Originally, I didn't plan to include any combat in A Glorious Chance.
"Whaaa?" you say, "What kind of wargame has no combat?"
I didn't think think my game needed one. It was intended to be a player aid for tactical age of sail miniatures; a scenario generator that provided a historical framework, a wider context, something merely to set the stage for battles that players would resolve with their favorite tactical game.
But as I designed
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