{"id":3956,"date":"1990-03-30T12:00:00","date_gmt":"1990-03-30T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/1990\/03\/30\/birth-of-a-dynasty\/"},"modified":"2026-07-06T17:29:19","modified_gmt":"2026-07-06T15:29:19","slug":"birth-of-a-dynasty","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/1990\/03\/30\/birth-of-a-dynasty\/","title":{"rendered":"Birth of a dynasty"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><i><span>(This article was originally published in &#8220;Games<br \/>\nInternational&#8221;, issue #13 and is reproduced here with the permission of Brian<br \/>\nWalker, the former GI editor)<\/span><\/i><\/p>\n<h3><span class=\"reverse\">DESIGNER&#8217;S NOTES<\/span><\/h3>\n<h1>Birth of a dynasty<\/h1>\n<p class=\"quote\"><b>Derek Carver<\/b> explains the design of his game of competing<br \/>\ndynasties, published by Games Workshop as <b>Blood Royale<\/b>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"blurpr\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_bloodroyal1.jpg\" alt=\"Blood Royale box\" width=\"300\" height=\"409\" border=\"0\" \/><\/p>\n<p>Ideas for new games present themselves in a variety of ways. Sometimes, though rarely,<br \/>\nas complete games, sometimes as a system devised, perhaps, with playing cards or<br \/>\ncounters, around which a theme is subsequently developed, and sometimes as a scenario<br \/>\nwhich has the potential of being made the subject of a good game.<\/p>\n<p>If <b>Blood Royal<\/b> (in common with many people, I prefer to drop that final<br \/>\nmysterious &#8216;E&#8217;) came into any of the categories it was the third one.<\/p>\n<p>In my earlier game &#8211; <b>Warrior Knights<\/b> -I was enthusiastic about the idea of<br \/>\ngames during the course of which the players &#8216;assembled&#8217; and used their skills to<br \/>\nvote on issues which would greatly affect subsequent play. Although such an idea had<br \/>\ngreat appeal for me it wasn&#8217;t sufficient for a game in itself and a much wider game<br \/>\nhad to be developed around this core concept. Much the same thing happened in <b>Blood<br \/>\nRoyal<\/b>.<\/p>\n<p>Unlike many gamers, I would not call myself a history buff, but I do enjoy reading<br \/>\nhistory, and I had also been an avid watcher of the TV series <i>The Plantagenets<\/i>,<br \/>\nhaving visited many of the locations as a result of my fascination with this period. The<br \/>\nhistory of the Middle Ages illustrates that not everything was achieved purely by<br \/>\nconquest (although military might was a great bargaining factor in one&#8217;s favour).<br \/>\nProlonged campaigning was not easy. There was considerable diplomacy, often sealed by a<br \/>\nmarriage contract. Here, I felt, was the substance for a game. I wanted to make a game<br \/>\nwhere each player was a monarch who would produce children, marry them off to the<br \/>\nfamily&#8217;s advantage, secure trade routes and wage war. Each player was Henry II, if<br \/>\nyou like.<\/p>\n<h4>SURVIVAL CHANCES<\/h4>\n<p>From the start I decided the only realistic way forward would be to include an element<br \/>\nof role-playing in the game. I therefore gave each &#8216;character&#8217; a character sheet<br \/>\nin the true role-playing tradition. The die-rolls recorded on this sheet determined 1)<br \/>\nhow healthy the character was, 2) how strong in battle or diplomatic cunning, and 3) how<br \/>\nattractive to the populace. The first was an indication of survival chances &#8211; especially<br \/>\nimportant to the women who, it was hoped, would produce a number of children, hopefully<br \/>\nsome strong males. The second is self explanatory, women being able to confer their<br \/>\nqualities on their husbands. The third quality reflected the character&#8217;s general<br \/>\npopularity. A popular king could roam Europe with less fear of rebellion breaking out at<br \/>\nhome and an attractive princess was always to be hope for.<\/p>\n<p>This all meant that the characters in the game also had to die from time to time so<br \/>\ninstead of being only Henry n, the English player, for example, would have to represent<br \/>\nthe more abstract concept of the entire dynasty, and this gave the game its original name<br \/>\n&#8211; Dynasties. Thus, the game differed from normal role-playing in that instead of players<br \/>\n<i>being<\/i> their character they would in this game control <i>many<\/i> characters, all<br \/>\ndifferent.<\/p>\n<p>Each player starts the game with a king, a queen, and two children, all of specified<br \/>\nage. Dice rolls are made to determine the sex of each child and rolls are also made to<br \/>\ndetermine the three characteristics of each member of the family. Each is given a<br \/>\ncharacter sheet recording year of birth and so on, and the players also have to choose<br \/>\ntheir dynastic name and names for each of the characters. This meant that from the start<br \/>\nthe game was peopled by seemingly real and quite different characters<br \/>\n(&#8216;different&#8217; because of their individual qualities). The only unreal thing about<br \/>\nit is that at the start each player controls families all of the same age, but this<br \/>\nsituation doesn&#8217;t last for long.