The Fury of the Norsemen
The Fury of the Norsemen Rulebook
Table of Contents
Table of Contents
1.0 Introduction
FURY OF THE NORSEMEN is a game simulating isolated Viking raids on Western Europe during the 9th and 10th Centuries. The player controlling the units representing the Viking forces attempts to storm a town guarded and populated by the forces of the Villager player. The Vikings must overwhelm the defending units, seize the movable wealth of the town, loot and burn the treasure centers, and capture the Villager's animals and women.
The Villager player desperately resists the Viking onslaught as best he may, defending his strongholds with militia levies, counter-attacking with his small groups of garrison soldiers and household cavalry, and invoking the wrath of God upon the rampaging heathens.
2.0 Game Components
2.1 Mapboard. The game map portrays a typical Western European village of the Dark Ages. A hexagonal grid is superimposed in order to regulate movement. These hexagons will hereafter be called "hexes".
2.2 The Playing Pieces. The playing pieces ("units") represent various small groups of combatants or non-combatants, or are used as markers to represent the presence of fire, treasure, etc. If there aren't enough Sack, Fire and Treasure counters players may flip over unused counters and use them as substitutes. The numbers on the units represent the offensive and defensive strengths and movement capabilities of that unit. There are three general types of units used by the Players:
A. Combatants
- Viking: Infantry, Archer, Berserker, Chief (Leader)
- Villager: Militia, Regular Infantry, Cavalry, Monk, Bishop (Leader)
B. Non-Combatants
- All Villager: Animals
- Church Treasure, Treasure, Viking Ship, Sacked Treasure
2.3 How to Read the Units.
- Attack Strength is the relative strength of a unit when attacking.
- Archery Attack Strength is the parenthetical number appearing only on Viking Archer units and Villager Regular Infantry units. It is the Attack Strength of a unit when engaging in Archery Combat rather than normal combat. (See 7.0, Combat.)
- Defense Strength is the relative strength of a unit when being attacked by an enemy unit.
- Movement Allowance is the maximum number of Clear Terrain hexes that a unit may be moved in a single turn.
- Capture Defense Strength is only applicable to Villager Leader, Animal, and Women units, and is the Defense Strength of such a unit when an enemy unit is attempting to Capture it. (See 8.0, Capture.)
3.0 Preparation of Play
3.1 After deciding who will play the Vikings and who the Villagers, the Game or Scenario to be played should be chosen. It is recommended that Players begin with the Basic Game until they feel completely familiar with the rules.
3.2 Units Available--Basic Game.
A. Viking: Ship 1, Chief 2, Archer 5, Berserker 2, Infantry 16
B. Villager: Leader 4, Priest 2, Monk 3, Cavalry 3, Reg. Infantry 8, Militia 26, Women 10, Animals 15. Also 8 Treasure markers and the Church Treasure will be needed.
3.3 Setting Up the Game.
A. Villager: The Villager Player places his units on the mapboard under the following rules. All stacking restrictions apply; see (6.0).
- Animals: one Animal unit is placed in each starred farmland hex, and two are placed in the Stables.
- Women: one Woman unit is placed in each starred Building hex.
- Treasure: the Church Treasure marker is placed in the Church. The other Treasure markers are placed as follows: one in each of the three Keep hexes, two into the Manor, two in the Monastery, and one in the Granary.
- Priests: Priest units are placed in the Church.
- Monks: Monk units are placed in the Monastery hexes.
- Regular Infantry: Regular Infantry units are placed in the Keep or Manor hexes, including the Keep hill and Manor enclosure.
- Cavalry: Cavalry units are placed within one hex of any Building hex.
- Leaders: each Leader unit begins in a Building hex. The Knight is placed in the Keep, the Lord in the Manor, the Bishop in the Church, and the Abbot in the Monastery.
B. Viking: The Viking Player places his Ship or Ships in any hex or hexes of his choosing of the coastline running along the northwest section of the map. At the beginning of the first turn, the Viking Player places his units on the map and moves them normally, counting the ship as the starting point for each unit.
