1066 Tears to Many Mothers
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Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Simple and easy mechanics.
- Quick to pick up.
- Historical moment in game form.
- Beautiful artwork.
- Ability to win with either side.
Might Not Like
- Asymmetrical gameplay that favours one side's victory.
- Cardboard component quality isn't great.
- Historical accuracy means there are a lot of Williams in the game!
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Description
1066 Tears to Many Mothers retells the story of the Battle of Hastings. This, of course, was the battle between William of Normandy and King Harold of England. The winner is the first player to either destroy their opponents leader or two wedges of their army. The third way to win is for your opponent to run out of cards.
Each player has a unique objective deck, placed in a set order ending with the Battle of Hastings objective. Each player also has their own deck of unique cards containing army cards and strategic and tactical cards. Army cards represent units (archers, infantry or cavalry), Characters (individuals who command the army) and leaders who command the armies.
The event cards represent unexpected one off events; tactics represent battlefield capabilities and attachment cards are used to enhance the capabilities of other cards.
1066 Tears to Many Mothers is played over a number of rounds where each player will play cards to their battlefield, tactic cards to the reserve areas and use card abilities to meet objectives as quickly as they can.
Each round breaks down into a preparation phase, where checks for victory are made and used cards are readied and a player draws their hand of cards.
In the deployment phase each player does one of the following: Play a card, execute an action, sacrifice a card or pass.
The wedge phase only happens when both players have completed all other objectives leaving the final Battle of Hastings Objective. During the wedge phase players will complete might combat and zeal combat to destroy their opponents wedges to win the final objective, the Battle of Hastings.
During the final phase of the round (Ignored if it is the Battle of Hastings objective.) the players seek to complete their objectives.
1066 Tears to Many Mothers is the card based game re-enacting the lead up and the Battle of Hastings. Will William defeat Harold as history remembers or can you turn the tide of battle and hold off the Norman invasion?
Player Count: 1-2
Time: 30-60 Minutes
Age: 12+
Components
1066, Tears to Many Mothers includes two unique decks (with a few correction cards for mistakes that were noticed before shipping – though no actual guidance on what they are) as well as a series of cardboard tokens that are used as markers during the game.
Finally, there is a simple rulebook that gives players all of the information they need to play the game (though no strategy, that you have to work out yourself!).
1066 Tears to Many Mothers – Artwork and Cards (Credit: Hall or Nothing Productions)Gameplay
With play taking place in a series of back and forth rounds, 1066, Tears to Many Mothers plays like many other card games. Each turn, players have the opportunity to attempt to complete tasks, to play characters, units, attachments and events. Resources are limited and must be carefully managed if a player wishes to defend their three wedges and complete the tasks required to win the game. Units have combat and social strengths as well as health and abilities that they can use in each round. None of this is unique or strange to anyone who has played any CCG or LCG. What is perhaps more unique are the limits of units, players have three wedges to deploy to, each with only three slots for units and one of these is always taken up with your leader – either Harald Harada or William of Normandy – and you must always protect them as their destruction means an instant loss. Players are competing to complete a series of tasks that track the lead up to the Battle of Hastings, each requiring the player to meet certain requirements such as combat or social strength and, though the requirements are very similar, each player has particular strengths and weaknesses – the Normans are better at the early social conflicts, whilst the Saxons are better at the later military combats. This means, that whilst each player needs to amass and do similar things, the Normans will move through early tasks far quicker, getting them closer to the Battle of Hastings (where they can destroy their opponent’s wedges for victory), whilst the Saxons will struggle to get there but will dominate if they do. The whole process leads one to wonder if Harald Harada had been a ‘people person’ rather than a fighter, we’d be less French and more German?Final Thoughts on 1066, Tears to Many Mothers
Overall, 1066, Tears to Many Mothers is an interesting take on a card game, especially with its historical focus. Sadly, the asymmetry of the two sides, but not of the tasks required to get to the fight, means that the Normans have an advantage because they can get to the real way to win the game far faster than the Saxons can. Whilst historically accurate, this isn’t necessarily that fun.
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Simple and easy mechanics.
- Quick to pick up.
- Historical moment in game form.
- Beautiful artwork.
- Ability to win with either side.
Might not like
- Asymmetrical gameplay that favours one side's victory.
- Cardboard component quality isn't great.
- Historical accuracy means there are a lot of Williams in the game!