878 Vikings: Invasions of England
878 Vikings: Invasions of England Rulebook
Table of Contents
Table of Contents
- HHOO UUS SEECECACARL RL
- H OU
- EGN
- TTHHEEGGNN
- FFFY
- FFFY
- Y RRDD
- Y RRDD
- NNOO RRS SEEMMENEN
- NNOO R S E MENN
- S E ME N
- ME N
- E NN
- R S E R KE
- S E R KE R
- K E RB E
- BE R
- GAME OVERVIEW
- TABLE OF CONTENTS
- GAME PLAY
- INDEX TABLE
- GLOSSARY
- REINFORCEMENTS PHASE
- EURUIC
- LEGACÆSTIR
- MAMECEASTER
- HEREFORD
- LICCIDFELD
- ÆLMHĀM
- UINTANCÆSTIR
- SEOLESIAE
- EXANCEASTER
- OXNAFORD
- V / VI / VI I
- BATTLE PHASE
- LEGACÆSTIR
- ÆLMHĀM
- THEODFORD
- LEGACÆSTIR
- HEREFORD
- EURUIC
- DŪNHOLM
- CARLEOL
- OXNAFORD
- MAMECEASTER
- THEODFORD
- LEGACÆSTIR
- UINTANCÆSTIR
- EURUIC
- OXNAFORD
- LYGERACEASTRE
- SEOLESIAE
- ÆLMHĀM
- MAMECEASTER
- LUNDENWIC
- THEODFORD
- UINTANCÆSTIR
- SEOLESIAE
- ÆLMHĀM
- CANTUARABYRG
- UINTANCÆSTIR
- LEADER PHASE
- DŪNHOLM
- THEOD
- EURUIC
- CARLEOL
- EURUIC
- UINTANCÆSTIR
- SEOLESIAE
- DRAW PHASE
- GAME END & WINNING CONDITIONS
- EVENT CARDS
- CARD CLARIFICATION
- NORTHUMBRIAN RAIDS SCENARIO
- ADVANCED SCENARIO: ALFRED’S GAMBIT
- HISTORICAL OVERVIEW
- ROUTE OF THE GREAT HEATHEN ARMY
- NOTTINGHAM
- CHIPPENHAM
- READING
- WAREHAM
- EXETER
- MERCIA
- GUT
HHOO UUS SEECECACARL RL
side’s Factions are the black Norsemen and HHOO U S A RL L
the red Berserker. When playing with fewer than four people, one or more players will control both Factions of one side.
All Factions must be played. Kingdoms
HO
5 U S E C A R L OU S
H EC
England is divided into four Kingdoms, each with its own color background.
- Cards
A
Each of the four Factions prepares a Draw RL
H OU
Deck composed of Faction Cards 01-12. SE CA RL
(Cards numbered higher than 12 are used in the alternative ‘Advanced Setup’ described on the next page). Each Faction shuffles its Draw Deck and draws 3 cards, which it may look at. Each Faction’s Draw Deck consists of 12
customized cards: 6 Movement, 1 Treaty and 1 English Thegn
5 Event Cards. Each Faction must hold at 12 Green Thegn Faction Cards (01-12)
least 1 Movement/Treaty Card in its hand. If 40 Green Thegn Units
only Event cards are held, the Faction shows them to the other players, shuffles them
3 Green Thegn Battle Dice 3
back into its Draw Deck, and then draws three new cards. Repeat until a hand with at
least 1 Movement/Treaty Card is held. THE
G
Allied Factions may show each other their N TH EG
cards at any time in order to discuss and N
coordinate their actions. 5 TH
EGN
- English Unit Setup
Some Shires on the map are marked with colored Unit icons on top of a circle. These are the English Unit setup locations. Populate these Shires with the corresponding colored
English Units. After setup, these icons are no TTHHEEGGNN
TTHHEEGGNN
longer used in the game.
Ex: The English place 1 Thegn in the Shire
of LECACÆTIR (Chester).
- Place Additional Units
Each English Faction places 4 additional Units of its color in any Shire(s).
- Reinforcement Stockpiles 11
All Factions’ remaining Units are placed in front of them and form their Reinforcement Stockpiles.
- The Fyrd YYRRRRD
FFFY
FFFY
DD
Y RRDD
Y RRDD
FFYY D
Place the 10 Fyrd , the 2 yellow Battle V
Dice, and the shuffled deck of 16 yellow Fyrd
Cards near the English players. 10
1 Viking Norsemen 7. Round Pawn
8 12 Black Norsemen Faction Cards (01-12)
40 Black Norsemen Units
Place the Round Pawn on space I of the Round Track. 3 Black Norsemen Battle Dice
- Turn Cubes
7 10 R S E ME
NNOO RRS SEEMMENEN
Place the red, blue, and green Turn Cubes
NNOO R S E MENN
(the dice with blank faces) into the bag. The black Norsemen Turn Cube is placed on the first Turn space, since the Norsemen
8 2 Faction begins the game by taking its Turn
5 first.