4.0 Turn Sequence
FURY OF THE NORSEMEN is played in turns, each turn composed of alternating phases. The sequence of phases must be followed at all times. No Player may move or make attacks except during his own prescribed phases.
A turn consists of the following phases in this order:
- Viking Player movement
- Viking Player combat/capture
- Viking Player fire-setting
- Villager Player movement
- Villager Player combat
Game Length: At the end of 12 turns the game is over, and a winner is determined according to the Victory Conditions of that particular Game or Scenario (see 11.0 Victory Conditions).
5.0 Movement
5.1 General Rule. During a Player's Movement Phase, the Player may move some, none, or all of his units, each unit being moved according to its Movement Allowance. Units may be moved in any direction or combination of directions, and all movement must be through contiguous hexes, i.e. there may be no "skipping" over any hex. A unit may only be moved during the Movement Phase of the owning Player. Unused Movement Points may not be accumulated or transferred to another unit.
EXAMPLE: A unit with a Movement Allowance of 4 may be moved up to a maximum of 4 hexes in one Movement Phase. It may be moved less than 4 hexes at the owning Player's option. It may also be moved less than 4 hexes if it is moved into a hex with a terrain penalty (see 5.4 below).
5.2 Effects of Friendly Units. A unit may move freely through hexes occupied by friendly units. However, it may not end its movement in a hex with other friendly units in violation of stacking restrictions (see 6.0 Stacking).
5.3 Effects of Enemy Units. A unit must immediately end its movement for that turn when it enters a hex occupied by an enemy unit(s) of any type. There is no penalty for moving adjacent to an enemy unit. Units in FURY OF THE NORSEMEN, unlike many other wargames, do not exert "Zones of Control".
5.4 Effects of Terrain on Movement. Some types of terrain have a movement penalty which is applied to any unit that enters a hex containing such terrain. The Terrain Effects Chart indicates the exact penalty for each type of terrain. Penalties on movement only apply when entering a hex, never when leaving it.
5.4.1 Road Bonus. Units moving along the road from one hex to another move at double their normal speed, i.e. a unit with a Movement Allowance of 3 may move 6 hexes along the road. This bonus applies only while on the road itself, and does not effect units entering on to it, moving across it, or leaving it. All left-over fractions are lost when leaving the road.
5.4.2 Terrain Prohibitions. No unit may ever enter an all-Sea hex. Any unit moved off the map is permanently lost. Animals and Cavalry units may not enter Building hexes.
5.5 Animals. Animal units which are not captured (see 8.0 Capture and 5.6 below) execute random movement each turn. At the beginning of his Movement Phase, the Villager Player rolls the die once for each unescorted Animal unit, and consults the Direction Indicator on the mapboard. The Animal unit is then moved one hex in the indicated direction.
5.5.1 Restrictions on Random Animal Movement. Animal units remain stationary if they would be randomly moved into all-Sea hexes, Building hexes, Fired hexes, or in violation of the stacking rules (see 6.0 below). Animal units beginning the game in the Stables will not execute random movement. Animal units forced to move off the map are permanently lost. Animal units that randomly move into hexes occupied by enemy units are not automatically captured.
5.6 Escorting Captured Units. Captured units (see 8.0 Capture) must always be escorted, that is to say, stacked with a unit of the capturing Player. If the owning Player abandons a Captured unit at any time for any purpose, the Captured unit reverts to the control of the original owner. A Captured unit has no effect upon the movement capabilities of the escorting unit, except that Captured Animal units may not be escorted into Building hexes.
5.6.1 Transfer of Captured Units. Once per Movement Phase a Player may transfer Captured units from one friendly unit to an adjacent friendly unit. Once transferred, the Captured units may be moved no further in that Movement Phase. This transfer ability is in addition to a unit's normal Movement Allowance. A Viking unit may also transfer Captured units onto an adjacent Viking Ship. Captured units may not be transferred in violation of stacking restrictions (see 6.0 Stacking).
