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1066: End of the Dark Ages

1066: End of the Dark Ages Rulebook

Table of Contents

Table of Contents

  • Terrain Effects Chart Erratum
  • [1.0] INTRODUCTION
  • [2.0] COMPONENTS
  • [3.0] SEQUENCE OF PLAY
  • [4.0] CONTROL OF POWERS
  • [5.0] OCCUPATION OF SQUARES
  • [6.0] INITIATIVE DETERMINATION
  • [7.0] FOG O’ WAR
  • [8.0] CAMPAIGN MARKERS
  • [9.0] PROVISIONING & THE SEASONS
  • [10.0] REINFORCEMENTS
  • [11.0] VASSALAGE
  • [12.0] UNITS PER SQUARE
  • [13.0] ZONES OF CONTROL
  • [14.0] MOVEMENT
  • [15.0] COMBAT
  • [16.0] FORCED & COUNTER MARCHES
  • [17.0] FLEETS
  • [18.0] LEADERS
  • [19.0] PILLAGE
  • [20.0] CASTLES
  • [21.0] OFF-MAP AREAS
  • [22.0] PLAYER NEGOTIATIONS
  • [23.0] VICTORY CONDITIONS
  • [24.0] COMMAND CONTROL (Optional Rule)
  • [25.0] OVERRUN (Optional Rule)
  • [26.0] SIEGES (Optional Rule)
  • [27.0] SET UP
  • [28.0] ENLARGED BATTLE BOARD

Terrain Effects Chart Erratum

Town & Large Town forage value should be “Feudal value +2”.

[1.0] INTRODUCTION

1066 is a wargame simulating the struggle to gain control of Britain during that crucial year of the 11th century. That struggle saw the Anglo-Saxons, under King Harold, defeat the Vikings, only to in turn be defeated by the Normans from France, led by Duke William. Duke William’s victory eventually led to the establishment of the modern British state.

1066 is a multi-player player game. It can be played by two, three or four, each representing a different side: Anglo-Saxons, Normans, Vikings and Britons (the latter representing an amalgamation of various peoples indigenous to the island). Each player has a variety of military and political instruments with which he can attempt to gain control of Britain.

[2.0] COMPONENTS

2.1 The Map shows Britain and surrounding areas as they were in 1066. A square grid has been superimposed over it to regulate the position and movement of the pieces. When setting up and playing, the pieces are placed within individual squares. Also note an alpha-numeric grid has been added along the edges of the map. Using it, each square can be identified by a letter-and-number combination. Thus, for example, the large town of Edinburgh is in square C6.

2.2 Battle Board

Players use that area to resolve combat in a quasi-tactical fashion.

2.3 Powers

There are four powers in the game: Anglo-Saxons, Normans, Vikings and Britons. Each Power has its own set of units.

2.4 Off Map Areas Norway & Normandy

Those two off-map areas represent locales adjacent to the map and controlled by the Viking and Norman players, respectively.

2.5 Tables & Charts are used to resolve or record certain game functions.

Combat Results Table (CRT). This is used to resolve combat. It displays the die rolls needed to inflict losses on enemy units.

Expenditure Chart. This shows the number of gold points (the game’s basic unit of currency) required to build and maintain units and perform other game functions.

Terrain Effects Chart. This shows the various types of terrain types and their effects on play.

Turn Chart. This is used to record the current turn, and to record which particular phase of a turn is currently occurring.

2.6 Playing Pieces

Examine the sheet of die cut cardboard playing pieces. There are three types of playing pieces, Combat Units, Campaign Markers, and Information Markers.

2.7 Combat Units

Combat units are the pieces with the images of troops on them. Combat Units (or “units”) represent various types of military forces. Combat units have an attack strength, defense strength and a movement allowance.

2.8 Combat Unit Strengths

See example to right.

2.9 Power Identity

Power identity is indicated by color.

Anglo-Saxons: green

Normans: red

Vikings: blue

Britons: orange

Tostig: white on black

2.10 Leaders

Certain units represent major leaders (for example, Harold and William). These units also have a Leader value printed on them. Each player except the Britons have a King, indicated by a crown on the unit.

2.11 Back Printing

Units are back printed. The front side of the counter represents the unit in its open state. The reverse side of the counter represents the unit in its fog of war (hidden) state.

2.12 Unit Types

Knights: professional heavy cavalry.

Housecarl: Anglo-Saxon elite heavy infantry.

Thegn: regular infantry.

Fyrd: local militia.

Fleet: ocean going navy.

2.13 Map Markers are used to show changes to map features.

Castle: “moat and bailey” type fortification.

Control: shows your control of an otherwise enemy force via vassalage.

Pillage. A square that’s been devastated.

2.14 Campaign Markers (white backgrounds) are used to generate various military and political actions, and to generate random events.

2.15 Information Markers (inverted pillage markers) are used to record various game functions. Use an inverted pillage marker on the Battle Turn Track to indicate which turn of a battle is in progress. Similarly, place an inverted pillage marker in the map square in which combat is taking place when units are transferred from there to the Battle Board. And last, also use an inverted pillage marker on the Turn Record track to indicate the current game turn.

2.16 Game Terms

Attack. An attempt to destroy enemy units and take enemy held squares.

Belligerent. A power controlled by a player (as opposed to being neutral).

Attack Strength. A quantification of a unit’s ability to destroy enemy units in combat, based on the unit’s training, equipment and leadership.

Control. The status of a power and its forces. A power may be in one of two states of control: player controlled or neutral.

Defense Strength. A quantification of a unit’s ability to survive enemy attacks.

Enemy. All powers and units controlled by an opposing player.

Force. One or more units in the same square that move, fight or pillage together.

Friendly. All powers and units controlled by a player.

Neutral. A power not controlled by any player.

Non-Phasing Player. All players other than the currently phasing player.

Phasing Player. The player whose turn is presently occurring.

Pool. An opaque container in which campaign markers are held until drawn.

Power. One of the players in the game: Anglo-Saxons, Vikings, Britons and Normans.

Pillage. An attempt to degrade the value of a square and thereby gain loot.

Vassalage. An attempt by a player to gain control of another power’s units.

2.16 Game Scale

Each game turn represents one month. Each military unit represents roughly 1,000 to 5,000 men. Each square is approximately 40 miles across.

2.17 Dice

Players will need one or more six-sided dice to play the game. The die is used to resolved various game functions. It’s recommended players have several dice on hand when playing because combat resolution involves multiple rolls.

[3.0] SEQUENCE OF PLAY

3.1 Players set up their units and markers according to the instructions given in section 27.0 of these rules. Each game will last a designated number of “game turns.” Within each game turn each player will have his own “player turn,” in which he will conduct various actions with his power’s units in a certain sequence of activity.

3.2 Game Turn Phase-Sequence Outline

Each game turn consists of the following phases, which must be played through in the sequence outlined below.

  1. Initiative Determination Phase. Players determine which player will be the first player for this game turn. As the title implies, that player takes his turn first, with each other player then proceeding, one at a time, clockwise around the table.

  2. Mutual Negotiations Phase. Any, some or all of the players may make agreements with each other.

  3. First Player Turn.

a) Campaign Marker Phase. The first player picks at random the number of campaign markers due him based on his current controlled leader and feudal values. Campaign markers are picked one at a time and any marker indicated as an “Event” must be announced and its effects put into play immediately. Other markers may be retained and played at appropriate times in the game turn.

b) Provisioning Phase. The first player must pay certain units in order for them to remain on the map, or else he must remove them from play.

c) Recruiting Phase. The player may at his option initiate a call to arms. The phasing player may also expend gold markers to gain new units, place castles and to remove pillage markers.

d) Vassalage Phase. The phasing player conducts vassalage in order to try to gain control of other players’ units.

e) Movement Phase. The phasing player may move some, none or all of his units. Non-phasing players may declare countermarches by expending forced march markers.

f) Combat Phase. The phasing player must attack with all friendly forces occupying squares that are also occupied by other powers’ units.

g) Pillage Phase. The phasing player may attempt to pillage squares occupied by his units.

