Story for the Day: Frewyn Games P2
Alasdair would rather play Frewyn's Brandubh |
The board was placed, the seats round the table taken up,
the pieces representing weapons and health were duly allotted, and the
characters were claimed as Alasdair took his place at the head of the table.
While the children began their negotiations as to which pair of them should
play as which of the three hero characters, Alasdair took up the rule book in
the box and began to read the regulations. He had played the game only a few
times in his youth, and as he had played only with his grandfather, he was
desirous of knowing if there were any differences in the rules whether playing
with two people or with four. They were seven people together: Fionnora and
Ennan as the cleric, Soledhan and Dorrin as the barbarian, who looked
remarkably like Rautu, and the commander and Little Jaicobh as the ranger; but
the rules seemed the same whether the game should be played with two people or
with ten. Each character was to take a turn, the dice were to be rolled for
movement and attack, the characters trotted about the board in quest of
treasure with the object of defeating the dark druid: there could be nothing
plainer. The only person whose of office that Alasdair could be curious of was
his own. The monsters themselves seemed to require little management; they all
came with their own statistics, and the only character who was in want of a
player was the dark druid, who was not allowed to go beyond the protective
barrier of his own chamber. Here was no challenge for him; there was hardly
even a promise of consideration involved in such a game. The game, he knew, was
intended for children, but their children were so intelligent and mature, this
should only bore them. It was evening, and the somnolence that the gloaming
could recommend with the added insipidity of such a game might make them grow
tired and convince them to have done. Something that presented no challenge for
such excellent children could not last long. They should play once and then
they should move on to a more suitable game, or succumb to the fatigues of the
day and prepare themselves for sleep. Here was comfort for Alasdair, and as the
children were conferring as to who should begin the first round, Alasdair began
to read the lore accompanying the game in the perfect happiness of knowing that
they should be playing for only a few minutes.
All was
well until Alasdair’s first turn was arrived. The children had rolled the dice,
had moved their heroes, had picked up a few gold pieces from the board along
the way, had discovered a few treasure chests, and at the end of the round, their
characters were met with one of Alasdair’s giant spiders, come down from its
high boughs of the surrounding trees to keep the heroes from advancing into the
woods behind. The heroes prepared their requisite weapons and took aim, and the
die was placed before Alasdair with a “Roll, Your Majesty.”
Alasdair
glared at the die. “I'm the antagonist,” Alasdair warily reminded them. “If I'm
attacking you and I have base statistics for my pieces, why should I roll?”
“Your
web of minions requires management, Alasdair,” the commander said, smiling. “We
cannot have the evil and terrible dark druid of Faullallaphon simply wave his
hands about and command his creatures.”
“But I
brought these werewolves to life.” Alasdair pointed to the four werewolf
figures, snarling and creeping about his keep. "Or at least the lore says
so." He took up the guide and read aloud, "Experimenting in his
woodland home, the evil druid succeeded in creating werewolves from escaped
prisoners and dying men from the battlefield. There. I control them, and
therefore I shouldn't have to roll for them.”
The
commander simpered and shook her head. "It is a game, Alasdair."
“I
know, but if the regulations do not match the lore, and someone has to point it
out.”
His
seriousness must be laughed at, for he was so decided in his manner that she
must allow him to believe himself in the right. “Very well,” she laughed, “you
don't have to roll for the werewolves.”
“Thank
you.”
“The spiders, however, there I
think you must roll.”
Alasdair
began feverishly flipping the pages of the rulebook, scouring the lore for any
passage that would acquit him of his duties, but the only passage on the
spiders dictated that they were merely inhabitants of the forest, looking for
food and angry that the heroes decided to traipse through their homes. “I
didn't create those,” he said, with a pining sigh.
“Which
is why you must roll for them. If you take the monsters, you take all the
monsters.”
Alasdair
huffed and grumbled, “Rautu should roll for the spiders.”
“Only
four players allowed, Alasdair, and though we are seven, we are controlling
four characters.”
He
would have protested to his having more, as his only responsibility really
should be the dark druid, but he scoffed and let it pass. “Very well, but
having all the spiders die does not mean that I lose.”
