Tuesday, May 5, 2026

Troubled Council: Urban Unrest in Medieval Vespugia Play Test

    Medieval Vespugia's streets are quiet but soon blood will be shed in a clash between church & town
Town leaders nearly came to blows last night at Vespugia's council meeting. Although violence did not break out, many left muttering that "mayhap on the morn' blood would be shed" on the town's streets. By one vote, the council voted to arrest Father Leowulf, whose sermons against the rich and powerful families had angered them. The priest has been railing against the "un-Christian like" treatment of the refugees who had been arriving in town, recently. Will Father Leowulf be arrested tomorrow? Will the priest's supporters take up arms and defend him? It's medieval "gang warfere" on the streets of Vespugia!

    House Faroli's men, firm backers of the Town Council, flood through the streets towards the center
This is the event description for the my upcoming convention game at Drums at the Rapids, which is held on Armed Forces Day weekend every year at Fort Meigs, a reconstructed War of 1812 fort in Perrysburg, OH. As readers of my blog know, I have been collecting and painting 3-D printed medieval buildings for about a year, now. I wanted to do a small scale skirmish in an urban setting, but had been scratching my head about what rules to use. Eventually, I decided to use a set of my own: Mean Streets: War in Gang-infested Cities modified to be used in the Middle Ages. Since my game was set in the romanticized look at urban street gangs, portrayed in the 1979 cult movie classic The Warriors, I felt that it wouldn't take much to adapt it to this setting.

    Town Council players, on right, make their opening moves to threaten Father Leowulf in the church
I wrote up a draft of rules modifications for a medieval and fantasy "Malevolent Streets" and sent it to a few friends, who gave me great feedback. Once I was happy with how it was looking, I designed the Father Leowulf scenario -- absolutely NOT based on current events -- and play tested it on my friends in our latest Sunday Evening gaming session. I had seven players, four of which would take on the role of the Town Council trying to arrest Father Leowulf, and three defending him. I gave most of the player groups different objectives. Two noble families on opposite sides also wanted to burn down their rival's homes on the town square, while all factions wanted to take possession of the "meddlesome priest." Many wanted to be the one who had their hands on him spiriting him off their entry point on the board. All factions wanted to kill their rivals, and received points for knocking enemy figures out of action.

    Archers from the Town Council take an advantageous sniper perch on the balcony of House Catrine
The sides were roughly even, with the attackers having a slight advantage in numbers. This was offset by each of their four individual commands being slightly smaller than those of the defender's. I let each player deploy one of their figures forward on their side of the main street that ran diagonally across the board. Although it appeared the Town Council forces made the most tactically clever deployment, placing two archers on the third story balcony of House Catrine. However, appearances can be deceiving. The Dominican monks marching up the street to rescue Father Leowulf cleverly placed one of their figures inside the cathedral with the preacher. Their goal was to spirit him away to their deployment edge on the far side of the board. 
    Attackers cross the street & close in on House Duncan -- staunch defenders of the Father Leowulf
In Mean Streets rules -- sorry, "Malevolent Streets" -- you roll a die for each figure in your command. Any figures in command range of the leader roll them together and the player can choose which figure receives which die. Figures off on their own outside of command range are rolled for individually. A roll of 1-3 gives one action to the figure assigned that die, 4-5 provides two actions, and a 6 three actions. So, there is an advantage in keeping figures within command range, balanced out by trying to achieve more strategic objectives. In Malevolent Streets, the "Gang Boss" is called a Hero, a Warchief is a Companion, and Punks are Followers. The die that is rolled for combat and morale is a d8 instead of a d6, though. I wanted more swing and more granularity to accommodate larger monsters in a fantasy version of the game.

    A couple well-armed townsmen defend the gate & doors of the cathedral as attackers cross the walls
The game opened with the sniper archers in the Catrine House balcony loosing their arrows at the cathedral defenders. The rest of the Town Council forces began a fast advance, closing in on the both the cathedral and House Duncan -- one of the wealthy families that supported Father Leowulf. The defenders moved up more cautiously. Leowulf's defending forces -- a band of Franciscan monks and a few well-armed veteran citizens did not deploy anyone in the cathedral with the recalcitrant father. This proved to be a big mistake, as the Dominican Companion immediately moved Leowulf to the back of the church and towards the rear doors. Throughout the game, he would drag the sometimes reluctant priest out of the church, over the walls, and towards the Dominican corner of the board.