  1. Second, Third & Fourth Player Turns. Each player in turn executes the same sequence as given above (but using his own units and markers, not those of the first player).

  2. End of Game Turn Phase. Players mark the passage of one month. Play continues until the end of the scenario or players agree to end the game.

[4.0] CONTROL OF POWERS

4.1 Control States

A power may be in one of two states: belligerence or neutrality.

4.2 Belligerence

A belligerent power is any power controlled by a specific player. That player controls all its forces, campaign markers, etc.

4.3 Neutral

A neutral power isn’t controlled by any player. No player may use its forces, etc. Neutral powers enter play and become belligerent when something happens that triggers such a development. Neutral powers don’t recruit units nor receive campaign markers. Neutral units don’t require provisioning.

4.4 From Neutrality to Belligerency

Neutrals become belligerents when either of the following circumstances apply: 1) a player initiates an attack against a neutral power’s force by moving into its square; or 2) a player declares vassalage against a force of a neutral power.

4.5 The instant a neutral power is violated in either of the ways described above, it becomes a belligerent. That power then comes under the control of any one player other than the one who just violated its neutrality. In a two player game the non-violating player gains control. In a three player game, chose via die roll one of the two other non-violating players to take control of the newly belligerent power. (Of course, in a four-player game, there are no neutral powers.)

4.6 Control Limits

When gaining control of a formerly neutral power, a player must play it as a separate entity, taking its turn separately and keeping its campaign markers separate. Units of two different powers controlled by the same player may never enter squares occupied by each other under any circumstances, nor may they attack each other or conduct vassalage against each other.

4.7 No Reversion to Neutrality

A belligerent power never returns to neutral status.

Design Note. There are no borders drawn on the map. That represents the loose feudal organization of the era, when political control was primarily a matter of familial and personal loyalties rather than lines on a map.

[5.0] OCCUPATION OF SQUARES

5.1 A player “occupies a square” by having one or more of his units in it. If a player completely empties a given square of all his units, he thereby loses control of that square, and any other power that moves units into it gains control for as long as they remain in there. A power may later regain control of a lost square by reoccupying it (any number of times per game and per power). Note, too, the occupation of squares with “Feudal Value” gives the occupying player additional campaign marker picks.

5.2 All types of combat units may control squares. Naval units may control coastal and river squares.

5.3 Castles by themselves don’t effect or maintain the control of squares.

5.4 Control vs. Occupation

It’s important to understand the distinction between “control” and “occupation. Control means a player has the loyalties of the ruling elite of a power, and hence direct control of its forces. Occupation means the player has units inside a square (and thereby can collect its resource points).

[6.0] INITIATIVE DETERMINATION

6.1 During each game turn’s initiative determination phase (see 3.2), players decide who will be the first player for that game turn. To do so, each player secretly places on the table any number of gold markers in his hand (from zero to the total he possesses). Players then simultaneously reveal their gold markers. The player with the highest total gains the initiative and becomes the first player for that game turn. He takes his player turn first, followed by all other players in clockwise order from him around the table. All players, including the newly determined first player, then place all the gold markers they just expended back into the pool.

6.2 Ties

In the event of a tie, roll a die and the player who rolls higher becomes first player.

6.3 Papal Intervention

This marker can also work to give the player with it the initiative; see the campaign marker explanations in section 8.0.

[7.0] FOG O’ WAR

7.1 Your units and campaign markers should be kept face down, unless a rule specifically allows for another player(s) to examine them. A player may always examine his own forces and campaign markers.

7.2 A player may examine an opponent’s units at the following times: 1) during movement or combat, both involved players must reveal all the units in a square at the instant any units enter a square containing enemy units; 2) as a result of the play of certain campaign markers; and 3) as a result of certain vassalage operations calling for spying; see section 11.0.

7.3 A player may voluntarily reveal his units and campaign markers at any time if he so desires.

[8.0] CAMPAIGN MARKERS

8.1 Players use campaign markers to influence various military and political actions, as well as to generate random events. Before starting their first game, all the players should be sure to read the campaign marker explanations given below, since some of the markers will be sure to have major effects on the course of events. Most notably, certain campaign markers will work to shift the balance in favor of the (then) losing player.

8.2 Marker Pool

At the start of play, put all campaign markers in an opaque container, henceforth referred to in these rules simply as the “pool.” When instructed by the rules to pick campaign markers, a player picks the designated number at random (without first looking at them). Once markers are picked, the player may look at them. Unless otherwise instructed, a player doesn’t have to show his markers to the other players. When a player gains campaign markers, he places them, face down, in any convenient location near his place at the map.

8.3 Gaining Campaign Markers

A player gains campaign markers as follows.

  1. Initial Set Up. The set up rules designate how many campaign markers each player has at the start of the game.

  2. Campaign Marker Phase. During each of your own player turn’s campaign marker phase, you will pick at random a number of campaign markers equal to the total of your feudal and leadership values divided by five (see below).

  3. Combat Results. Certain combat results allow players to gain campaign markers (representing the political shifts caused by winning battles).

8.4 Feudal & Leadership Values

During your campaign marker phases, you should total all of your leaders’ leadership values along with the feudal values of all the squares you occupy. Feudal values are the helmeted numbers printed in squares that contain towns or large towns. (Remember: pillaged squares count as having feudal values of zero; see section 9.0). If, for any reason, two or more players’ forces occupy the same square, no player gains any feudal value for the square while that condition lasts. Leadership values are computed based on the leader units you control, regardless of their locations on the map. Leadership values are the boxed numbers on leader counters.

8.5 Computation

Divide the total friendly leadership and feudal values by five, rounding up any remainder. That gives the number of campaign markers you then pick from the pool at no cost.

8.6 Marker Holding Limits

A player may accumulate (hold in his hand) up to the following number of campaign markers: two player game –18; three player game – 12; four player game – 9.

8.7 If a player is holding the maximum number of campaign markers and some game function calls for him to gain more, he must first return to the pool the number of markers sufficient to make up that surplus before picking new markers (so he might end up repicking all or some of the same markers). Additionally, players may at any time choose to return markers to the pool without having played them.

8.8 Playing Campaign Markers

There are three types of campaign markers.

  1. Event Markers must be played the instant they’re picked.

  2. Action Markers are played at the player’s option at times in the game specified by each marker’s individual explanation.

  3. Battle Markers are played at the owning player’s option during combat.

8.9 Note that certain campaign markers may be played during an enemy player’s turn, if so indicated in the Campaign Marker Explanations rule (see 8.13 below). Action markers and/or battle markers that are played are instantly returned to the pool, unless otherwise instructed in the explanations rule. A pulled and played event marker is kept out of the pool until the start of the next player turn. Exception: if the “Comet” marker is pulled and implemented, it is kept out of the pool for the rest of that game.

8.10 No Marker Play Limit

Within the limits described above, a player may play potentially play any number of campaign markers in a given player or game turn.

8.11 Losing Campaign Markers

Certain game functions call for a player to lose (give up) campaign markers. They include: 1) certain campaign markers force the return to the pool of other campaign markers; and 2) certain combat results. To lose or give up markers, a player picks at random (without first looking at them) the designated number of markers from those he has in his possession and then immediately returns them to the pool. If a player is instructed to lose all his campaign markers, he returns all then in his possession to the pool. If a player is required to lose campaign markers but has none at moment, there is no further effect or later loss.

8.12 Trading Campaign Markers

Campaign markers may be traded between players; see the negotiations rules in section 22.0.

8.13 Campaign Marker Explanations

Assassin (Action). Play at any time in your own player turn. Designate any one revealed enemy leader and roll a die. On a six, that leader is eliminated. On a one through five, the leader survives and the targeted player gets a free campaign marker pick.

Attrition (Event). This must be played the instant it’s picked. The player who picks it rolls one die for each square and off-map box in which he has two or more of his units. (That is, this event affects only friendly units.) If he has already declared his call to arms (see 10.3), on a die roll of one or two he must eliminate one unit of his choice in that square or off-map box. If he has not yet made his call to arms, on a die roll of one he must eliminate one unit of his choice in that square or off-map box. Kings are never affected by this event, but count their presence in a square toward the two unit minimum.