5.7 Variable Villager Mobility. Unlike the Viking Player, the Villager Player may not move all his units from the very beginning of the game. Once the initial set-up procedure has been completed and the first turn begins, the Villager Player may move only his Animal units during his Movement Phase. All other Villager units must remain stationary until one of the following conditions has been met:
- The Viking Player sets a Fire (see 11.0 Fire).
- The Viking Player makes an attack on a Villager combatant unit, or
- A Viking unit is moved adjacent to a Villager combatant unit.
Once one of the above has occurred, the Villager Player is freed from the above mobility restriction, and from that point on, may move his units and engage in combat according to the normal rules.
5.8 Embarking/Disembarking. The Viking Player must bring all of his units into play on the mapboard during his first Movement Phase, using his Ship(s) as the starting hex for each unit. This counts as the first hex of movement. Once on the map, a Viking unit may at any time re-embark upon a Ship by moving onto the Ship's hex and announcing his intention to re-embark. The re-embarking unit is then considered to be back aboard the Ship, and is permanently removed from play.
6.0 Stacking
More than one Friendly unit may occupy the same hex under certain restrictions. This combining of friendly units in the same hex is called "stacking". A stack of units moves at the speed of the slowest unit of the stack. Captured units do not affect the movement rate of a stack. Units may combine into stacks or split up without penalty.
6.1 Viking Stacking. The Viking Player may not stack Viking units. He must also obey the Villager Non-combatants stacking restrictions when escorting such units that are captured. Viking Ships may not stack. Units embarked on a ship are removed from play and don't count for stacking.
6.2 Villager Combatants. Villager Combatant units may stack with one another, regardless of type, to a maximum of two units. A Combatant unit may also be stacked with a Non-combatant; see below.
6.3 Villager Non-Combatants. Villager Non-combatant units--Priests, Women, and Animals--may stack with one another, regardless of type, to a maximum of two units. Villager Combatant and Non-combatant units may stack with each other as long as the stacking restrictions for each are obeyed. Thus it is possible for a single hex to contain 2 Villager Combatant units AND 2 Villager Non-combatant units.
6.4 Leaders and Stacking. Leader units--Viking Chiefs, and the Villager's Knight, Lord, Bishop, and Abbot--are exempt from stacking restrictions and may ALWAYS stack with any other unit.
6.5 Treasure and Stacking. Treasure markers (see 9.0 Treasure) are treated as Villager Non-combatants for stacking purposes.
7.0 Combat
7.1 General Rule. Combat is mandatory between units ending their movement in a hex containing enemy units. A Player's Combat Phase begins only after all desired movement has taken place. The Player who has moved his units to initiate Combat is always termed the Attacker; the other Player is the Defender, regardless of the overall situation.
7.2 Combat Procedure. The Attacker compares the Attack Strength of the attacking unit(s) to the Defense Strength of the defending unit(s). This comparison is expressed as a ratio of the Attack Strength divided by the Defense Strength. This ratio is simplified by rounding down in the Defender's favor to one of the odds ratios shown on the Combat Results Table.
EXAMPLE: A Viking 4-3-4 Infantry unit attacks a Villager 2(2)-2-3 Regular Infantry unit. The combat odds ratio would be 4 to 2 (Attack Strength to Defense Strength), which would be rounded down to a 2 to 1 attack for combat purposes.
Having determined the combat odds of an attack, the Attacking player then rolls the die. The die-roll is cross-indexed on the Combat Results Table with the appropriate combat odds-column to determine the combat result. This result is then applied immediately before resolving any further combat. Separate attacks are resolved in any order the attacking player desires, so long as he attacks every enemy unit in the same hex as a friendly unit during his Combat Phase. No unit may attack or be attacked more than once per Combat Phase. Attack and Defense Strengths may not be split or divided for combat purposes. No combat may occur between units not in the same hex. (Exceptions: see 7.6 Archer Combat and 7.10 Divine Wrath.)