With
eyes smiling, the commander agreed to his proposal, and the game was
recommenced.
Alasdair
took up the die, prayed to the Gods for a high roll, and as he flung the die
onto the table, he had the horror of seeing his first spider killed in one
move. He had rolled to disoblige all his aspirations, and had done so on every
successive roll as to make every one of his spiders be killed and removed from
the board.
“That
was my last spider,” he woefully exclaimed.
The
commander fleered and gave him a wry look. “You were rather detached from them
ten minutes ago.”
Frewyn's Fidchell (fitchneall) setup |
“Well…”
but Alasdair had not another word to say in opposition; his werewolves were
being attacked, and he must act to save them. He took up the die from the
table, he blew on it, he kissed it, he raised it to the skies in tribute to the
Gods, but no fortunate rolls were given him. He managed to incapacitate the
ranger and attack the barbarian, but the cleric slipped by and used the powers
of its magic staff to destroy all of his minions. He bargained for some defense
on account of the werewolves being made by magic and not by bite as was
tradition, but even there he was thwarted when Fionnora and Ennan made an
alliance with Dorrin and Soledhan: one pair was to release the magic seal on
the doors to Alasdair’s room, and the other was to attack and distract the dark
druid, leaving the first pair to slip by and grab the druid’s treasure. It was
a formidable plan, and Alasdair had almost hindered it by wounding the
barbarian and pushing the cleric out of the room, but the commander and Little
Jaicobh were too precipitant by one roll, leapt around the commotion, and
grabbed the treasure for themselves.
The
game, however, was not over; the rules stipulated that every enemy must be
vanquished for the travesty to be done, giving Alasdair more time to reclaim
his honour and his prize, but the alliance of the barbarian and cleric soon
answered: the dark druid was killed, and the heroes had only to slay one more
werewolf to declare themselves the victors of the match. Alasdair observed the
board with vehement loathing. Atrocious
game, he conceived, why ask me to
roll at all when the dark druid cannot do anything dark but raise werewolves
who have almost no defense? He sat in begrudging silence, with features
simmering, arms folded, and lips in a pout. His look declared that he despised
all games of this sort and should not play again, even if asked by the
children.
“We’re
attacking your last werewolf, Your Majesty,” said Ennan happily. “You have to
roll.”
Alasdair
glowered and humphed as he took up the die, and dropped it without caring to
look at the result. The strident cheer of the children was enough to know that
he had miserably lost. “I refuse to play any longer,” he muttered in a wounded
tone.
“Well, you shall have no worries
there, Alasdair,” said the commander. “We've killed all your monsters.”
The
good humour with which he had when entering into the game had all but done.
Though Alasdair was the most modest of winners, he was the very worst loser in
the world with regard to games of chance. He could not be blamed for his loss;
the dice were at fault: poor rolls and other hands touching and defiling the
pieces, tainting them with their ambitions, was what did the mischief. He had
been almost certain of his safety by playing the monsters, for there he may not
win but her had been assured of not losing with such odds in his favour. All
his horrors, however, assailed him when the game was called, a tie between the
barbarian and the ranger was declared, and the dark druid defeated forever. The
children cheered in exultation, giving their congratulations to one another,
and Alasdair was left to wallow in the grief of having lost to six children
whose cries of mirth offended his pride.
“You
cannot expect more by playing the enemy, Alasdair,” the commander smiled.
“No,”
he rejoined coolly, “but I can expect to have some consistent rules. This game
is rife with lore errors. I should summon the manufacturer and have him hanged
for making this game for twenty-five years without improving the regulations in
the least.”
The commander
tried not to laugh and was soon assisted by Teague, who came to join them at
the table. He had seen the whole from the kitchen entrance, and though he too
found the king’s loss amusing, Alasdair had not lost fairly. There was a round
unaccounted for and a few rolls amiss. Somewhere between the players’ attacking
of the druid and claiming of the treasure, the commander and Little Jaicobh had
forgotten to heal their wounds. They had taken one too many wounds from the
werewolves and would have been forced to miss a turn to heal, but they had
overlooked the necessity. Instead, they had gone steadily on, claiming the
treasure and assisting in the murder of Alasdair’s character. He had delighted
in watching the children play together so well, his mind rapt with notions of
how Cairn was to be included in their circle ere long, that he had forgotten to
mention the mistake when it happened. He would mention it now, however,
regardless of how deplorable Alasdair looked or of how outraged he should be.