Charge (Battle). Play at the beginning of any combat round. Roll one extra die for each attacking unit in any one box: left, right or center. The effects of this marker last for that one round.

Comet (Event). This must be played the instant it’s picked. All players immediately put back into the pool all the campaign markers of all types presently in their hand. Once that’s done, all then randomly select (current first player drawing last) a new hand of chits, but with the numbers drawn based on the starting limits set out in rule 27.3. Any event chits drawn during this redraw are treated as being “no event,” and all are simply put back into the pool once all players have made their redraw. This event may only happen once per game. Once this chit has been drawn and implemented, set it aside for the rest of the game.

Defection (Action). Play at any time during your player turn. Remove any one control marker from any one force. That restores those units to the control of the originally owning player. If the defecting units are stacked in the same square as non-defecting units, the defecting units must immediately launch an attack the non-defecting units. Resolve that attack as normal combat.

Feigned Flight (Battle). Play at the time an enemy force plays a Shield Wall marker. This negates that Shield Wall. Return the Shield Wall marker to the pool without it going into effect; a substitute marker may not be played.

Forced March (Action). Play in one of two ways: 1) during your movement phase, which allows you to conduct more than one movement with a single force; or 2) during another player’s movement phase, which allows you to declare a countermarch attack against his moving force. See section 16.0.

Gold Point (Action). Play during any initiative determination, provisioning or recruiting phases. This allows the player to bid for initiative [6.0], provision forces [9.0], and recruit units [10.0].

Holy Roman Empire Intervenes (Action). Play during any of your campaign marker phases. Roll a die and pick that number of additional campaign markers. If any event chits are in the group of chits drawn, they are simply treated as being “no event,” and are put back into the pool.

Maneuver (Battle). Play in one of two ways. 1) Play it at the beginning of a combat round by designating either your left or right box. Roll two extra dice for each attacking knight unit (including knight leaders) in that box. Roll one extra die for each attacking non-knight unit in that box. That effect lasts for that one round. 2) Play it immediately upon an enemy playing a Maneuver marker, which works to negate his Maneuver marker. Return the marker to the pool without it going into effect; no substitute may be played.

Oath of Fealty (Action). This may be played during any of your campaign marker phases. Pick at random any one face down campaign marker from any other player’s hand, then return this marker to the pool. If played in conjunction with a Spy marker, you may first turn face up all campaign markers of one other player and then make your choice. This marker may not be played against markers that are in the process of being played.

Papal Intervention (Action). Playing this marker allows you to do one of the following: 1) during your campaign marker phase, exchange this marker for any one action marker from the pool [not picked at random; you may sort through the markers and select the one you want]; or 2) at any time in any game turn, play this marker to negate the play of any one other action marker [return that marker to the pool without it being put into effect]; 3) gain the initiative, regardless of how much gold was bid by the other players. In that last case, play the marker face down, just as if it were a regular gold point bid, and only reveal it once the other players have all made their bids.

Rally (Action). Play during any of your recruiting phases. You thereby receive one unit of any type (including leaders and previously eliminated units), placed in or adjacent to any town or large town that was originally controlled by your forces at the start of the game (see set up), or in any friendly controlled off-map box. Units may not be placed in pillaged or enemy occupied squares. The square chosen doesn’t have to be friendly occupied. Adjacency includes squares connected by sides but not by vertices alone; and it doesn’t include squares separated by all-sea sides. This recruiting costs no gold. You may pick a previously eliminated friendly king, but you then roll a die. If the roll is greater than that king’s leader value, he is restored to play; if the die roll is less than or equal to his leader value, he isn’t restored to play. In that case the Rally marker is still expended and no substitute unit may be rallied; the player may attempt to rally that same king in a future turn if he picks the marker again.

Rebellion (Event). This must be played the instant it’s picked. Determine which player currently occupies towns and large towns and controls off-map areas with the highest total of feudal points. That player is affected by this marker (if a tie, roll the die). He must immediately roll a die and pick at random that number of campaign markers from his hand and return them to the pool. The player affected by Rebellion can negate the event by expending one Vassalage marker.

Shield Wall (Battle). Play at the beginning of any enemy combat round. All friendly Housecarl, Thegn and Fyrd units (including Housecarl and Thegn leaders), which receive an E or D result roll a second die. On a one through three, treat the E or D as no effect; on a four through six, the E or D result is implemented normally. That’s in addition to any effects for terrain or leader rally. That is, this marker may be used as an additional attempt to prevent a unit’s elimination. The effects of this marker last for that one round.

Spy (Action). Play at any time in the game turn. This may be used in one of three ways: 1) to examine the units in all enemy squares on the map; or 2) to examine all the campaign markers of any one enemy player; or 3) to negate the play of any one enemy Spy or Assassin marker prior to their going into effect.

Storms (Event). This must be played the instant it’s picked. Roll a die for each fleet of every power, neutral or belligerent, on the map. If it’s a winter turn and a given fleet is in an all-sea square, it’s eliminated on a die roll of four through six; if it’s in a coastal, port and/or river square or an off-map box, it’s eliminated on a six. If it’s a summer turn, a fleet in an all-sea square is eliminated only on a six, and fleets in costal, port and/or river squares can’t suffer elimination. Transported units share the fate of their transporting fleet. Other results have no effect.

Tostig (Action). Play in any of your recruiting phases. If Tostig is not on the map, place him on the map in the same square as any friendly unit or friendly off-map area (place a friendly control maker on him). Tostig acts as a friendly leader for all game purposes, under the control of the player who played this marker. See section 18.0. There is no Tostig campaign marker as such. The Tostig counter is placed in the Pool at the start of play and is controlled by the player who draws it. Once in play, Tostig is never returned to the Pool.

Troops Demand More Pay (Event). This must be played the instant it’s picked. You must expend one gold point for each square or off-map box in which you have five or more units. The units in any square or off-map box for which you fail to expend the gold (or for which you decline to pay the gold) mutiny. Roll a die for each mutinying unit: on a one through three, that unit is eliminated; on a four through six, it remains in play. Kings are never affected by this event, but they do count toward the five unit per square minimum. If you don’t pay the gold for a force, an enemy player may choose do so. That player thereby gains control of that force. (He may not do so if the force contains a king.) If more than one enemy player wants to pay the gold, they must bid (openly), with the highest bidder spending the gold and gaining the force. The player(s) who lost the bid don’t expend any gold. Players may only bid for units located in an on-map square, not an off-map box.

Vassalage (Action). Play during any vassalage phase. This allows the player to conduct a vassalage attack or defense using the strength of the marker. See section 11.0.

[9.0] PROVISIONING & THE SEASONS

9.1 During each of his own player turn’s provisioning phases, each player must either have his units forage, or provision them via the expenditure of gold point campaign markers, in order to keep them in supply.

9.2 Forage

Every square on the map can support a designated number of units via forage (see the Terrain Effects Chart for forage values). Units beyond that number must be provisioned or are eliminated. Note that forage value is not the same as feudal value.

9.3 Castles don’t need to be provisioned, and they don’t count against their square’s forage limit; they add +1 to a square’s forage value.

9.4 Provisioning

A player must, if he wants them to survive, spend gold campaign markers for any of his units on the map in excess of their square’s forage value. The expenditure of one gold point will provision all excess units in a square. A player is never required to provision, nor can he deficit-spend gold he doesn’t actually have in order to provision.

9.5 Fleets, and land units being transported by them, must be provisioned normally. Fleets, and any units being transported by them, can forage if they are in coastal squares, using their coastal square’s forage value. Should a fleet be eliminated owing to lack of supply, all units aboard it are also eliminated. Note, though, it makes more sense to first eliminate the units being transported by such a fleet.

9.6 Unsupplied Units

Should a player be unable to supply units in a square, either by foraging or spending gold, the unsupplied units are eliminated. If there is a choice of units to be eliminated, the owning player chooses which will be removed.