<\/p>\n<h4>FEWER CHILDREN<\/h4>\n<p>Play is in five year segments, starting with 1300. A survival die roll has to be made<br \/>\nfor each character every five years. Their survival chances vary, of course, according to<br \/>\nage, childbirth, and fitness (the original die roll 1) mentioned above).<\/p>\n<p>One of the many changes that took place during the early days was the reduction in the<br \/>\nnumber of small children that were around. Originally more children were born, but quite<br \/>\na few died before they reached the age of 15, which is the age they are of any interest<br \/>\nto us in terms of the game. So in order not to make die rolls and fill out character<br \/>\nsheets for children that didn&#8217;t survive to 15 the system was adjusted. Fewer children<br \/>\nwere born, but those that were born were guaranteed to survive to 15. We ended up with<br \/>\nthe same number of young adults but saved a lot of time and paper in the process.<\/p>\n<p>So this was the core idea. The early problem was what to do with the idea. We<br \/>\ncouldn&#8217;t sit around the entire evening manipulating these royal families; we had to<br \/>\ndo something with them.<\/p>\n<p>The first problem was that history did not have a four to six player game in mind,<br \/>\neach with more or less equal chances. While England hasn&#8217;t changed much<br \/>\ngeographically speaking, the rest of Europe has, and there was no Germany and no Italy as<br \/>\nsuch. Unlike <b>Warrior Knights<\/b> where I felt the correct answer was to create a<br \/>\nfictitious country, with <b>Blood Royal<\/b> I knew I could only maintain the historical<br \/>\n&#8216;feel&#8217; I was aiming for if I set my game firmly in medieval Europe, so I had to<br \/>\ncreate Kingdoms of Germany and Italy, and also give each country in the game the same<br \/>\nnumber of provinces. This doesn&#8217;t seem to have bothered people as much as I thought<br \/>\nit would (although I don&#8217;t know what German and Italian players think about it!). But<br \/>\neven with my cavalier attitude to history and geography there was no way in which I could<br \/>\neasily bring in a sixth power, so I restricted the game to a maximum of five.<\/p>\n<p>So &#8211; I had already departed from history, but the general feeling in the game was all<br \/>\nright.<\/p>\n<h4>THRASH AND BASH<\/h4>\n<p>What next? I didn&#8217;t want it to be a thrash and bash wargame. I decided I wanted it<br \/>\nto be centred on the securing of trade and trade routes plus income from taxes. The<br \/>\nlatter was pretty simple &#8211; I allowed players to collect taxes from each province they<br \/>\nowned with the option of double taxing. The latter increased the chances of the highly<br \/>\ntaxed provinces going into rebellion &#8211; a calculated risk, in other words, which is a<br \/>\nconcept that always appeals to me and about which more anon.<\/p>\n<p>For the trading I hit upon an idea which I must confess to being rather pleased with<br \/>\nand which could, in itself, have been the core idea for another game. Wanting it kept<br \/>\nsimple, I devised a system of three basic commodities (what they are called is<br \/>\nunimportant &#8211; let&#8217;s call them A B and C). Each country had to acquire these<br \/>\ncommodities and transport them to their capital to be &#8216;cashed in&#8217;. But they could<br \/>\ncash them in only in sets of three (ABC). In the full five player game there are only<br \/>\nthree of each type around the board, which means there are not enough for each player to<br \/>\nhave a set each time. Also no single country produces one of each (they might produce two<br \/>\nAs and a C, for example). This means that in order to secure the missing item(s) players<br \/>\nhad either to trade, secure them by contract (about which more later), or capture the<br \/>\nprovince in which a desired &#8216;missing&#8217; item is produced.<\/p>\n<p>Additionally there are around the board two somewhat more luxurious commodities &#8211; two<br \/>\nDs and one E. If, instead of trading in a set of just ABC, you can acquire ABC <i>and<\/i><br \/>\nD you get much more for them, and if to this you add the true luxury item E you get<br \/>\nconsiderably more. On their own the Ds and the E are worth nothing; they have to<br \/>\nsupplement the basic set. These commodities are placed on the board in their producing<br \/>\nprovince at the beginning of each five year period unless there is a specific occurrence<br \/>\nthat prevents this.