/pic1315699.jpg)
Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790
"Maurice" is a delightful combination of tabletop miniatures rules for historical and fictional battles, a limitless campaign system that requires virtually no math or paperwork, and a role-playing game in which the “characters” are officers, units, and armies, whose personalities you create, and whose fates you manage from battle to battle across wars and decades.
What is Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790
"Maurice" is a delightful combination of tabletop miniatures rules for historical and fictional battles, a limitless campaign system that requires virtually no math or paperwork, and a role-playing game in which the “characters” are officers, units, and armies, whose personalities you create, and whose fates you manage from battle to battle across wars and decades.
The game play is driven by the action cards, which are used to activate forces and to modify those actions. Each card has the potential to do more than one thing, but can only ever be used for a single thing at any given time. The game is played in alternating rounds. The active player first chooses whether or not volleys will be fired by both sides. Then he decides whether to play a card for its event, or activate a group of units to march, rally, charge, or bombard. To activate a force a number of cards need to be discarded for their "span" number based on the distance from the commander to the force. The action also determines how many new cards may be drawn, the more vigorous action the fewer cards. Or he could also choose to pass and draw more cards. A group of units depends on their physical proximity, type, and formation. An additional card may be played to modify an action. The passive player might have interrupt cards that enable him to inject complications into the
active player’s action. The game continues until one side’s army morale breaks. If neither side’s army morale breaks before the game runs out of cards, then night has fallen without a decisive victory.
Game details
- Players
- 2–4
- Age
- +12
- Duration
- 180 min
- Difficulty
- Medium
- Type
- Board game
- Year
- 2012
- Mechanics
- Action / Event · Campaign / Battle Card Driven · Dice Rolling
- Categories
- Age of Reason · American Revolutionary War · Miniatures
- Designer
- Sam A. Mustafa
- Publisher
- Sam Mustafa Publishing LLC
Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790 gallery
Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790 on Meeplay
See what the Meeplay community plays and thinks about Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790, and add your own plays to the record.

Games related to Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790
Games similar to Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790
Black Powder: Second EditionAge of Reason
More Campaigns & Battles from the Age of Reason: Volume IIAge of Reason
Woodland Wars: Skirmish Rules for Miniature Battles in the 18th Century AmericaAge of Reason
Fistful of Lead: Horse & MusketAge of Reason
Battle of King's Mountain (1780 AD)Age of Reason
Principles of War: 18th Century – Warfare in the Age of ReasonAge of ReasonEverything about Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790
How many players is Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790 for?
Maurice: War in an Age of Gentlemen and Philosophers – 1690-1790 plays with 2–4 players.
How long does a game take?
A game takes about 180 minutes.
What age is it suitable for?
It is recommended from age 12.