9.7 Pillaged Squares have their forage value reduced to zero.

9.8 Neutral Units don’t need to be provisioned, nor do they need to forage.

9.9 Seasons

For play purposes, there are two seasons: winter and summer. January, February, March, October, November and December are “winter” game turns. April, May, June, July, August and September are “summer” game turns. The seasonal status of each turn is shown on the Game Turn Record Track printed on the mapsheet.

These rules have been written with winter standards in mind. During summer game turns, the following are in effect: 1) all land units have their printed movement factors increased by one; 2) all land squares have their forage values increased by one; 3) when rolling to determine the number of battle turns for a combat, add one to the result, though no battle may still ever have more than a total of six battle turns.

[10.0] REINFORCEMENTS

10.1 Recruiting Reinforcements

Players may receive additional units as reinforcements after a game has already begun. Such units are “recruited” by expending certain types of campaign markers. Recruiting occurs in the recruiting phases of your own player turns throughout the game. There are two ways of recruiting: by spending gold and by declaring a call to arms.

10.2 Gold Recruiting Expenditure Table

Spending gold to recruit allows for the purchase of units, as designated on table below. You spend the designated number of gold campaign markers by returning them to the pool. You then place the recruited units in a friendly occupied squares. Previously eliminated units may be recruited back into play any number of times, and the recruitment is always done deliberately (by looking before purchasing). Note, though, leaders are recruited only by playing a “Rally” action marker (see 8.13), which has nothing to do with spending gold.

Unit to be RecruitedGold Point Cost
Knight (Hvy Cav)2
Housecarl (Hvy Inf)2
Thegn (Reg Inf)1
Fyrd (Militia Inf)0.5 (1 point recruits two)
Berserkers2
Fleet2
Castle1
Remove Pillage Marker1 + feudal value of square

10.3 Call to Arms

One time during a game, in any one of his own recruiting phases, each player may declare a “Call to arms!” To do so, the declaring player does the following: roll one die (automatically); plus one more die if there are one or more enemy units currently occupying one or more town/large town squares that were occupied by the declaring player’s forces at the start of play; plus the number equal to the declaring player’s king’s leader value (but only if that king is actually on the map). Total those numbers, which sum is then the equivalent in gold points the player will immediately expend to recruit units and markers (see the Gold Recruiting Expenditure Table above).

Note that “Call to Arms!” recruiting doesn’t actually cost any gold markers; it’s simply calculated and spent in the same terms, point for point. Note, too, any “Call to Arms!” points (or fractions thereof) not immediately spent are forfeit. And last, also note no player is required to declare a call to arms during any particular game; it’s always a voluntary decision to do so.

10.4 Attrition & Call to Arms

Note that if a player picks an attrition campaign marker (see 8.13), its effects are more severe if he’s already made his call to arms. That represents the tendency of larger armies to disintegrate owing to desertions, lack of interest, etc.

10.5 Reinforcement Placement

Knight, thegn, housecarl and fyrd units are placed in any town or large town squares occupied by at least one friendly unit. Note only the Anglo-Saxon player may ever recruit housecarls.

Fleets are placed in any port squares (anchor symbol) containing at least one friendly unit.

Castles may be placed in any squares (not necessarily towns or large towns) containing at least one friendly unit. There may never be more than one castle per square.

An unlimited number of all types of recruited units may be placed in a friendly controlled off-map box.

10.6 Placement Restrictions

You may place only one reinforcement unit per appropriate square. If a call to arms gives you more units than you have appropriate squares in which to place them, the excess units are not received. Units may never be placed in pillaged squares.

10.7 Counter-Mix Limits

The number of units in the counter-mix is a design limit. Players may not recruit more units than are available for a particular power.

[11.0] VASSALAGE

11.1 Players use vassalage to bring the units of other players under their own control. Vassalage may be conducted by each player during the vassalage phases of his own player turns throughout the game. A player must expend at least one vassalage campaign marker in order to initiate a vassalage attempt. He may expend additional vassalage markers to improve the chances of a vassalage attempt succeeding. A targeted player may counter-play vassalage markers to defend against such attempts. Note each vassalage marker has a vassalage value of “1” or “2” printed on it, representing each particular counter’s strength in “vassalage points.”

11.2 Vassalage Procedure

A player may initiate vassalage only in his own vassalage phases. Non-phasing players may defend against vassalage attempts in any vassalage phase (except their own). To attempt vassalage, the phasing player designates an enemy occupied square. He then places face down in front of him the number of vassalage markers he will use for that attempt (minimum of one marker). The enemy player then places face down in front of him the number of vassalage markers he will expend to attempt to counter the vassalage attempt (minimum of zero markers).

Both players then reveal the strengths of their committed vassalage markers. The phasing player then rolls one die for each vassalage strength point he has committed. The defender then rolls one die for “free,” plus one die for each vassalage point he has committed. If the defender has played no vassalage markers, he still automatically rolls one die.

If the attacker’s total is greater than the defender’s, that vassalage attempt succeeds and the phasing player gains control of the force. If the defender’s total is greater than or equal to the attacker’s, the vassalage attempt fails. Further, the victorious defending player immediately picks a campaign marker at random from the pool. Last, all committed vassalage markers from both involved players are returned to the pool.

For example, say the phasing player commits vassalage markers with a total strength of three vassalage points. He rolls three dice and gets a one, two and two, for a total of five points. The defending player played one vassalage marker with a vassalage point strength of one; he rolls one die automatically, and then another die for that one expanded marker point, and comes up with total of six. Since the attacker’s total wasn’t greater than the defender’s, the vassalage attempt fails. If the attacker had rolled a total of seven or more, the vassalage attempt would have succeeded.

11.3 The phasing player must always play at least one vassalage marker in order to initiate a vassalage attempt. The defending player doesn’t have to play any markers to defend, though he will still always roll at least one die.

11.4 Vassalage markers are returned to the pool upon being used.

11.5 A player may declare any number of vassalage attempts in one friendly vassalage phase, against the same or different players and in the same or different squares, as long as he has vassalage markers available.

11.6 The player whose units are designated for vassalage may defend his units against all vassalage attempts. In games with three or four players, no player may contribute vassalage markers to attempts against, or defenses of, any other player’s units. Both involved and uninvolved players may, however, have previously traded vassalage markers between each other, during any negotiations phase (see 3.2).

11.7 Kings & Vassalage

Squares containing a king may not be targeted for vassalage. The targeted player must reveal the presence of a king in a targeted square. The attempt is then canceled, and all vassalage markers are retained and may be used in other vassalage attempts elsewhere.

11.8 Successful Vassalage

If a vassalage attempt succeeds, the phasing player has thereby gained control of all units in the square. Place a control marker of the gaining player atop that force. (Unsuccessful vassalage attempts don’t result in the defender gaining control of phasing units.) The gaining player treats all vassalage-controlled units the same as his other forces.

Vassalage-controlled units may have their control transferred to other players (including the original player) by subsequent vassalage attempts. Note, however, vassalage-controlled units that are eliminated may then be recruited again only by the original owning player. Also see rule 12.4 below.

[12.0] UNITS PER SQUARE

12.1 There is no limit on the number of units that may be in a square at the same time; however, see the provisioning rules in section 9.0 for extra costs that may be imposed for stacking beyond any given square’s provisioning limit.

12.2 Enemy Presence

Units may enter a square containing units belonging to other players or neutrals; however, they must then stop in that square. All such entries force combat during the ensuing combat phase.

12.3 Fleets may move into and through squares containing enemy or neutral land units without attacking them; however, if they end their move in an enemy or neutral-occupied square, they trigger combat. If land units enter a square containing enemy naval units, they must stop and attack them (because fleets would beach at the end of operations).

12.4 Coalitions

If a player controls units from different powers through vassalage (see section 11.0), he may never place them in the same squares, even to move through each other.

12.5 Castles

There may never be more than one castle per square. Castles don’t otherwise affect placement or forage limits.

[13.0] ZONES OF CONTROL

13.1 There are no zones of control in this game.

[14.0] MOVEMENT

14.1 Units move from square to square by paying appropriate movement point costs. Units may be moved singly or in stacks. A group of units moving together is called a “force.”

