Author:
Lutz Pietschker
Version: 2001
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This text is part of the Cry Havoc! PBM Rules (and of the extended Cry Havoc! rule set). An introduction to the games and customer information about obtaining games and mapboards are also available on my Cry Havoc! main page. Contents:
The main problem in making Cry Havoc! PBM-able is that initially no mapboard carried coordinates. We have to find a way to supply them, and that's what the following text is about:
Starting with "Viking Raiders", some mapboards of the Cry Havoc! game system feature a map grid reference in form of hex columns designated A to Y (a slightly different system was described in one "Outremer" scenario). Applying the "Viking Raiders" system to the other mapboards, we may establish the following system:
First, mark one hex row of each mapboard you intend to use in PBM Cry Havoc! with the ID letters (one might even consider to mark each individual hex with it's full coordinate- it is highly recommended, in fact).
The hex row with the ID letters shall normally be one of the longer board edges. To find the "ID letter mapboard edge" just lay the board out so that the board name is readable for you. If the board is now in landscape format to you, the upper edge (the one away from you) is the ID letter edge and is lettered A to Y from left to right in the full and half hexes of this edge as described below. Be sure to mark the first
full hex
of the edge as hex "A"!
If the mapboard is in portrait format when you can read the name, turn it 90 degrees counter-clockwise, and again the now-upper edge is the ID letter edge. (The mapboard name is now readable from the right-hand side.)
(Exceptions:
the small maps "Cape 1" and "Cape 2" from Vikings are left with the small sides top and bottom so they fit into the hex pattern of the normal-sized maps, see detailed
description below. The same is true for the subterranean maps from Dragon Noir which carry a printed co-ordinate system anyway.)
When you have laid out the map sheet apply the co-ordinates as described below:
To simplify things, I applied the above rules to all mapboards I know. So, below is a description of grid coordinates for all those mapboards, with grid reference examples. I use the English map names throughout, even if some of the maps have been first published by Jeux Descartes Eurogames (France). The abbreviated mapboard name is written in (parentheses), the French and German map names in [italics in square brackets], and the name of the game the map appeared in originally is in <angled brackets>. Before actually scribbling away on the mapsheet, please verify that you understood everything as I meant it by looking up the example coordinates!
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The Village
(Vil)
[??, Dorf]
<Cry Havoc>:
The map shows a small village made up of some cottages with huts and courtyards. (Don't believe the graphics that imply the huts are made of stone- most medieval houses were daub-and-wattle, or wooden framework constructions at best.)
ID letters at side 3 (EX: door of Building 1 is D13, door of Building 2 in i11)
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The Crossroads
(Crs)
[??, Kreuzung]
<Cry Havoc>:
A plain with a water pool, a patch of brushes, and a wooded hillock that is ideal for ambushes.
ID letters at side 7 (EX: the pool is in N5/o3/o4/o5/P4/P5, the tree beside the hillock in T12/T13/U12)
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The Camp
(Cmp)
[??, Lager]
<Siege>:
A military camp, some tents on a 2-level-hill, partly surrounded by a trench.
ID letters at side B (EX: a round, blue-white tent with red roof is in K8, a one-hex-long trench in L13)
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The Castle
(Cas)
[??, Burg]
<Siege>:
Actually, a very small castle, something like a border post, or the strongpoint of a local noble. Having no living quarters or stables, it's certainly not meant to live in.
ID letters at side F (EX: the winch is located in F9, the stair to the keep in Q9/Q10)
Remark: hex G6 is a case of doubt, it is not clear whether it is at level 0 (accessible from the courtyard G7, but not from the battlement) or at level 1 (accessible from the battlement H7, but not from the courtyard). I prefer the first alternative, since otherwise the gate towers would have different heights. Players should decide which way they want to play it before setting up.
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The Sea
(Sea)
[??, Meer]
<Viking Raiders / Vikings> (name is not printed on the mapboard, it is the all-blue one):
Just plain open sea, good to fight naval encounters, or as an approach to the coast.
ID letters at side 2 (EX: the words "Side 2" are in M1, the "1" of "Side 1" in A8)
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The Coast
(Coal)
[??, ??]
<Viking Raiders>:
Three sides of open water, on the third Shingle Bay, a stretch of pebbled beach, enclosed by a rocky mole and a cape crowned by a sturdy look-out tower and a hut, probably the shack of a local fisherman. (The map is not quite compatible to the newer coast and cape maps.)
