pick, you would have to select something adjacent with your next pick, and the Special Tactics squares would be in the corners / have a similar disincentive to go there...
Customer avatar
Jeffrey H January 13, 2022 11:21 pm UTC
PURCHASER
Page 13 Action phase. Bullet points 5 and 6 say you can hold your picked up action until later in the turn. Bullet point 8 says you can't. Please elaborate.
Customer avatar
Daniel M January 14, 2022 9:34 am UTC
PUBLISHER
Hello. The bullets 5 & 6 actually say that you spend the action ("remove the token"); bullet 8 means that you cannot take the token now but use it later. So 5 & 6 mean you remove the token but do nothing as an action; 8 prevents you from removing the token but only activating it later in the turn.
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32
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2.26 MB
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File Last Updated:
November 28, 2021
This title was added to our catalog on December 09, 2021.
Publisher
Daniel's Games Emporium
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