7.3 Stacking Effects on Combat. The Attack and Defense Strengths of a stack of units are always totaled together for combat purposes, that is, an Attacker must attack ALL enemy units in a hex as one attack. Captured units do not affect combat.
7.4 Leaders in Combat. The presence of a Leader with a unit(s) engaged in combat will modify the combat odds-column one column in the favor of the owning Player. This bonus applies to both Attacking and Defending units, but not when a Leader is by itself. This modifier is NOT cumulative. Leaders do NOT modify Archery attacks (see 7.6) or Capture attacks (see 8.0).
EXAMPLE: A Viking 4-3-4 with a Chief stacked with it attacks two Villager 1-1-3's. Ordinarily, this would be a 4 to 2, or 2-1 attack. The presence of the Chief, however, shifts the combat odds-column one in favor of the Viking Player, and the attack is resolved as a 3-1. If the Chief was not present, however, and the Villager units were stacked with a Leader instead, the attack would have been reduced in the Villager's favor instead, to a 1-1.
7.5 Terrain Effects on Combat. Certain types of terrain double the Defense Strength of any unit(s) defending only in that type of terrain. See the Terrain Effects Chart for specifics. Some terrain may also block Archery Attacks; see 7.6 below.
7.6 Archery Combat. Viking Archer and Villager Regular Infantry units may engage in Archery combat. Their Archery Attack Strength is only used for such attacks. The attacks are resolved as per normal combat, except that archery units do not have to be in the same hex as enemy units to attack. Archery units may attack up to a range of two hexes, provided there is a path to the target unit(s) unblocked by Woods, Buildings, or Fired hexes. Archery units in different hexes may combine their Attack Strengths when firing on the same target. Archery units, when making Archery Attacks only, may ignore AE, AR, and EX combat results (see Combat Results Table). Treat AE, EX, and AR as "no effect". Archery units may not Capture through Archery combat (see 8.0 Capture). Archery units may not fire into a hex already under normal attack.
7.7 Retreating. Units forced to retreat as a result of combat must be moved one hex into an adjoining hex of the owning Player's choice. Units are eliminated if unable to retreat due to the presence of enemy units, Fires, stacking limitations, etc. Captured units and Treasure markers may not be retreated; they must be left behind, and are lost to the victorious enemy units.
7.8 Ship Combat. Combat may occur normally on a hex containing a Viking Ship. Units that have embarked previously on that ship have no effect on such combat. Viking units may enter a Ship's hex in order to defend it or engage in combat without embarking.
7.9 Units Lacking an Attack/Defense Strength. Units with a "0" as an Attack Strength may not attack by themselves. Units with a "0" as a Defense Strength are automatically eliminated if alone and attacked by enemy units, and such units share the fate of any other friendly unit they may be stacked with.
7.10 Divine Wrath. This mode of combat is available only to Villager Priest units, the Abbot, and the Bishop. It is not actual combat per say; it is the act of praying to the Lord and summoning His vengeance down upon the pagan Vikings. Each unit capable of using Divine Wrath may only make one such attack per game. It may not be used in conjunction with a normal attack, and may be used against any Viking unit or Ship.
7.11 Procedure. At any point in the game, the Villager Player may elect to call down Divine Wrath upon any hex containing Viking unit(s) within 2 hexes of the Villager unit summoning it. After announcing the attack, the Villager Player rolls the die and consults the following table:
| Roll | Result |
|---|---|
| 1-2 | All Viking units in the hex destroyed (eliminated). |
| 3-4 | All Viking units in the hex must retreat 6 hexes and are unable to move or attack for one full turn. No effect against a Viking Ship. |
| 5-6 | No effect. |
8.0 Capture
Capturing is a means of attack available only to Viking units. Viking units must successfully capture Animal, Women, and Villager Leader units before gaining control of them. The Villager Player may move Women units under his control freely, and is not required to Capture Animal units in order to escort them. The Viking Player may not attempt to Capture any unit until he has eliminated or forced back any Villager Combatant units stacked with it. He must make a separate Capture attack for each unit he wishes to capture.