ID letters are printed at side 1 (EX: the last mole hex is in Y12, the stair/center hex of the look-out tower in E7)
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The Watchtower
(Wtw)
[Tour de Guet, Wehrturm]
<Vikings>:
Two sides of open water, a beach with two huts and a fortified round, ground-level tower. Compatible to the cape maplets.
ID letters at side 1 (EX: the middle of the watchtower is in C12, trees are in K15 and Q14)
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The Abbey
(Abb)
[L'Abbaye, Abtei]
<Vikings>:
Two sides of open water, a beach with three huts and a small stone church- just what the Vikings liked to find when they visited a foreign coast! Compatible to the cape maplets.
ID letters at side 1 (EX: the altar is in C9, two small trees are in o11 and Q16)
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The Cape 1
(Ca1)
[Promontoire 1, Kap 1]
<Vikings>:
Two sides of open water, and a narrow strip of beach. Compatible to the beach/coast maps (except the rocky map "The Coast").
ID letters at side 1; this is an exception insofar as they are on the short side of the map but necessary to stay in the hex pattern of the maps (EX: the slope line runs from AA7, A7-A12, B13-B16 to C16)
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The Cape 2
(Ca2)
[Promontoire 2, Kap 2]
<Vikings>:
Two sides of open water, and a narrow strip of beach. Compatible to the beach/coast maps (except the rocky map "The Coast").
ID letters at side 1; this is an exception insofar as they are on the short side of the map but necessary to stay in the hex pattern of the maps (EX: the slope line runs from F7, E7-E13, D14-D16 to C16)
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The Watering Hole
(Wat)
[??, Wasserstelle]
<Outremer / Croisade>:
A pool with a few trees and palm trees growing near it, and a small hillock.
ID letters are printed at side 1 (EX: a small spiky bush is in M5, two bushes in C4/D4)
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The Olive Grove
(Olv)
[??, Olivenhain]
<Outremer / Croisade>:
A pattern of olive trees, surrounded by rows of trees (hedges?).
ID letters are printed at side 1 (EX: there is a big tree around R3, and one straight line of trees extends from W4 to W15)
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Outremer Campaign Map: Palestine
(PAL) <Outremer>:
A map of Palestine for Crusade campaign games, in the scale of 20 miles to a 25-mm-hex.
ID letters should be written on the north edge (EX: Tarsus is in E2, Mamistra in H1, Azaz in L3)
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The Village of the White Dragon
(Drg)
[??, Dorf des weißen Drachen]
<Samurai Blades>:
Four huts, three small rice paddies, and on one short map edge some trees.
ID letters at side 4 (EX: The door of the smallest building is in T7/T8, and the largest rice paddy is in N11/o10-o11/P10-P12/Q10-Q11/R11)
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The Temple
(Tem)
[??, Tempel]
<Samurai Blades>:
A temple and a Tori gate, separated from two huts by a small stream with a bridge.
ID letters at side 4 (EX: The Tori hexes are U12 and V13)
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The Forest
(For)
[??, Wald]
<additional map>:
Many trees, some of them of impressive size, with few paths between. Bad fighting terrain for mounted characters!
ID letters at side 12 (EX: an isolated shrubbery is in X4/X5, and an isolated big tree in and around D3)
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The Open Field
(Ope)
[Plaine, Ebene]
<additional map>:
Wide, open plain, with only a few brushes and small trees.
ID letters at side with printed map name (EX: a small tree is in B13, a bigger tree in U6/V6/V7)
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The Ford
(Frd)
[Le Gué, Furt]
<additional map>:
Open plain, with a river running lengthwise through the map and (you guessed it) a ford in the middle.
ID letters at side 4 (the side with printed map name) (EX: small trees are in H4, P15, R16, S2 and X10)
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The Coast No. 2
(Co2)
[La Côte No. 2, ??]
<additional map>:
One side of open water, an empty beach with a few brushes and trees. Compatible to the cape maplets.