<\/p>\n<h4>ROYAL FAMILY<\/h4>\n<p>This trading aspect of the game hasn&#8217;t changed since the early days. It worked<br \/>\nwell and provided the framework I needed. We now had a royal family that had to ensure<br \/>\nits own continuation and it needed to obtain commodities. It also needed income. If it<br \/>\nhad some strong royal males plus a strong army it could go out and capture the producing<br \/>\nprovinces by force. In the same way it could wage combat in order to secure its trade<br \/>\nroutes. If necessary a country could build a string of castles. A castle means it<br \/>\ndoesn&#8217;t matter what happens to the province in which it is located: goods can still<br \/>\nbe transported through that otherwise enemy province, the castle ensuring safe passage<br \/>\nfor troops and trade goods. But warfare was an uncertain business. Kings especially could<br \/>\nnot normally safely leave their capital to indulge in prolonged foreign wars. If they<br \/>\nwere generally popular and were doing well it was easier but if they were not too high in<br \/>\nthe popularity stakes and also weren&#8217;t being too successful in their campaigning<br \/>\nthere was always the possibility of domestic unrest looming over them. And if they<br \/>\ndon&#8217;t at once rush back to quell it rebellion had a nasty habit of spreading.<\/p>\n<p>So securing what they want by other means became important and here another major<br \/>\naspect of the game comes into play &#8211; the royal marriage. For each player it is essential<br \/>\nto ensure the continuation of his dynasty. If he doesn&#8217;t do so control could go to<br \/>\nanother player who can trace his monarch&#8217;s ancestry back.<\/p>\n<p>Also an unmarried king cannot produce princes to lead his armies. So wives are in<br \/>\ndemand &#8211; especially beautiful and healthy ones. (Even so, there are a lot of desperate<br \/>\nmarriages between pretty nasty boys and somewhat sickly girls, I might add!) Most<br \/>\nmarriages also seal a &#8216;Marriage Contract&#8217; and if, for example, you are seeking a<br \/>\ngirl to marry the King&#8217;s eldest son you can put your demands pretty high, because the<br \/>\nplayer controlling the potential future queen&#8217;s family stands to gain quite a bit<br \/>\nfinancially when she ascends the throne. These all-important contracts can concern<br \/>\nnon-aggression, military support, money, trade rights, trade routes, land, or a mixture<br \/>\nof the lot. They have to be carefully worded because their terms become binding for as<br \/>\nlong as both parties to the marriage survive. Players are not allowed to break the terms<br \/>\nof a marriage contract: they would have to arrange the death of one of the parties<br \/>\nfirst.<\/p>\n<h4>QUILL TO PARCHMENT<\/h4>\n<p>So crucial is the clever negotiation of these contracts that they presented one of the<br \/>\nearly problems in the game. A new player could be totally at the mercy of an old hand who<br \/>\neasily tied him up into a contract that he subsequently came to realise he could well<br \/>\nhave done without. (France is always best played by such a persuasive player.) This is<br \/>\nwhy a change was made so that at the start of the game the children are too young to be<br \/>\nmarried at once. This at least gives an inexperienced player time to see what it&#8217;s<br \/>\nall about before he puts quill to parchment.<\/p>\n<p>One of the features of the game is that during each five year turn each player has to<br \/>\nannounce to the rest of the players what has happened to his dynasty &#8211; who has died, who<br \/>\nhas been born and the description of a child, and so on. The death of a king or queen is,<br \/>\nof course, a major event and the records are searched to establish the next in line in<br \/>\nthose rare cases where it is not immediately obvious. It is even possible for a<br \/>\nplayer&#8217;s kingdom to pass to another player who has the only direct heir, but this is<br \/>\nrare. Legitimate claimants to the throne can be passed over, but from then on they<br \/>\nprovide a nuisance factor in the game that other players can exploit.<\/p>\n<p>There were a few other aspects that were slowly modified during the early days (or<br \/>\nyears) but that was the game in essence.<\/p>\n<p>As it stood it presented one important problem as I saw it, although it wasn&#8217;t one<br \/>\nthat seemed to worry many of the groups that came to know it and made copies. To obtain<br \/>\nthe full feeling of this continuing and developing dynasty it was essentially an ongoing<br \/>\ngame. During the course of a three hour game the most one could expect is that the king<br \/>\nor queen (or both) might die and the next in line ascend the throne but it wouldn&#8217;t<br \/>\ngo much farther than that. The true essence of the game, though, was the continuation of<br \/>\nthe family and its ramifications as it married into other dynasties and produced<br \/>\nchildren. This meant that it either had to be played for a long time or it was best<br \/>\nplayed as an ongoing game by the same group (the winner each session being the player who<br \/>\nhad best improved on his starting position). This is the way it was often played.