14.2 Movement Procedures

A unit or force moves from contiguous square to contiguous square. Units may move only across the sides of squares; they may not move between squares only connected at their corners (vertices). That is, units may not move diagonally (what’s called “orthogonal” movement in Chess). Each clear square entered costs one movement point. That is, a unit with a movement factor of three could move into three contiguous clear squares in a single friendly movement phase.

14.3 The phasing player may choose to move none, some, or all of his units in each of his own player turn’s movement phases. He may move his units in any order he desires. Once he has completed a given unit’s or force’s movement, he may not retrace or redo that movement in anyway unless all his opponents agree to allow it.

14.4 Static Units

Neutral units, as well as castle markers, never move from their squares of placement.

14.5 Force Movement

A moving force may not pick up additional units as it moves. A moving force may ‘drop off’ units as it moves, but such dropped off units may not conduct further movement that same phase except by forced march (see section 16.0).

If units moving together in a force have different movement allowances, the force moves with the allowance of the slowest unit within it at the start of the move. That initial force-movement-allowance is maintained throughout that phase even if the slower units are dropped off during the course of the move.

Note, though, fleets transporting land units always use their own fleet movement allowance, not that of any transported unit.

14.6 Roads

A force or unit that moves from road-square to road-square, into and through squares so as to follow the path of the road, thereby doubles its movement allowance. That is, each road square entered from another contiguous road square costs only half a movement point. Further, a force moving via road isn’t required to stop if it enters a forest, mountain or swamp square (see below). A moving force on a road must still stop when entering an enemy occupied square. A force or unit may combine road and non-road movement in the same move, paying appropriate costs for all squares entered.

14.7 Inhibiting Terrain

All units must halt their movement for that phase when they first enter a forest, mountain or swamp square (unless using road movement).

14.8 Rivers don’t in any way affect, shape or deflect the movement of land units. See section 17.0 for river effects on fleet movement.

14.9 Enemy or Neutral-Occupied Squares

All units must stop moving for that phase when they first enter any enemy occupied square. Units may enter squares that contain neutral units (where they must then also stop for that phase), but that causes that power to be become a belligerent.

14.10 Units that had been required to stop in a square may move normally in their next movement phase (or when playing a forced march marker). Such units might then move directly into another movement-halting square, but would then immediately have to stop again for the remainder of that phase. They might also start by moving normally into non-inhibited squares. Note, too, a force that entered and stopped in an enemy occupied square, but then left that square again via the play of a forced march marker, would not have to attack the enemy units in that square (neutral units there would still have been converted to belligerency).

14.11 Towns/Large Towns are treated as clear terrain squares for movement purposes.

14.12 Coastal Squares

Adjacent coastal squares separated by all-sea sides may not be moved or attacked across by land units.

14.13 Map Edges

Units may exit the map only to enter a friendly off-map area; see section 21.0.

14.14 Prohibited Squares

Land units may not enter all-sea squares, nor cross all-sea square sides, unless they are moving via naval transport . Conversely, fleets may not enter all-land squares, nor cross all-land square sides. Fleets may enter coastal and/or port and/or river squares. See section 17.0 for more details.

[15.0] COMBAT

15.1 Combat is used to eliminate enemy units and seize terrain. The phasing player must initiate combat during the combat phases of his own player turns wherever he has units in the same square as belligerent units. The phasing player is the “attacker.” The player being attacked is the “defender.” Players use a quasi-tactical system to resolve combat, transferring units to the Battle Board.

15.2 Combat Procedures

For each battle, the players must follow this sequence,

  1. Both the attacker and defender transfer all units in the square in which the combat is taking place to the Battle Board; use an inverted Pillage Marker as reminder of the square in which the battle is taking place on the map.

  2. The defender sets up all his units on his side of the Battle Board.

  3. The attacker sets up all his units on his side of the Battle Board.

  4. The attacking player rolls a die. That determines the maximum number of Battle Turns that battle will last.

  5. First and Subsequent Battle Turns:

a) Attacker Movement Round. The attacker conducts movement with any capable units.

b) Attacker Combat Round. The attacker conducts combat with any capable units.

c) Defender Movement Round. The defender conducts movement with any capable units.

d) Defender Combat Round. The defender conducts combat with any capable units.

Continue Battle Turns as above until one of the following first occurs: 1) one side is completely destroyed; 2) one side loses 50 percent of its strength, at which time it panics; or 3) the end of the last Battle Turn, as determined above in step four.

15.3 Attacking & Defending

Attacking is mandatory when a force begins a friendly combat phase in the same square as an enemy force. All friendly units in the square must attack, and all enemy units in the square must defend in one combined battle. Note that only units in the same square may attack; units may not attack from adjacent squares.

15.4 The attacker may move units from more than one square into the same square for an attack. Once such units are in the same square, they’re one combined force for that attack.

15.5 The Battle Board is an abstract representation of a typical battle array of the late Dark Ages. Each half of the Battle Board is divided into left, center, right, and reserve boxes. When initially setting up your forces on the Battle Board, you first must place at least one unit in the center box. Other units may be set up as the player desires in the other boxes.

15.6 Battle Board Movement

Units move on the Battle Board during their own side’s movement rounds. Units in the reserve box may be moved into the left, center or right boxes. Knights in a left, center or right box may be moved into the reserve box. Other types of units in a left, center or right box may be moved to the reserve box only if there is no enemy unit facing them in the enemy box directly opposite them. No other moves are permitted on the Battle Board. [No unit may move more than one box per round.] Note that units may never enter a box on the enemy’s side of the Battle Board.

15.7 Units may not leave the Battle Board until after the battle is over unless that departure occurs due to elimination in combat.

15.8 Combat

Each player conducts combat during his own combat round with all of his units in the left, center and right boxes. Every unit attacks individually in any order the player desires. Designate an attacking until and a defending unit, both of which must be in boxes directly opposite each other. Roll a die for each attack strength point for each unit. If that result is in the range designated on the Combat Table, the targeted unit is eliminated.

For example, say a knight with an attack strength of “3” is located in your left box. It attacks a thegn unit with a defense strength of “3” in the opposing box (the enemy right box). The knight unit rolls a six, which causes the elimination of the thegn unit.

15.9 Only units in the left, center and right boxes may conduct combat, and then only against the enemy box directly opposite it (that is, left versus right, center versus center, right versus left). Only units in the left, center and right boxes are affected by combat. Reserve units generally may not attack or be attacked, but see 15.12 below for an exception.

15.10 Each unit attacks individually. Units may not combine for an attack die roll. Each unit may attack only one enemy unit at a time during a given combat round, even if that attacking unit has more than one point of attack strength, or if the targeted unit is eliminated on the first or subsequent die roll and the attacking unit has remaining attack strength.

15.11 Flank Attacks

If there are no enemy units in an enemy left, center or right box, friendly units in the box facing that empty enemy box may instead attack an adjacent left, center or right boxes that are enemy occupied. That’s known as a flanking attack, and every flank-attacking unit rolls an extra die as a bonus for doing so. For example, say the attacker has eliminated all enemy units in the enemy left box. Units in that attacker’s right box could therefore flank attack the enemy center box. An attacking knight with a normal attack strength of three, would then roll four dice instead of three.

15.12 Attacking Reserves

If there are no enemy units in the enemy left, center and right boxes, your units in your left, center and right boxes may attack the enemy reserve box. In such cases, each attacking unit rolls one extra die. Regardless of the circumstances, units in a reserve box may never attack. [They may still move into a left, center or right box.]

15.13 Terrain

Certain types of terrain increase the defender’s ability to survive an attack. Each defending unit increases its defense strength by the bonus listed for the particular terrain type (see the Terrain Effects Chart). The defending player may apply only one defense bonus per Battle Board square, even if there is more than one type of terrain in the on-map square, or terrain plus a castle, etc. The defender chooses which terrain bonus he will receive for a battle (though, obviously, it’s in his interest to choose the single best terrain in a square). For example, say a Norman force attacks an Anglo-Saxon thegn (defense strength “2”) defending in a castle, which gives a defense bonus of two. The thegn’s defense strength is thereby increased from “2” to “4.”