“It's
not as though I were trying to lose,” Alasdair demanded as Teague neared the
table. “Next time, I'm stealing the gold pieces and not allowing the heroes to
exchange them for more weapons. As king, it is my right to manage affairs, and
players who run toward gold only to use it to kill my forces hardly deserve my
mercy.”
The
playful invective ceased when Teague bowed, said “Your Majesty, may I speak to
you for a moment?” and took him quietly aside. A few moments of quiet
conversation passed, and at the end of which Alasdair’s eyes were flaring in
frothing outrage. He would have expressed his disapprobation of such an
injustice, but as it had been done after the chief of his monsters had been
killed, his remonstrances were of little consequence. He was silent for a time,
his lips pursed in contrived indignation. He could not truly be angry, but he
could wish that the last few rounds be replayed, if not to exonerate his
unforgivably horrid luck then to make his loss not quite so humiliating.
“I
could have won, you know,” said Alasdair in an injured accent, after some
minutes spent in silent detestation.
“I
daresay you would have done,” the commander laughed, “but as Fionnora and Ennan
were the ones to lay the defeating blow on the dark druid and we the ones to claim
the treasure, the only fault there was mine. I had forgotten that we lost all
our health, but it is irrelevant. The children are the victors.”
With
complacent countenances, the commander and Teague observed the children as they
flocked toward the adjacent table, recanting their exploits to Maggie and Ouryn
with the most abundant jubilation. They had enjoyed their time immensely, and
though the commander and Teague were obliged to think the game a success,
Alasdair could not share their sentiments.
“Nonsense
game. How is anything to be won fairly by chance? Horrendous dice. This game
would be better if played with merely turns and assigned movements and
abilities. Then at least a plan could be put together. Ridiculous to play with
dice. Anyone can win that way.” He scowled at the commander’s mirthful
expression. “Next time, we’re playing Brandubh.”
“As we
used to do in Tyfferim Company when everyone else was content to spend their
evenings at the Seadh Maith?”
Alasdair
looked askance. “They were pleasant evenings,” he said with some misgiving.
The
commander half-smiled. “Indeed, they were. Dobhin was forever peering over your
shoulder to discover your mistakes and Vyrdin was inclined to think that
anything involving pain or mental distress good for us.”
“And
Brandubh is good for you,” Alasdair firmly declared. “Teague, do you know how
to play Brandubh?”
“If you mean the Old Frewyn variation, then I
do, Your Majesty,” Teague replied with a curt bow.
“Excellent.
Sit there. We are playing this moment. I will not have my pride taken from me
over a game involving dice. I can win very well without them. If I am to lose,
I will lose because I have made an error in judgment, not because the die
decided not to land in my favour.”
Though
well-versed in games of chance and strategy, Teague would say nothing to check
the king’s assertions; he would brook his misconceptions for the pleasure and
honour of being His Majesty’s opponent. He was sorry that Alasdair had lost,
but the moment they sat down and began to direct their kings and ravens, all
the king’s happiness soon returned. Something should be done to restore the
king’s faith in games of chance. He would on no account allow the king to win
against him, but something else might be done to aid his poor skill at rolling
the dice. Teague he had never cheated in his life, as he had never need to do
so, but his father made him sensible of how to reverse misfortune and how to
teach others who were particularly in want of luck with dice and cards. A
player was only as fortunate as he appeared to the others playing: cards might
be switched, roll may be forged, but as Alasdair’s nature of fairness and
equality should never allow him to cheat, Teague must resign his goodwill and
admit to the king’s being a sore loser.
Oh, I know the feeling of the dice being against you, Alasdair. I've lost to my nieces and nephews often enough.
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