<br \/>\nChronicles were kept and huge family trees maintained. It has been turned into a play by<br \/>\nmail game in Austria and there they publish the appropriate dynastic announcements with<br \/>\nproper obituaries on the death of an important Royal Personage. This is what the whole<br \/>\nthing is about.<\/p>\n<h4>HISTORICAL EVENTS<\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"blurpr\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_bloodroyal2.jpg\" alt=\"Blood Royale\" width=\"424\" height=\"300\" border=\"0\" \/><\/p>\n<p>So this was how the game stood when Games Workshop came on the scene. They had<br \/>\nrecently done an excellent job with my <b>Warrior Knights<\/b> and I was happy to let them<br \/>\nhave Dynasties as it was then called. They knew the game and were attracted to the idea<br \/>\nof incorporating role-playing features into a traditional boardgame.<\/p>\n<p>The first thing they decided to change was the name. They were rather frightened to<br \/>\nuse Dynasties because of the popular TV series. At the first meeting I tossed in <b>Blood<br \/>\nRoyal<\/b> as an alternative title, which was finally adopted but with an additional<br \/>\n&#8216;E&#8217;. I have noticed that continental players, obviously disliking the mixture of<br \/>\nlanguages, refuse to acknowledge this final E.<\/p>\n<p>Unfortunately we then started to run into a bit of trouble and our good relations took<br \/>\na temporary downturn. <b>Warrior Knights<\/b> had been published precisely as I invented<br \/>\nit. Well, that is not 100% correct &#8211; a few changes were made to assist production but not<br \/>\nonly were they all made by me or with my approval, but I also felt they were<br \/>\nimprovements. The GW developer for <b>Warrior Knights<\/b> was Albie Fiore, who had also<br \/>\nworked on my <b>Dr Who<\/b> (one of GW&#8217;s first boardgames) and he subsequently worked<br \/>\non my <b>Whirlwind<\/b> (FASA). By this time he had left Games Workshop and the in house<br \/>\ndeveloper of <b>Blood Royal<\/b> was somebody different, and he wanted to expand the game<br \/>\nand introduce more historical events. Although my contract allowed me to veto any changes<br \/>\nto the original I had respect for the enthusiasm and undoubted abilities of the<br \/>\ndeveloper, even though I feared the additions would lengthen an already long game. But<br \/>\nthe big problem was that in the main the proposed additions (and they were all<br \/>\n&#8216;additions&#8217; as opposed to changes) were not the sort of rules I would have<br \/>\ninvented. Not that they were bad in themselves, they simply reflected the sort of game<br \/>\nthe developer would have invented and not the sort of game I like.<\/p>\n<p>Let me give an example to illustrate the different approaches. Games Workshop wanted<br \/>\nto introduce a series of historical events in the form of chance cards. These were to be<br \/>\nevents that often affected (usually adversely) one player. Of course, they were not as<br \/>\ncrude as &#8216;Go to Jail&#8217;, but you know what I mean. They also mirrored historical<br \/>\nevents. While I was not totally against the idea of these events I wanted them to have<br \/>\nconsiderably more interest and add to the fun of the game. I also wanted them to be<br \/>\ndifferent from the sort of thing people are used to. My feelings are that historical<br \/>\nevents happen because a certain regime either takes a certain action (one out of a number<br \/>\nof possibilities) at a certain time, or decides to take no action at all. If at a<br \/>\nparticular moment a contrary decision had been made the course of history would have been<br \/>\nchanged in some way. What we see as history, therefore, is the result of one decision out<br \/>\nof a number of possible decisions taken at the time and in my game we were <i>living in<br \/>\nthe time<\/i>.<\/p>\n<h4>INTELLIGENCE REPORT<\/h4>\n<p>So, to get back to the game, I suggested that firstly, we should try to restrict<br \/>\nevents so that they affect <i>all<\/i> players, and secondly, that the event should be in<br \/>\nthe form of an intelligence report listing what could happen in, say, two to three turns:<br \/>\ni) if no action was taken, ii) the chances of averting this occurrence if more money was<br \/>\ndirected into the area (money that might be in short supply), iii) the chances of<br \/>\nsuppressing the event by stationing troops in the area, and so on. The &#8216;chances&#8217;<br \/>\nwould be expressed in terms of die roll odds. After all, these are the sort of questions<br \/>\na ruler would have to ask at the time and he would decide on the action to take in the<br \/>\nlight of the replies, the odds of success, and the effect on his exchequer, stability,<br \/>\nand so on. So in game terms it would mean that the player would do what he thought most<br \/>\nexpedient and possible and he would have to await the outcome. At the same time other<br \/>\nplayers who have no love for him (and no contract preventing intervention) could,<br \/>\npossibly, lessen his chances of success by taking certain actions themselves.