Saturday, April 18, 2020

Turn 2 Results 1765-66


First of all, I want to apologize to all of my players.  Despite the current situation, my workload has actually increased.  I am grateful that I have a job I can continue to work on from home, I am more fortunate than my neighbors who work in manufacturing or other jobs.  But, I does interfere with gaming!

I have finally adjudicated turn 2, see HERE for the arguments.

Let's make the next arguments due at midnight EST Monday, 4/20, and you can post them in the comments for this post. It will be for Turn 3 1767-1768. Please continue to make 1 argument per turn, you guys are doing great (I hope I am not letting you down)

Here is a map with events from turns 1 and 2, I will produce this every turn going forward, click to enlarge.



Here is a summary of events:


  • In 1765 Parliament passed a series of taxes to increase revenue from the colonies in order to refill the empire's coffers, but the large number of members of parliament who are friendly to the Low Country Planters included a provision specifically exempting Rice and Indigo from the new export duties.  This cuts significantly in to the revenue generated and creates friction between South Carolina and the other colonies for their preferential treatment.
  • The new Royal Colonial Customs Service continues to reduce smuggling, which has some effect on the Low Country Planter's pockets, but that is partially offset by the continued flow of Rice and Indego from the colony.
  • All is not quiet in the low country, though, as there is a sharp spike in the number of slaves attempting to run away to the backcountry or Cherokee lands.  Most are quickly recaptured and rumors abound that the Cherokee are responsible...
  • In the backcountry, in direct violation of British Law, backcountry farmers violate the proclamation line and settle over the mountains, traveling along the "Cherokee Highway." Relations between the settlers and Cherokee are so far cordial, with Cherokee territory secure and the settlers having a safe passage west.
  • Circuit Courts has also been established in the backcountry, which improves order in the region, as the farmers in the region no longer need to travel to Charles Town for legal redress or take the law into their own hands.
  • In the midst of the turmoil of the increased raids by Creek Indians, slave escapes, and flouting of the law by backcountry settlers, a battalion of British Regulars (1st Battalion, 33rd Regiment of Foot) 500 men strong, lands in Charles Town to assist the colonial government in maintaining order.

Tuesday, April 7, 2020

1763 - 1764 Turn 1 results



First of all, congratulations to all of the players! You all displayed a lot of ingenuity and I think this bodes well for our little enterprise.  Remember to only make 1 argument per turn.

Don't forget, Turn 2 arguments are due by midnight Friday EST, you can post them HERE.

For those of you who have not plays a Matrix game before, arguments are generally made public, so all turn 1 arguments are posted HERE

Here is a summary, this is your new reality and feel free to springboard off of these

Parliament

Argument Strong, rolled a 4, success!!!

Desperate for funds, Parliament decides to end its salutary neglect of the colonies.  They pass regulations to send additional tax collectors to aid the Royal Governors at all their major trading ports - including Georgetown, Charleston, and Beaufort.  This newly reinforced customs service is made up mostly of young ne'er-do-wells, drunken younger sons of Earls, and other benefits of patronage.

Royal Government

Both arguments were judged as Strong, but alas, I rolled a 2 and 1 one for the arguments and they both failed.

Efforts by the Royal Governor to establish a reinforced customs service using volunteers from the backcountry meets with lukewarm response and is overshadowed by the newly arrived Royal custom service established by Parliament.

A separate effort to attempt to establish better relations with the Cherokee by arming them also peters out, as the Colonial Assembly outright refuses to provide funds to their feared enemies.

Low Country Planters

One argument was judged as Strong and succeeded with a roll of 5...

Low Country Farmers reach out to members of Parliament and provide "low-interest loans" to certain respected gentlemen of the Hous of Commons which has the effect of making many friends for the Rice Kings in London.

The other argument was judged as Weak and failed with a roll of 2...

One of the Rice Kings attempts to form a Society for the Improvement of Labor aimed at improving conditions of the slaves upon which they depend. This proposal is met with disdain by other members of the low country aristocracy, who fear any relaxation of the Slave Codes, plus anything that cuts into their profits.

Back Country Farmers

I judged this one as moderate, but it succeeded with a roll of 6.

The leaders of the rough and tumble backcountry entertain Cherokee leaders in a large feast and a proposal to the Cherokee leaders for peace, a possible alliance with them against their enemies, in return for a road to be established through Cherokee lands to the Mississippi valley.  The Cherokee cautiously agree but will be very vigilant about protecting their own territory.

There are also rumors reaching the ears of the Rice Kings of contacts being made between freedmen living in the Back Country and potentially rebellious slaves.  Nothing can be substantiated, but rumors persist.

Cherokee


(This was a long and complex argument from Jack, so I have broken it down a little)
Creek Indian raids from Georgia happen to coincide with Cherokee leaders extending an olive branch to both the Back Country farmers, the Rice King, and the Royal Government.  Given the attacks, these are warmly accepted.  The low country establishment and Royal government reaffirm the proclamation line of 1763 and send an order to the Back Country settlers explicitly forbidding any action across the Cherokee Boundary.

