Jeremiah’s History Game Prototypes

I’m going to start collecting my prototype files here for interested people to see. Some are useful in class already, others not yet, etc.

Please, please, please give me constructive feedback about any and all of these! I do not have a physical playtesting group (other than my students) and really appreciate any and all constructive feedback. You can email me at jmc.hst@gmail.com; BSky me at @gamingthepast.bsky.social; leave comments here; whatever works for you.

Ready to Use in Class (but still prototypes) (3)

1. De Agricultura: The Universal Abstract Overly-Simplified Pre-Modern Peasant Agriculture Game.

My print-n-play game for use in history classes. Needs dice and works as a RollNWrite all on paper or with cubes. I’ve tested it with as many as 12 in in playgroup and found groups of 6 is optimal for the sense of small villages where people know each other. I tend to run the game GM style for my ninth graders, instructing them through the turns, because it is more efficient than taking extra time for them to internalize the rules. I have not tested but assume the rules are robust enough that a group could read it and learn to play on their own.

Version 1: The original track

Version 2: latest edit that simplifies the record sheet (and ditches some design dreams) but makes the summary sheet on the back good enough to run the game from so you don’t have to flip through the rules as much!

If you do use this in or outside of class:

  • Please tell me! I rarely get to hear if others find this fun and/or useful
  • Please give absolutely any and all constructive feedback you’d like.

2. Path of Honors Solo and Multiplayer Game A1.20

My prototype print-n-play game of Roman aristocrats competing for offices and honors. I plan to eventually get this published. The solitaire version is better play-tested than the multiplayer version (please send feedback if you try the multiplayer variant). Already works well for classes concerned with the politics of the Roman Republic.

(NOTE: After initial classroom tests, I have a more recent version that I have not assembled yet. If you are interested, reach out; that’ll help motivate me to get it done.)This is a prototype PrintNPlay focused on the National Constituent Assembly in the French Revolution early 1790 to late 1791. Gameplay focuses on different political philosophies (Left Moderate Right) and their efforts to shape the first constitution of France according to their ideology. A card game for 2 – 6 players (and for, reasons, it is best not to have 5 players; if you do have 5 players consider having two playgroups, a) 2 players b) 3 players).

For the Wargamers in and outside of classes

Command and Chaos Prototype (Download 3 files) This is the least complete and most work to print and play. There are historical notes in the rules. The basic premise is that many games about ancient warfare over-exaggerate and even misrepresent many features of battle. Most importantly, they suggest, misleadingly, that units could maneuver quite flexibly and independently of their comrades and that commanders had often significant tactical control over units. Command and Chaos is an attempt to make a more realistic model of ancient battle in a fun-to-play not overly complicated game.

Play-testers are most welcome.