<\/p>\n<p>The developer saw my point but sadly our minds didn&#8217;t run along the same lines.<br \/>\nCertain modifications were made, but generally speaking I thought the event cards at the<br \/>\nend of the day didn&#8217;t really reflect the original thinking I was aiming for. I<br \/>\npreferred to offer the game as I invented it and leave it to enthusiasts to extend it as<br \/>\nthey wished as a result of play and the preferences of their own group.<\/p>\n<p>As it was clear that we were thinking quite differently and time was being consumed it<br \/>\nwas finally agreed to publish the game in my basic form with the new rules being included<br \/>\nas &#8216;Optionals&#8217; to be used or discarded by the purchaser as he or she wished. In<br \/>\nthis way I was able to give Game Workshop <i>carte blanche<\/i> with these additions,<br \/>\nwithout further reference back to me. It is pertinent to add at this stage that it is<br \/>\nrare for publishers to agree to allow an inventor to veto any changes. He normally has no<br \/>\ncontrol whatsoever over the product that finally arrives on the shelves, which might be<br \/>\nquite unlike his original. An amazing situation when you come to think about it.<\/p>\n<h4>FOREIGN PRINCES<\/h4>\n<p>The solution reached was quite satisfactory. As far as the production was concerned<br \/>\nthey made a truly superb job of it. I must admit that I took exception to the box cover,<br \/>\nwhich didn&#8217;t reflect the feel of the game at all, and it was rather sad that GW<br \/>\nscored an own goal by deciding to suggest names for foreign princes and princesses &#8211;<br \/>\npresumably for the benefit of players whose knowledge was limited in this regard- and<br \/>\ngetting them wrong! But these are peripherals. No inventor could be anything but<br \/>\ndelighted with the quality of the product offered, right down to such often overlooked<br \/>\ndetails as the magnificent presentation of the rules, which excellently carried through<br \/>\nthe historical feel of the game. These are the qualities that show Games Workshop at<br \/>\ntheir best, and they deserve every compliment.<\/p>\n<p>In its basic form <b>Blood Royal<\/b> presents a system that is ideal for building on<br \/>\nand I know a number of groups have developed additional rules bringing in the power of<br \/>\nthe Church, rules that have qualities that appeal to their particular group and have<br \/>\nstood the test of playing over a period, being slowly refined in the process. This is<br \/>\nexcellent and what I hoped would happen.<\/p>\n<p>While one must be pleased in one respect, it is also a pity that <b>Blood Royal<\/b><br \/>\nappeared just before GW made the decision to turn exclusively to the fantasy games with<br \/>\nwhich they are normally associated and which (as a result of their <i>White Dwarf<\/i><br \/>\nreadership) had been far more profitable for them than their ventures into non-fantasy<br \/>\nand comic strip themes. Having made this decision it reflects greatly to their credit<br \/>\nthat they pushed ahead with <b>Blood Royal<\/b> in the quality that they did, it being no<br \/>\nsmall investment.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; (This article was originally published in &#8220;Games International&#8221;, issue #13 and is reproduced here with the permission of Brian Walker, the former GI editor) DESIGNER&#8217;S NOTES Birth of a dynasty Derek Carver explains the design of his game of competing dynasties, published by Games Workshop as Blood Royale. Ideas for new games present themselves &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/1990\/03\/30\/birth-of-a-dynasty\/\" class=\"more-link\"><span class=\"screen-reader-text\">Birth of a dynasty<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[966],"tags":[],"class_list":["post-3956","post","type-post","status-publish","format-standard","hentry","category-artikel"],"views":5,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3956","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3956"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3956\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3956"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3956"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3956"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}