8.1 Procedure. The Viking Player resolves a Capture attack on the Capture Attack Table as per a normal attack, comparing his unit's Attack Strength to the Capture Defense Strength of the Villager unit, rounding it to a combat odds-ratio, and rolling the die to determine the combat result.
8.2 Effects of Terrain. The Capture Defense Strength of a unit is DOUBLED in certain types terrain as per a normal attack (see the Terrain Effects Chart).
8.3 Failure of Capture Attacks. If the result of a Capture attack is "No effect" all units remain in place and may be moved normally thereafter.
8.4 Escorting Captured Units. Captured units must be escorted at all times to remain under the control of the capturing player; see 5.6 of Movement.
8.5 Vulnerability to Combat Results. Captured units whose escorts are eliminated or retreated as a result of combat revert to the control of the original owner and may be moved normally thereafter.
8.6 Capturing Leaders. If a Villager Leader unit is stacked with a Combatant unit(s), the Viking Player must inflict a DE or DR combat result upon the stack before he may attempt to Capture the Villager Leader. If one of these results is achieved, the Viking may then roll the die--on a 1-4, the Leader unit remains in the hex and the Viking Player may make a Capture attack. On a 5-6 the Leader remains with its stack and shares its fate.
9.0 Treasure
9.1 General Rule. Some of the Treasure markers in this game are pre-set, according to the Preparation for Play rules, section 3.3. Other Treasure is randomly generated by the Viking Player as his units enter Building hexes.
9.2 Treasure Generation. Whenever a Viking unit enters a Building hex that is unoccupied by Villager Combatant units, or whenever a Viking unit enters a Building hex and eliminates or retreats any Villager Combatant units present, the Viking Player may determine if the Building hex contains Treasure. First, a Sacked marker is placed on the hex, to keep a record, and then the Viking Player rolls the die. On a roll of 1-2, Treasure is discovered, and a Treasure marker is placed on the hex in the possession of the Viking unit. A 3-6 indicates a Building without Treasure. Major Buildings (Monastery, Church, Keep, and Manor) do NOT generate Treasure, as they always begin the game with it.
9.3 Treasure Mobility. Treasure may not move unless escorted by its owning Player. Treasure which begins the game in Major Buildings (the Monastery, Church, Keep and Manor Treasures) may NOT be moved by the Villager Player unless first removed by Viking units and then recovered. Treasure markers must obey stacking restrictions; see 6.5 of Stacking. Treasure markers are also vulnerable to combat results in the same way as Captured units; see 7.7 of Combat.
10.0 Fire
10.1 General Rule. Fires may only be set by the Viking Player at the end of his Combat Phase. Only units which have not engaged in any combat that turn may attempt to set Fires. Only one attempt per unit or stack of units per turn is allowed. Viking Chiefs may not set Fires.
10.2 Procedure. A unit may attempt to set a Fire only in its own hex. The owning Player rolls a die for each attempt. A roll of 1-3 is required to set a Fire in a Building, a 1-4 in other terrain. If the attempt is successful, a Fire marker is placed in the hex, and the hex remains Fired for the remainder of the game.
10.3 Effects on Units. No movement or combat is permitted in a Fired hex, and Fired hexes block Archery attacks. A unit which sets a Fire MUST exit the Fired hex on its next Movement Phase.
10.4 Villager Units and Fire. Villager units are not permitted to attempt to set Fires EXCEPT when occupying a hex containing a Viking Ship. In such cases, the Villager may attempt to set Fire to the Viking Ship as per the above rules, with a roll of 1-4 being required for success. This rule pertains to Villager Combatant and Leader units only.