15.14 Terrain Bonus Limit

No unit’s defense strength may ever be increased to more than four, regardless of terrain.

15.15 Immediate Combat Results

Combat results are applied immediately as they occur. Note, too, that combat die rolling and result-taking aren’t simultaneous.

15.16 Ending Battles

A battle comes to an end when one of the following occurs.

  1. One side is completely eliminated. The surviving side wins the battle and the destroyed side (obviously) loses.

  2. One side reaches its panic level. To determine the panic level of a side in a battle, add the total starting attack and leader values and divide by two (round up). That’s the panic level for that force. As units are eliminated, the player keeps a running total. When the total of losses reaches the panic level, that force panics. The panicking side loses the battle, and the other side wins. Any surviving losing units must retreat.

  3. If neither (1) nor (2) have occurred by the end of the last battle turn, the battle is a draw. The attacking force must then retreat to an adjacent on-map square but, despite the attacking force having to retreat, the defending force may not pursue.

15.17 Panic & Pursuit Combat

When a force panics, the battle round immediately comes to an end and a special pursuit round occurs. In it, the following occur.

  1. All attacking units may attack any defending units, regardless of positions on the Battle Board.

  2. All attacking non-knight units roll twice as many dice as they would normally roll. All attacking knight units roll three times as many dice as they would normally roll (exception, see below).

  3. Panicking knights may be attacked only by enemy knight units. Attacking knights roll two die versus panicking knights.

  4. At the conclusion of the pursuit round, that battle comes to an end.

15.18 Post Battle

Upon completion of a battle, execute the following steps in this order.

  1. Return all units of both sides that survived the battle to the main map.

  2. If one side lost the battle, that player must retreat his surviving units one square (see below) on the main map. The other side’s units remain in the square on the main map where the battle took place.

  3. If the battle was a draw, the attacking force must retreat one square on the main map. The other side’s units remain in the original square.

  4. Determine the number of campaign markers that will be gained and lost if the battle resulted in a victory for one side. The winner picks random campaign markers, depending on the defeated force's starting total attack strength plus any leader value, according to the following formula:

26+: the winner picks five campaign markers while the loser loses two campaign markers.

21-25: the winner picks four campaign markers while the loser loses two campaign markers.

16-20: the winner picks three campaign markers while the loser loses one campaign marker.

11-15: the winner picks two campaign markers while the loser loses one campaign marker.

6-10: the winner picks one campaign marker while the loser loses no campaign markers.

1-5: the winner picks no campaign markers and the loser loses no campaign markers.

15.19 How to Retreat

The retreating player picks an adjacent square into which to retreat his units. All retreating units must retreat together. If the only square available to be retreated into contains prohibited terrain, all retreating units are eliminated and count as battle losses for purposes of rule 15.18. If the square retreated into contains enemy or neutral units, a number of retreating units equal to the total number of enemy or neutral units in the square are eliminated and count as losses for purposes of 15.18 above. In that case, the retreating force retreats an additional square and, if that additional square also contains enemy or neutral units, repeat the entire procedure described above. Retreating through a neutral force doesn’t count as a neutrality violation.

15.20 Timing

Each battle is conducted sequentially, with the players completely resolving one before starting the next. The attacking player determines the order of resolution. Note that Battle Turns don’t cause the Game Turn marker to advance.

15.21 Battle Campaign Markers

Players may employ battle campaign markers that provide modifiers to certain die rolls or battle rules (“Charge” and “Maneuver” markers give attacking units additional die rolls; “Shield Wall” gives a defending unit that has received a combat result a ‘saving throw;’ “Feigned Flight” negates the effects of “Shield Wall.”)

You may not employ a total number of battle markers over the course of a single combat that’s greater than the leader value of your side’s battle commander. You may employ a maximum of one battle marker per combat round (friendly or enemy). Battle markers may never be played in a pursuit round.

15.22 You may add together the effects of a flank attack and “Charge” or “Maneuver.” For example, an Anglo-Saxon housecarl, with an attack strength three, conducting a flank attack combined with a “Charge” marker would get a total of five die rolls in that effort. See 8.13 for details.

[16.0] FORCED & COUNTER MARCHES

16.1 A player may conduct additional movement in a turn by expending “Forced March” campaign markers. Additionally, those markers also allow non-phasing players the opportunity to conduct “Countermarch.”

16.2 Forced March Procedure

After a player has completed moving a force, he may move it again by playing a forced march campaign marker. That same force may then move again up to its normal movement factor. A player may play a forced march marker any time after a force has completed its initial movement. There is no limit on the number of times a given unit or force may force march, other than that imposed by the number of forced march markers a player possesses. For example, a player moves a unit normally, then moves another unit, then moves the first unit again by playing a forced march marker, then he moves it a third time by playing another forced march marker.

16.3 One Marker, One Force, One March

A player must expend one forced march marker for each force making one forced march.

16.4 A force making a forced march may drop off (leave behind) units only in its starting square.

16.5 Infiltration Movement

A unit or force making a forced march immediately after having entered a square containing enemy or neutral units may move out of that square without having to attack them.

16.6 Counter March

Any non-phasing player may conduct a “Counter March” by playing a forced march marker at any time during any other player’s movement phases. It allows that non-phasing player to halt the phasing player’s movement phase temporarily, while he (the counter marching player) conducts movement with one unit or force.

16.7 Counter March Procedure

The instant a force of the phasing player moves adjacent to a force of any other player, that other player may declare “Counter March!” by playing a forced march marker. The phasing player’s movement phase is temporarily suspended while the counter march is resolved. Only the square adjacent to the counter marching force and into which the phasing player had just moved a triggering force may be entered by the counter-marching unit in force.

A counter march thereby stops the normal movement of the triggering phasing force. Note, though, were the phasing player to immediately play a forced march marker, he could then resume movement with his triggering force (which might again be blocked in the next square entered by another counter march play, etc., etc.)

Also note counter marches may be made even when there are other phasing or non-phasing units in the square (the one being counter marched into) which weren’t part of the triggering phasing force or the counter marching non-phasing force.

16.8 While counter march doesn’t trigger combat instantly, if the triggering phasing force doesn’t move out of the square, via the play of another forced march marker, the phasing player will be forced to attack there during his ensuing combat phase.

16.9 Each counter march marker played initiates one such move by one force. A player may trigger more than one counter march per movement phase, including more than one counter march against a particular square, but he must expend one marker per force that he wants to counter march.

16.10 Countermarch may be declared only against triggering phasing forces. Different non-phasing players may not declare counter march against each others’ non-phasing forces (no counter marches against counter-marching forces), nor may the phasing player declare counter march against a non-phasing force. And finally here, counter marches may not be declared against units or forces retreating after combat.

[17.0] FLEETS

17.1 Players conduct naval operations with their fleets. Land units may move through sea squares via naval transport. In general, fleets are treated like other combat units, but with the following specifications.

17.2 Fleets may be in only port, coastal, all-sea and river squares. Fleets may never enter all-land squares or cross all-land square sides (unless moving via rivers).

17.3 Fleet Operations

Fleets conduct movement, combat, pillage and other game operations in the same manner as land units. Fleets may attack enemy fleets in the same sea and coastal squares, and enemy land units in the same coastal and river squares. Fleet units in coastal, port and river squares may conduct any type of game function allowed to land units. Note not all coastal towns or large towns have port symbols. And also note there are inland ports on the map, such as London.

17.4 Occupation

A fleet in a coastal or port square is considered to be occupying that square for all game purposes. Exception: a fleet must actually end its movement in a square with a neutral land unit in it in order for that move to count as a neutrality violation; otherwise, a fleet may move through squares containing only neutral units without triggering a neutrality violation, as long as that moving fleet ends its move in a square not containing a neutral force.

17.5 Naval Transport

Land units may be transported by friendly fleets. Both the fleet and the land force must start that movement phase in the same port or coastal square. The fleet ‘picks up’ the land unit(s) and then moves. That’s shown by placing the land unit under the fleet counter. Each fleet can transport any two land units. A land unit must have a movement factor of one or more to be transported.