The Back Country leadership proposes potential passage for settlers through the Cherokee nation, to which the Cherokee cautiously agree, with the knowledge that they can close the passage at any point they want to with the support of the Crown Government.




Saturday, April 4, 2020

UPDATE: New Player and Reprint instructions

Submit arguments here!


As you guys work on your first arguments, we are adding an additional player, Thaddeus from The Wargames Website.  he will be an additional Backcountry Farmer.

Also, many of you may be unfamiliar with the geography of colonial South Carolina, you can download the Map from the link with the player briefings.

In a nutshell:

  • The Low Country is dominated by the super-wealthy Rice Kings on their huge rice plantations
  • As a result, Charles Town is the richest city in the colonies
  • The backcountry is made up of small farmers, many of whom want to push west.
  • There is a LOT of animosity between the backcountry and the low country as the Low Country has most fo the political power in the colony (Google Regulator Wars)
Here is are the instructions again: 

Goal:


A simulation of the events and factions in the colony of South Carolina leading up to the American Revolution. The players will have a better understanding of the dynamics between the different interests and the goals an constraints of the major groups.

Situation: 

It is 1763 and the treaty of Paris ending the French and Indian (Seven Years) war has just been signed.  The British government urgently needs to recover the money spent defending the North American colonies.
You represent one of the major interested parties in the colony of South Carolina, and your arguments will steer the fate of the colony.  As you will see the motivations and goals in this quintessential southern colony differs from the more well-known events around Boston.

Preparation:

To prepare for this game:
  • Read all of the player briefings, not just your own.  It will help you understand each player’s goals, strengths, and weaknesses.
  • You do NOT need to have an in depth understanding of the complex event leading up to the revolution.  Playing this game will give you a better understanding of the dynamics in South Carolina, and you may privately ask the Umpire historical questions during the game.   How they are answered is at the umpire’s discretion. 

How to play a Matrix Game

There are many ways to play an Engle’s Matrix Game and many types of games.  For this simulation we will use the following rules.
The game will be played in turns, each representing one to two years:
1763 - 1764
1765- 1766
1767 - 1768
1769 - 1770
1771
1772
1773
1774
1775

Each turn, the players will construct an argument as to what happens that turn and email them to the umpire by the deadline for that turn.  It will consist of:
  • A statement of WHAT happens
  • 2 -4 reasons WHY the argument should succeed
The argument will then be rated by the umpire as VERY STRONG, STRONG, MODERATE, WEAK, or VERY WEAK.
A d6 is rolled and the argument succeeds on the following roll:
Very Strong
2-6
Strong
3-6
Moderate
4-6
Weak
5-6
Very Weak
6

If the roll succeeds, then the argument happens and it becomes part of reality.
Here are some tips:
  • An argument can be about anything and does not even have to be directly about your side.  For example, you could argue that the Cherokee attack or that your opponent suffers dissension in the ranks.
  • An argument does not even have to be directly in the colony of South Carolina, for example, you could argue “Boston patriots riot” or “France attempts to invade Ireland.”
  • Building arguments on previously successful arguments makes them stronger.  For example, if one turn you argue “my side builds a spy network” and the next turn you argue, “My side steals the enemy’s plans” you have a stronger argument than if you just argue you steal plans out of the gate.
If your argument conflicts with another player’s argument, such as you both attach the same town, etc., then the umpire will assign a strength to each argument.  Then the umpire will conduct roll offs between them until one of the arguments fails.

End of Turn

After arguments have been submitted for the turn, the umpire will adjudicate the arguments and provide an update to all of the players as to what succeeded and what did not.  A map of the colony may also be provided that shows anything of note that happened that turn.
The umpire may also provide some events that occur outside of SC that were not argued for by the players, to represent events in Europe or the other colonies, at the umpire’s discretion.

New game kickoff!

As promised, here are the role assignments for the new game.  Here is what you need to do:


  1. Read ALL of the player briefings so you are familiar with each factions strengths and weaknesses (and goals!)
  2. Make sure you have read the Player Instructions
  3. Read the previous blog posts for examples

Then... Write up your first argument for the 1763-64 Turn and email it to me and SEND IT AS A COMMENT TO THIS BLOG POST.  I have set it up so that I approve all comments so you do not have to worry about the other players seeing your arguments ahead of time

Get your first arguments to me by Midnight EST on Sunday so I can adjudicate and post reults

Do not overthink it and just dive in!

If you really want background reading though, you cannot do better than The Road to Guilford Courthouse.


Here are the assignments:

Royal Governor (and Lt Governor) 
  • Guy Farrish
  • Whirlwind

Parliament
  • Julie

Back Country Farmers
  • Kyoteblue

Low Country Planters:
  • Shawn
  • Daniel

Cherokee: 
  • Just Jack