11.0 Victory Conditions
The game ends after 12 complete turns. In the Basic Game, to win the Viking Player must capture and return to the Viking Ship at least 18 units of Animals, Women, Treasure, or Village Leaders. The proportion of one to the other does not matter, so long as a total of 18 is reached. The Church Treasure marker counts as 3 units. Viking units which do not return to the Ship and re-embark by the game's end count as -1 unit each.
The Villager Player wins if the Viking Player does not achieve his Victory Conditions. The Villager also wins an automatic victory if he destroys the Viking Ship.
12.0 Advanced Game
All Basic Game rules apply unless altered below.
12.1 Ship Capacity. Each Viking Ship may carry a maximum of 16 Viking units each. No more than this number may disembark from or re-embark on any given Viking Ship. Viking Chiefs do not count towards this total. There is no limit on a Ship's capacity for Captured or Treasure units. Viking units not able to re-embark due to this restriction are lost.
12.2 Victory Conditions. In the Advanced Game victory is awarded according to each Player's Victory Point total. At the end of the game the Victory Point score for each Player is tallied according to the below list. Again, Viking units which do not re-embark are lost.
A. Viking Player:
- Fired Building Hex: 1 pt. each
- Fired Farmland Hex: ½ pt. each
- Eliminated Villager Units: 1 pt. per Attack Strength
- Captured Animal Units: 2 pts. each
- Captured Women Units: 4 pts. each
- Treasure Markers: 6 pts. each (Church Treasure counts as 3, or 18 points total)
- Eliminated Villager Leader: 10 pts. each
- Captured Villager Leader: 15 pts. each
B. Villager Player:
- Women and Animal units retained: 1 pt. each
- Eliminated Viking units: 1 pt. per Defense Strength
- Destroyed Viking Ship: 20 pts. each (All Viking units and Captured units onboard are also lost to the Viking Player)
Ratio of Viking Player's Victory Points over Villager Player's Victory Points:
| Viking over Villager | Result |
|---|---|
| 3 to 1 or greater | Decisive Viking Victory |
| 2 to 1 | Viking Victory |
| Majority | Villager Victory |
| Less than a majority | Decisive Villager Victory |
12.3 Units Available--Advanced Game.
A. Viking: Ship 2, Chief 2, Archer 5, Berserker 3, Infantry 20
B. Villager: Leader 4, Priest 2, Monk 3, Cavalry 4, Reg. Infantry 10, Militia 28, Women 10, Animals 15. Also 8 Treasure markers and Church Treasure.
All rules on setting-up the game (see 3.3) remain unchanged.
13.0 Scenarios
Advanced Game rules apply throughout, unless otherwise stated.
13.1 Scenario I--Punitive Raid. This is a scenario of revenge. The Vikings are out to avenge some previous defeat or humiliation; they're not after loot this time, but blood.
Special Rules: The Viking player is not allowed to control Captured units; Captured units must be immediately eliminated upon capture.
Victory Conditions: The Viking Player, to win, must eliminate at least 10 Villager Non-Combatant and 30 Combatant units, and fire at least 20 Building hexes (note that the Keep and Monastery each have 3 Building hexes). Each Viking unit not re-embarked by turn 12 counts as -2 eliminated Villager Combatant units. The Villager Player automatically wins the game if he destroys BOTH Viking Ships. Destroying one Ship counts as -10 eliminated Combatant units against the Viking Player.
Units Available:
A. Viking: Ship 2, Chief 2, Archer 4, Berserker 3, Infantry 20
B. Villager: Leader 4, Priest 2, Monk 3, Cavalry 3, Reg. Infantry 10, Militia 28, Women 10, Animals 15. Also 8 Treasure markers and Church Treasure.
13.2 Scenario II--Blood-Money. The Vikings are seeking to abduct Villager Leaders for ransom or exchange purposes, or even, conceivably, for sacrifice to Odin.