    Simultaneously, House Duncan comes under assault by the Town Council - blood is being shed!
 Meanwhile, the players focused on each other's forces as primary targets. After all, each enemy killed was +1 Victory Point -- why not take out the other players' troops? It took us a couple turns to begin to easily calculate the archer's range modifiers (-1 for each complete 6" away the target is), but otherwise, folks picked up the rules fairly quickly. After the game, we discussed what needed changed. To my surprise, there were fairly few tweaks needed, according to my players. I know that Mean Streets "works" as a game, so shouldn't need major retooling. However, I thought with the change in period and the move to a d8 die my players would have more concerns. As it was, the players said they were happy with how the game worked.

    While the attacking players are distracted by the fighting, Keith at left has a wily plan...!
Then I sprung my entire evil plan on them. I wanted to use Malevolent Streets for a cooperative fantasy skirmish game, with each player controlling a Hero, Companion, and Follower. I would control the foes. Thus, why it needed to be fast and simple. They sat back for a moment and said yeah, it would work. They liked it -- and said they preferred it over Four Delvers, which we had tried recently. They also gave me a few suggested tweaks for the scenario. 

    A well-armed retainer hired by the Dominican monks hustles Leowulf out the back & over the wall
So, how did the action unfold? The archer snipers in the House Catrine balcony kept the defending forces' heads down, and made them move up cautiously. In fact, they distracted Father Leowulf's Franciscan monk defenders so much, they didn't notice when their Dominican allies hustled the priest out the back doors of the cathedral and towards their own lines. House Duncan, faithful to Leowulf, was also distracted by the aggressive advance of the forces of the Town Council. Lord Duncan and his Companion waded into the less-skilled ruffians hired by the Town Council and began cutting them down. Meanwhile, some of Duncan's own retainers were being killed by House Faroli's men, who vaulted the walls of the cathedral -- further distracting Leowulf's Defenders.

    Attackers are over the cathedral walls -- unaware that Dominican monks are spiriting Leowulf away
Meanwhile, Duncan's mortal enemies on the Council, House Catrine, also launched an all-out assault on his fortified home. Two of Catrine's thugs even broke into the house and set fire to the first floor. Lord Duncan, seeing the smoke, barged in after them and cut down the two unskilled ruffians. However, Duncan's forces were slowly being whittled down, and it was all he could do to save his own house. Father Leowulf was in the hands of the Franciscans and Dominicans, as far as he was concerned. He and his men were holding off two to three of the enemy bands. 

    Leowulf's defenders rush to oppose the incursion & men begin to die upon holy ground!
On the far side of the board, House Stronghelm, declaring for the Town Council, was probably the least aggressive of the attackers. They crept up one side of the table towards the Dominicans, killing one or two, and burning a home that others had holed up inside, driving them off.  Too late, Stronghelm and his men saw Father Duncan being hustled across the board by their foes. They tried to intervene, but the wily monks had consolidated their forces and formed an armed wall between Stronghelm's men and the priest. The captain of the Town Council's ruffians sprinted the length of the table, once he saw the danger of the Dominican plan. However, he was unable to break through the men protecting Leowulf's reluctant escape from his own cathedral.

    More attackers press forward on the right, setting fire to a home that the monks had holed up inside
In the end, although it appeared the Dominicans won handily, they actually only tied House Duncan in victory points. The noble defender and his men killed enough enemies, plus received bonus points that the father was out of the Council's clutches. Mike S proved that sometimes fighting and killing your enemies effectively is enough to win a game! I look forward to getting one or two more of my newly-purchased medieval buildings painted up before the game on May 15-16. That should allow me to make the table a bit denser, and possibly also swap out a few of my more rural Acheson Creations Dark Age resin buildings on the table. It was a fun game, though, and I'm glad the players enjoyed the system.

    After his home is set afire, Duncan himself bursts in & slays two ruffians hired by House Catrine
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 176
  • Miniatures painted in 2026: 91

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 7
  • Terrain painted in 2026: 25

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 17
  • Scatter painted in 2026: 59 

    A Franciscan monk defending Leowulf assaults House Catrine to get at the balcony archers

 
    Attackers realize the peril too late! Leowulf has been taken off-board by the Dominican player

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