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A Very Civil Whist GOLDEN GEEK NOMINIERT 2025

A Very Civil Whist

2-2
Players
60
Minutes
10+
Age
2025
Published

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The description, FAQ and assessments for this game were generated with the help of artificial intelligence from the game data and reviewed editorially. Spotted a mistake? Let us know.

What to Expect

You play as Royalists or Parliamentarians, wielding leaders and assets that represent key actors of the mid‑17th century conflict. The game borrows from German Whist but adds leader and asset management, tense card duels and Push‑Your‑Luck decisions. Expect head‑to‑head strategic play on a national map of England where political, economic and religious control shifts with each confrontation.

Who Is This Game For?

Made for two players and historical wargame fans, the game is suitable from age 10 and requires tactical card‑play skills. Familiarity with trick‑taking or card conflict mechanics helps; its 60‑minute playtime makes it a game for regular game nights rather than long campaigns.

How It Works

Core mechanics include Trick‑taking and Card Play Conflict Resolution: players play cards to resolve battles and influence, with Open Drafting affecting card access. Push Your Luck mechanics introduce risky, short‑term gambles, and Tug of War elements model the ongoing balance of power. Success depends on card selection, timing and managing leaders/assets.

Card Play Conflict Resolution Open Drafting Push Your Luck Trick-taking Tug of War

What Makes It Special

Designed by Fred Serval, the game fuses a trick‑taking card structure with Wargame themes focused on the English Civil War. It was a nominee for Golden Geek Best Wargame in 2025. Its strict two‑player focus and hybrid mechanics set it apart from many traditional multi‑player wargames.

Awards

GOLDEN GEEK NOMINIERT 2025
Nominated
2025

Pro

  • Designed specifically for two‑player head‑to‑head play
  • Hybrid of Trick‑taking and wargame mechanics
  • Historical theme: English Civil War (mid‑17th century)
  • Golden Geek Best Wargame nominee (2025)

Contra

  • Only playable with two players
  • Requires learning trick‑taking and conflict resolution mechanics

Setting & atmosphere

Set in mid‑17th century England during the First English Civil War, the game centers on the struggle between King Charles I's supporters and Parliament.

Tips for beginners

Focus on learning the card conflict resolution and timing of plays; play cautiously in early Push‑Your‑Luck situations.

Frequently asked questions

Can I play this solo?

No — the game is designed for two players (players.min = 2).

How long does a game really take?

The listed duration is about 60 minutes; first plays with rule learning may take longer.

What prior experience do I need?

Experience with trick‑taking or strategic card games is helpful due to the tactical depth.

How does this compare to similar games?

Its mix of trick‑taking (German Whist‑style) and wargame elements produces a more direct two‑player duel than many conventional wargames.

Is this suitable for families?

Because it is strictly two‑player and tactically focused, it is less suited as a general family game despite a 10+ age rating.

What mechanic makes it special?

The combination of Trick‑taking with Card Play Conflict Resolution and Push Your Luck defines the game's character.

Fazit

Recommended for two‑player fans of historical card‑based wargames who enjoy tactical trick‑taking; less appropriate for larger groups or casual family play. A solid 60‑minute duel experience for tactically minded players.

A Very Civil Whist at your next game night?

Add A Very Civil Whist to your collection, let your group vote on what to play, and keep track of winners and scores. Free, no credit card.

Add A Very Civil Whist to my collection