Special Rules: No Women or Animal units are placed on the map, as they do not affect the outcome of this scenario.
Victory Conditions: To win, the Viking Player must Capture and escort back to the Ship(s) at least 3 Villager Leader units. The Viking Player may achieve a draw if he fails to Capture and embark the 3 Leaders by occupying and Firing at least 3 of the major Buildings in their entirety (Keep, Church, Monastery, Manor). Each Viking Ship lost counts as -1 Villager Leader against the Viking Player. More than 4 Vikings units not re-embarked by turn 12 also count as -1 Villager Leader.
Units Available:
A. Viking: Ship 2, Chief 2, Archer 5, Berserker 3, Infantry 20
B. Villager: Leader 4, Priest 2, Monk 3, Cavalry 3, Reg. Infantry 10, Militia 28, Also 8 Treasure markers and Church Treasure.
13.3 Scenario III--Hagar's Folly. This scenario features the Vikings as the underdogs. They have unwittingly chosen as their target a village strongly-defended and awaiting just such an attack. As a consequence, the Vikings meet an unusually stout resistance, and face a hard, bloody struggle.
Special Rules: Rule 5.7 is suspended. Villager units may move freely and engage in combat from the first turn on.
Victory Conditions: As per Basic Game; see 11.0. The Villager Player gains an automatic victory if he destroys BOTH Viking Ships.
Units Available:
A. Viking: Ship 2, Chief 2, Archer 4, Berserker 2, Infantry 18
B. Villager: Leader 4, Priest 2, Monk 3, Cavalry 4, Reg. Infantry 10, Militia 28, Women 10, Animals 15. Also 8 Treasure markers and Church Treasure.
Combat Results Table
| Roll | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 |
|---|---|---|---|---|---|---|---|
| 1 | EX | DR | DR | DE | DE | DE | DE |
| 2 | AR | EX | EX | DR | DE | DE | DE |
| 3 | AE | AR | EX | DR | DR | DE | DE |
Odds less than 1-4 treated as 1-4. Odds greater than 4-1 treated as 4-1.
- AE -- Attacker(s) eliminated.
- AR -- Attacker(s) retreat one hex.
- DR -- Defender(s) retreat one hex.
- DE -- Defender(s) eliminated.
- EX -- Exchange; All Attacking and Defending units BOTH are eliminated, including any Leaders present.
* On Archery attacks, AE, EX, and AR results are ignored; treat as "no effect".
Capture Results Table
| Roll | 1-2 | 1-1 | 2-1 | 3-1 |
|---|---|---|---|---|
| 1 | CAP | CAP | CAP | CAP |
| 2 | -- | CAP | CAP | CAP |
| 3 | -- | -- | CAP | CAP |
| 4 | -- | -- | -- | CAP |
| 5 | -- | -- | -- | -- |
| 6 |
-- No effect. CAP Captured.
Odds less than 1-2 not permitted. Odds greater than 3-1 treated as 3-1.
Terrain Effects Chart
| Terrain | Movement Penalty | Effect on Combat |
|---|---|---|
| Manor enclosure | All units must stop and cease movement for that turn when entering | None |
| Keep hill | All units must stop and cease movement for that turn when entering | None |
| Woods | All units must stop and cease movement for that turn when entering. Buildings are Prohibited to Cavalry and Animals. | Units defending in these hexes have their Defense Strengths doubled. |
| Building | All units must stop and cease movement for that turn when entering. Buildings are Prohibited to Cavalry and Animals. | Units defending in these hexes have their Defense Strengths doubled. |
| All-Sea | Prohibited | Prohibited |
| Road | Bonus-units move at double normal rate. See (5.4.1). | None |
Location of Important Buildings
| Building | Hex No. |
|---|---|
| Stables | 1518 |
| Church | 0814 |
| Keep | 0212 (1 of 3) |
| Manor | 0407 |
| Monastery | 1716 (1 of 3) |
| Granary | 1320 |