In May 1808, the people of Madrid rose up in arms against the prospect of the last members of the Spanish royal family being sent to France by order of Emperor Napoleon Bonaparte. A whirlwind of violence and death was unleashed upon the French in the capital, and the imperial reprisals were just as brutal.
Thus began what would later be known as the Spanish War of Independence, a conflict that would last until the expulsion of the French from the Iberian Peninsula in 1813 and the subsequent invasion of southern France in 1814. A war that would leave a deep scar on Spain’s history, with tremendous effects throughout the 19th and 20th centuries. This conflict would devastate the Iberian Peninsula, cause hundreds of thousands of deaths, destroy cities, lay the groundwork for independence movements in the Americas, and divide the Spanish people for years to come.
For the first time, this game captures all four dimensions of the conflict. It is not only a game about military operations but a strategic game encompassing the entire war. The first international dimension of the Peninsular War involves the invasion of Spain and Portugal by Napoleon’s imperial forces, with the game reflecting the struggle of both regular and irregular troops from these countries against the invaders. On a second international level, the conflict also draws in Portugal’s traditional ally, the Kingdom of Great Britain, a long-time enemy of Spain, which becomes an ally by necessity in the broader context of the Coalitions fighting against Napoleon across Europe. One of the reasons for Napoleon’s invasion was precisely to block Portuguese ports to British trade and fleets as part of his Continental Blockade.
The other two dimensions are internal to Spain: first, the battle between patriots—rebels against Napoleon’s puppet king, Joseph I Bonaparte—and the “afrancesados” (French sympathizers); and secondly, within the patriot camp itself, the confrontation between “liberals” (supporters of reforms that would culminate in the famous Cádiz Constitution of 1812) and “absolutists” (opponents of reform who wanted a government to rule in the king’s absence, but who also hoped to restore his powers upon his return).
Since the game is card-driven and victory conditions are based on winning the “hearts and minds” of the Spanish and Portuguese people, it was easy to integrate these aspects—such as the complicated relations between the British and the Spanish, guerrilla warfare, and internal conflicts within the patriot camp—through the event cards. Unlike other card-driven games, the event cards can be played in addition to using the points they provide.
Military operations play a central role in the game, enhanced by the uncertainty inherent in the block system, which creates a fog of war effect. However, military operations are not the only way to win the fight for the “soul of the Peninsula.” Peacekeeping measures, royal decrees, and political actions can be decisive for victory. Will the imperial troops treat the civilian population better than they did historically? Will the liberals manage to enact the 1812 Constitution? Will the British help expel the invaders from the Peninsula, or will they withdraw and leave the Spanish and Portuguese to their fate? Only play will tell.
Each game contains:
– 1 84×60 cm mapboard
– 119 wooden block (21 red, 42 white & 56 blue)
– 1 sticker labels sheet
– 1 Rules booklet (with scenarios and historical and designer’s notes)
– 9 six sided dice
– 2 Player Aid sheets
– 60 cardboard counters (1 counter sheets)
– 56 cards (88×63 mm size)
– 62 wooden disks (3 red, 3 green, 3 yellow, 3 orange, 20 white, 20 French blue, 10 dark blue)