17.6 Port Embarkation

Fleets that embark land units in port squares may move normally during that movement phase.

17.7 Coastal & River Embarkations

Fleets may embark units from coastal and river squares that don’t contain ports; however, doing so requires an entire move. That is, both the fleet(s) and embarking unit(s) stay in place and, at the end of that ‘move,’ the embarking unit(s) is/are placed beneath the fleet. Again, remember, a ‘move; is defined as a single movement. A force may conduct more than one ‘move’ during a movement phase by playing a forced march marker. For example, a land force could use one move to enter a port square that also contained a friendly fleet; then a forced march marker could be played to allow that land force to be picked up by that fleet and moved via naval movement.

17.8 Contested Ports

If both enemy and friendly units occupy the same port square, which may happen as the result of a countermarch, neither player is considered to be controlling that port. That would mean any embarkations there would have to be made under the provisions of 17.7.

17.9 Naval Movement Costs

A land force being naval transported uses the transporting fleet’s movement allowance to determine the total movement points available for that embarkation and move.

17.10 Debarking

At any point in a naval move, the force using naval transport may debark (leave the fleet) if it is on a coastal, port or river square. Place the debarking land unit(s) on top of the fleet to indicate that. Newly debarked units may not conduct further movement of any type that phase. The fleet(s) debarked from may continue conducting movement that phase to the limit of their movement allowance.

17.11 Remaining Embarked

A land unit or force may remain embarked on a fleet at the end of its movement.

17.12 Amphibious Assaults

A debarking force that completes its naval transport in an enemy or neutral-occupied square would conduct battle normally there in the ensuing combat phase.

17.13 Naval Combat

Fleets have no attack strength of their own; however, transported land units may attack enemy units in the same square. That may take place in coastal, port, river and all-sea squares. Naval combat is conducted exactly as land combat. A fleet with transported land units, for purposes of combat, forms one combined unit with the attack strength of the transported unit and the defense strength of the fleet.

17.14 River & Coastal Combat

If naval combat is taking place in a river or coastal square, each player can decide whether he wants his involved land units to be transported by his fleet(s). Some units might be transported into combat, and others might not. Remember, though, transported units have the defense strength of the fleet (“1”), which makes them more vulnerable.

17.15 High Seas Combat

If naval combat is taking place in an all-sea square, the attacker must roll a die prior to the start of that battle. On a roll of one through three, combat takes place normally. On a four through six, the fleets miss each other and there is no combat. In that case, the phasing player moves his fleet into any adjacent coastal, port, river or all-sea square not containing any enemy units. If naval combat is taking place on coastal, port or river squares, don’t make that die roll; the opposing fleets always find each other in such situations.

17.16 Transported Units

Land units being transported by fleets add their attack strength to the strength of the fleet transporting them. They are stacked together in the same box on the Battle Board. They defend with the defense strength of the fleet. If the fleet is eliminated, so is/are its transported land unit(s). Transported units may not be taken as losses separate from the fleet transporting them.

17.17 Fleets are never enhanced in defense by castles or terrain.

17.18 Provisioning

Fleets must be provisioned like land units; they count against their square’s forage value. Land units being transported by fleets must be also be provisioned (separately). Note all sea squares have a forage value of zero; so a fleet at sea (and any units its transporting) must be provisioned in order to survive.

[18.0] LEADERS

18.1 Leader counters represent a great commander along with his personal troops. Leaders are treated like other land combat units, with the following special capabilities.

18.2 Leaders & Campaign Markers

You may pick the number of campaign markers in each of your player turns’ campaign marker phases equal to your power’s total leader values (plus feudal values for friendly occupied towns and large towns) divided by five (round up).

18.3 Leaders & Combat

At the start of each battle, both involved players designate a friendly leader in that fight as their side’s “commander” for that combat. Each player may play the number of battle markers during the course of that combat equal to their own commander’s leader value. Such markers don’t have to be selected ahead of time, but are played as the battle develops.

18.4 Kings Must Command

If your power’s king is in a battle, he must be appointed “commander” for that fight.

18.5 Commander Elimination

If your commander is eliminated during combat, you may not play any further battle markers during the remainder of that fight.

18.6 Leader Rally

A leader unit that receives an “E” or “D” result in combat immediately has a die rolled for it. If that result is less than or equal to that unit’s leader value, treat the “E” or “D” result instead as “no effect.” Leaders may save only themselves in that way; they may not rally other units. With the exception of this added procedure, leader units are eliminated in the same way as other units in combat.

18.7 King Eliminations

If a king is eliminated in combat, the owning player must immediately return to the pool all the campaign markers he currently holds. That player may resume picking campaign markers normally afterward.

18.8 Heirs

The owning player may expend a Rally marker to restore into play an eliminated leader. That’s the only way an eliminated leader is brought back to play. If a king is replaced, the player doesn’t get back any of the campaign markers that were discarded according to 18.7. Leader units represent not just that individual, but whole dynasties; hence the ability to replace them when eliminated.

18.9 Leader Unit Types

Leaders are otherwise treated as combat units of the type shown on their counters. For example, William is otherwise treated as a knight unit.

18.10 Tostig is a special leader who has no nationality of his own. He is brought into play only by a player playing the Tostig campaign marker (see 8.13). Tostig counts as a king only for victory purposes. If once eliminated, he’s permanently removed from play.

[19.0] PILLAGE

19.1 Players pillage a square in order to destroy its feudal and forage value, and sometimes to gain gold points.

19.2 Pillage Procedure

Pillage is declared and conducted during the pillage phases of your own player turns. For each pillage attempt, do the following.

  1. Total the number of friendly attack factors in the square.

  2. Roll a die. If the result if less than or equal to that total of attack factors, the square is pillaged; place a Pillaged marker there. At that time you may also decide to destroy any castle marker in that square.

  3. If the square contains a town or large town, the pillaging player picks at random the number of campaign markers equal to its feudal value (representing loot).

  4. All other players pick one campaign marker (representing reaction against the pillaging troops having run amok).

19.3 Terrain & Pillage

Terrain doesn’t affect pillage.

19.4 A player may attempt to pillage a given square only once per pillage phase.

19.5 Pillage Restrictions

A force may not conduct pillage if it’s in: 1) a square that already contains a Pillage marker; or 2) an all-sea square; or 3) a square that contains enemy or neutral units.

19.6 Pillage Effects

The feudal and forage values of a pillaged square are reduced to zero. Ignore any port in a pillaged square.

19.7 Pillage Duration

A square once pillaged is pillaged for the remainder of the game.

[20.0] CASTLES

20.1 Players place castle markers on the map, during their own player turns’ recruiting phases, in order to gain additional defensive benefits in squares.

20.2 Placement Procedure

To place a castle in a square, do the following: 1) indicate a square occupied by at least one friendly unit; 2) spend one gold marker; and 3) place a castle marker in that square. No more than one castle may be emplaced by each player during each one of his player turns throughout the game.

20.3 Restrictions

Castles must be placed in squares occupied by at least one friendly unit at the time of placement. They may not be placed in squares already containing another castle. They may be paced in pillaged squares. There may never be more than one castle per square.

20.4 Castle Control

Castles have no nationality on their own. A castle is controlled by whichever player has his units in its square. If no player has units in that square, no player controls the castle there. Should a player occupy a castle’s square, he then gains the benefits of the castle while he has forces there. If more than one force is in a square containing castle, that castle belongs to the player who last had uncontested units in that square. That can be indicated by placing the units of the owning power under the castle.

20.5 Castle Effects

A Castle benefits the defenders in a square, if they control that castle, as follows.

  1. Each time an “E” or “D” result is inflicted on a unit occupying the same square as a friendly castle, the owning player rolls a die. On a one through three, the unit is affected normally; on a four through six, the unit is entirely unaffected.

  2. Forces defending in castles have no panic level; they fight either until they’re entirely eliminated or the attack otherwise ends.

20.6 Destruction of Castles

Once placed on the map, a castle may be eliminated only by a successful pillage operation in its square. Castles are never affected by combat results.