ID letters at side with printed map name (EX: The cliff line runs across the map from AA7, A6, B7 to Y7, Z7; a solitary brush hex is in G12)
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The Templar's Castle
(TCs)
[??, Burg der Templer]
<additional map>:
A strong castle with an emphasis on military usage, not on comfort. Partitioned extensively, with strong walls and towers- not an easy prey for attackers! (2 map sheets)
Map-sheet 1:ID letters at side B (EX: a well is in N8, short broad stairs are in O12)
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The Young Ladies Tower
(YLa) <Templar's Castle, 2nd map>:
ID letters at side B (EX: a secret passage begins in K14, short broad stairs are in J9)
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The Fortified Medieval Town
(MTw)
[??, Mittelalterliche Stadt]
<additional map>:
A small town with narrow streets, market place, and a well, built around a castle. The town itself is also strongly protected by walls and towers. (4 map sheets)
Map-sheet 1: ID letters
opposite side
C1 (EX: the half-round part of a water basin is in G3, a very dark small tree in P7)
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The Pilgrims Gate
(PGt) <Fortified Medieval Town, 2nd map>:
ID letters at side A2 (EX: a stone stairway is in T13, dark grey stairs in C7)
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The Lady Gate
(LGt) <Fortified Medieval Town, 3rd map>:
ID letters at side A1 (EX: a well is in M14, the middle of the Great Tower in H8)
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The Montferrat Gate
(MGt) <Fortified Medieval Town, 4th map>:
ID letters
opposite side
C2 (EX: the peephole to the keep dungeon is in P4, short broad stairs are in i4)
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The Arena
(Are)
[??, Koppel]
<Dark Blades / Dragon Noir 1>:
A large arena pit, and a building with plenty of cells.
ID letters at side 1 (EX: the courtyard gate is in T7, and C11 is the middle of a large green tree)
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The Watermill
(Mil)
[??, Wassermühle]
<Dark Blades / Dragon Noir 1>:
Trees in blossoms, a stream with stepping-stones and a footbridge, and a water mill.
ID letters at side 5 (EX: a small footbridge is in I11, and the middle of a tree in blossoms is in P15)
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Dark Blades Campaign Map: Labrynthia
(LAB) <Dark Blades>:
A map of Labrynthia for Dark Blades campaign games, in the scale of approx. 20 miles to a 25-mm-hex.
ID letters should be written on the
western edge
(EX: Cardwyn is in C3, Faith in D11, Saylom in O10)
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The Dwarves Cave
(dwa)
[Caverne du Nains, Zwergenhöhle]
<Dragon Noir 1>:
Two large stone-walled rooms in a maze of tunnels. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: entrances to the room are in G5/H4, H7, F9, F11 and C11)
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The Dragon's Lake
(dra)
[Lac du Dragon, See des Drachen]
<Dragon Noir 1>:
Two large stone-walled rooms, one of them opening to a lake in form of a porch. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: wooden stairs are in A5, D3 and G9)
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The Dark Island
(isl)
[L'Ile Souterraine, ??]
<Dragon Noir 2>:
A lake with beaches and wooden quais, and in the middle a sandy island with a small, partly rubbled building. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: wooden stairs are in A4, a lone tree in F10)
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The Maze
(maz)
[Labyrinthe, Labyrinth]
<Dragon Noir 2>:
A maze of sunken tunnels and raised flagstone floors, connected by wooden footbridges. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: a small platform is in F8, the middle of the big platform in D6)
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The Wights Bridge
(bri)
[Pont aux Spectres, Brücke der Gespenster]
<Dragon Noir 2>:
A large stone bridge that spans a subterranean stream with mostly steep banks. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: bridge hex F10 is rubbled)
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The Haunted Swamp
(swa)
[Marais Hanté, Sumpf der Phantome]
<Dragon Noir 2>:
A swamp with water patches, and a sandy island in the middle crowned by a round, partly rubbled room. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: the entrance to the rubbled room is F6/F7, one of the water puddles in A5)
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The Jails
(jai)
[Geoles, ??]
<Dragon Noir 2>:
A large torturer's chamber, and plenty of cells around it with grated doors. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: the door to the big cell (no. 1) is in D14, the torturer's table in G6)
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The Pit
(pit)
[Fosse, Grube]
<Dragon Noir 2>:
A large hall with an irregular, sandy pit in the middle that has a mysterious wooden lid in one corner. (Subterranean map, half-sized)
The mapboard has a printed co-ordinate system (EX: a wooden trapdoor is in D4, stairs are in G5, J7, J11, G12 and D10)
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, last change 2011-03-12