[21.0] OFF-MAP AREAS

21.1 There are two off-map areas, Normandy and Norway. The Normans always control Normandy, and the Vikings always control Norway. (They do not need to garrison them.) Only Norman units may enter Normandy. Only Viking units may enter Norway.

21.2 Normandy

Norman units can enter and leave the Normandy off-map area from any land squares bordering on it. It costs one movement point to enter the area and normal terrain costs to reenter the map from the area.

21.3 Norway

Viking units enter and leave the Norway off-map area from any sea squares bordering on it. Only fleets and units transported by fleets may do so. It costs five movement points to enter the area or reenter the map from it.

21.4 In or Out

No unit or force may both enter and leave an off-map area during the same player turn (not even by the expenditure of a forced march marker).

21.5 A player may maintain an unlimited number of units in an off-map area. They are not affected by foraging, nor do they require provisioning.

21.6 Units in an off-map area may not conduct combat, nor may they be targeted for vassalage.

21.7 Norway is considered to have a port. Normandy doesn’t have a port.

21.8 Normandy has a feudal value of five. Norway has a feudal value of 10.

[22.0] PLAYER NEGOTIATIONS

22.1 During the mutual negotiations phase of every game turn, players may conduct negotiations with each other, making whatever agreements they decide on within the following restrictions.

22.2 Players may (openly) negotiate any of the following: 1) restore a power they control to neutrality; 2) transfer control of a power from one player to another; 3) trade campaign markers; 4) end the game and immediately determine its victor, if any; and 5) any other agreements players find acceptable, as long as they don’t violate any rules. For example, players may agree to not attack each other’s units for a turn. Also, concerning point three above, see 22.4 below.

22.3 Violating Agreements

If an agreement is broken, the violating player loses half his campaign markers, picked at random. Every other player then rolls a die and randomly picks that number of campaign markers.

22.4 If a player controls more than one power, he may not trade campaign markers between those two powers.

[23.0] VICTORY CONDITIONS

23.1 The game is won by gaining control of Britain. At the end of the game, players determine who is the winner according to the criteria below.

23.2 To win a game, a player must do both the following at the end of the game: 1) have any one king he controls, including Tostig, in a large town in Britain with a printed feudal value of two or three; and 2) occupy towns and large towns anywhere on the map that total at least 20 feudal points. For that second criteriaon, pillaged squares and off-map areas count as zero.

23.3 Any other result, or combination of results, is a defeat for the player. There are no levels of victory; it’s all or nothing. You either become king of England or you lose the game.

23.3/A Optional Victory Condition. The Briton player wins if at the end of the game neither the Anglo-Saxon, Norman nor Viking player has fulfilled the conditions of rule 23.2. This allows the Briton player to win if no other player dominates Britain. Players should agree before starting whether they’ll incorporate this optional condition in their play of the game.

23.4 Coalitions & Vassals

If a player controls more than one power, or one power and some vassals from one or more other powers, he combines the feudal values of the squares occupied by all those different forces. A player in such a situation wins if one of his powers and its vassals alone, or more than one power and their vassals considered together, fulfill the objectives of 23.2. For more details on vassalage, see section 11.0.

23.5 Treaty

Any time prior to the normal end of the game, players may agree to end it via treaty, if all agree to recognize one player as king.

[24.0] COMMAND CONTROL (Optional Rule)

24.1 Prior to moving units in a friendly movement phase, the phasing player must make a command control check on the table below.

Die RollResult
1No Move
2No Move
3Move
4Move
5Move
6+Enhanced Move

Die Roll Modifier: Leader value of one leader in the force (must be the King if in the force).

Results

No Move: the force may not move this movement phase.

Move: the force may move normally this movement phase.

Enhanced Move: the force may move this movement phase and its printed movement factor is increased by one.

24.2 For each moving force, roll a die and consult the Command Control Table. Add to the die roll the leader value of any one leader in the force (must be the King if he’s in the force). Apply that outcome.

24.3 A leader may use his value to modify a die roll only once per movement phase, and then only for the force with which he will be moving (though he may be left behind in the square in which the move started).

24.4 Forced March

A player must make a command control check when utilizing forced march. A force that receives a “No Move” may attempt to make a second (and subsequent) movement attempt by expending a forced march marker. [A leader may apply his value to each forced march he participates in.]

24.5 Command control applies only to movement, not to combat or other game functions.

[25.0] OVERRUN (Optional Rule)

25.1 Whenever a force enters a square and that force contains at least 10 times as many attack factors plus leader value points as the force defending that square has defense factors plus leader value points, the defending force is eliminated immediately.

25.2 An overrun costs the moving force an extra movement point.

25.3 A phasing force may conduct any number of overruns during a move, as long as it has sufficient movement points to expend.

25.4 A unit or force controlling a castle may never be overrun.

25.5 An overrun doesn’t count as a battle; the overrunning player doesn’t gain campaign markers for eliminating enemy units in an overrun.

[26.0] SIEGES (Optional Rule)

26.1 Occupying the same square as a friendly castle now provides additional benefits, including avoiding the necessity to retreat. That is, a force occupying a castle may ignore any requirement to retreat when attacking or defending.

26.2 Friendly and enemy forces may now co-exist in the same square as long as one force is occupying a castle neither has to attack. In such cases, if both friendly and enemy units are in a town or large town square, neither side is considered to control that settlement.

[27.0] SET UP

27.1 Players decide who will play which power, then set up forces in the order given below. Once the game has been set up, play starts with the normal turn sequence.

27.2 Game Length

Twelve game turns (January-December 1066).

27.3 Starting Campaign Markers

Players pick the following number of campaign markers at random from the pool. When making these initial picks, return to the pool without playing any event markers. Players pick replacements if they have picked any event markers.

Norman: six

Anglo-Saxon: four

Vikings: three

Britons: two

27.4 Deployment

Units are set up in this order (or players may set up simultaneously by mutual agreement).

27.5 Normans

  1. Knights (leaders). William, Odo, Alan: place in any combination in Boulogne, St. Valery, Rouen, Dives-sur-Mer, Bayeux, Cherbourg, Avranches, or Treguier.

  2. Knights (non-leaders). Two total: place in any combination in Boulogne, St. Valery, Rouen, Dives-sur-Mer, Bayeux, Cherbourg, Avranches, or Treguier.

  3. Fyrd. Eight total: place one per Boulogne, St. Valery, Rouen, Dives-su’r-Mer, Bayeux, Cherbourg, Avranches, Treguier.

  4. Fleets. One total: place in Boulogne, St. Valery, or Cherbourg.

  5. Castles. Three total, place in Boulogne, St. Valery, Rouen, Dives-sur-Mer, Bayeux, Cherbourg, Avranches, or Treguier; no more than one per square.

27.6 Anglo-Saxons

  1. Housecarls (leaders). Harold: place in London.

  2. Thegns (leaders). Morcar/Edwin: place in York.

  3. Housecarls. Two total: place in any combination in London, Winchester, Canterbury or York.

  4. Fyrd. 18 total: place one per Durham, York, Stamford, Chester, Lincoln, Nottingham, Norwich, Hereford, Worcester, Oxford, London, Bath, Winchester, Canterbury, Exeter, Southampton, Hastings, and Dover.

  5. Fleets. One total: place in Exeter, Southampton, Hastings or Dover.

  6. Castle. One total: place in any Anglo-Saxon occupied town or large town.

27.7 Vikings

(Set up by Normans if neutral.)

  1. Thegns (leaders). Harald: place in the Norway off-map area.

  2. Thegns (non-leaders). Three total: place in the Norway off-map area.

  3. Fleets. Three total: place in the Norway off-map area.

27.8 Britons

(Set up by Normans if neutral.)

  1. Thegns (leaders). Malcolm: place in Edinburgh.

  2. Fyrd. Seven total: place one per Linlithgow, Edinburgh, Ayr, Dumfries, Carlisle, Aberystwyth, Llandaff.

[28.0] ENLARGED BATTLE BOARD

The battle board printed on the mapsheet will be large enough for most engagements of typical size. Use this larger version for resolving the real “Donnybrooks” (or “Hastings,” as it were).