S E ME N
OR N
ME N
- Viking Invasion Setup
SE OR
E NN
Viking Leader Cards are marked on their back with an A, B, or C. Shuffle the three M
E NOR S
B and three C cards separately. Place the B cards on top of the C cards to form the Invasion Deck. The A Leader Card is placed face up in front of the Viking players to show that Halfdan’s
1 Viking Berserker Great Heathen Host will be invading during
12 Red Berserker Faction Cards (01-12) the first Round. As listed, the 17 Norsemen
20 Red Berserker Units and 8 Berserker are placed on
2 Red Berserker Battle Dice Halfdan’s card.
Place the Leader Halfdan next to his Leader
Shires Card, which has a matching symbol and
R S E R KE
B BEE RRS SEERRKKERER picture. Place all other Viking Leaders next
Each white outlined area B BEE R S E R K ERR
represents a Shire that to the Invasion Deck.
may be occupied by Units. Some Shires contain Cities, some of which provide Unit
2 5 10. Alfred the Great
Reinforcements. Control Place Alfred the Great’s Card near the
of City Shires determines English players and his Leader on the Round
victory conditions. V space.
S E R KE R
R
K E RB E
- Viking Control Markers
R SE
R BE
ER RK SE
BE R
Place one Viking Control Marker on each Victory Track space.
Before the first game you should carefully insert the Leaders into their plastic stands.
Seas 9
There are four seas that are separated by land or by a blue line.
Invade North Sea coast.
Which sea a Viking Army may invade Halfdan’s Great
from is stated on each Leader Card. Heathen Host
Advanced Setup Rules
Players may customize their Draw Deck by choosing any 5 of a Faction’s Event Cards 08 - 19. These 5 cards are shuffled in with cards 01 - 07 to
BBBB form each Player’s 12 card Draw Deck.
We have also included two fast-playing, but very challenging, scenarios on pages 13 & 14.
GAME OVERVIEW
The year is 865. A great heathen host of Norsemen has landed in East Anglia and is poised to thunder across England. For the past 72 years, Viking raiding parties from Norway and Denmark have terrorized the coasts of England with ‘hit and run’ attacks. The treasures and plunder gained from these attacks have drawn thousands of eager Norsemen seeking glory and riches. These Vikings warriors are now set to strike the very heartland of the divided and unprepared English kingdoms. They no longer are interested in just raiding; they now intend to settle and rule the lands they conquer... The Vikings are coming!
In ‘878 Vikings’, players command the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players lead the Norsemen ‘Freemen’ and the fearless Berserker ‘Shock Troops’. The English players lead the Housecarl ‘King’s Household Troops’ and the Thegn ‘Regional Nobles’. The English players will also be able to call up the Fyrd, peasant levies, to defend their cities. Players on each side work together in order to coordinate their strategies. Each side attempts to control City Shires on the map to win. The English begin the game controlling all of England but a Viking Leader will invade from the sea almost every Round. The English players raise reinforcements from cities they control, while the Vikings must wait for a new invasion for reinforcements. The game ends when the Treaty of Wedmore is called; the side controlling the most cities at the end wins the game.
TABLE OF CONTENTS
Setup (Pages 1-2) To help you learn the rules, it is suggested that you first set up the game. Several game
terms are introduced during setup, so it is important that you read all of the setup boxes.
Rules (Pages 4-10) The Game Play section describes the basic flow of the game and the Phases that make
up a Round. The rest of the rulebook’s sections are split into the game’s five Phases. Examples will often accompany the game’s rules and appear as red text. Notes appear in blue text to provide designer insights and clarify important rules.
Card Clarifications (Page 11-12) Detailed card clarifications are provided.
Extra Scenarios (Pages 13-14) In addition to the standard game, two unique scenarios are included.
Historical Overview (Pages 15-19) A detailed historical overview is provided that highlights the fascinating people and
events of this time period.
GAME PLAY
1.0 Rounds and Turns 1.2 Turn Sequence
The game is played for up to 7 Rounds. During each Round, A drawn Turn Cube designates which Faction becomes
all four Factions will take a Turn in random order. active and takes its Turn next. The player that commands
this Active Faction is the Active Player and performs the At the beginning of a new Round, all four Turn Cubes are following phases in order: placed into the Draw Bag. Next, a Turn Cube is blindly drawn from the bag and placed on the ‘1st Turn’ space of the Turn
Track. The color drawn denotes which Faction’s Turn it is. 1) Reinforcements Phase (2.0)
This Faction completes its Turn before the next Turn Cube
- Leader Phase (5.0) is drawn from the bag and placed on the next Turn space.
Note: In the 1st Round of the standard game, the Norsemen 3) Movement Phase (3.0)
always go first, so the black Turn Cube is taken and placed 4) Battle Phase (4.0)
on the ‘1st Turn’ space during setup. Then, for the remainder
of the game, Turn Order is blindly drawn from the bag. 5) Draw Phase (6.0)
Once all Turn Cubes have been drawn and all Factions have
had their Turn, the Round ends. Replace all of the Turn Cubes Note: While the Leader Phase occurs before the Movement
into the Draw Bag and advance the Round Pawn to the next and Battle Phases, the rules for the Leader Phase are taught
space on the Round Track. A new Round then begins. last since it is necessary to understand basic movement and
battles first. 1.1 Game End Check Note: If the Vikings or the English have no Leaders on the
At the end of each Round, the game end conditions must be board, they skip the Leader Phase. The English will not have
checked (7.0). a Leader available to them until Alfred the Great enters the
game during the fifth Round (2.2).
INDEX TABLE
Active Player/Faction .. 1.2, 3.0 Control Markers ......... 2.1, 4.4 Leaders ..................... 3.3, 5.0
Alfred the Great ......... 2.2 Draw Deck ................... 6.0, 8.0 Marsh Shires ............... 3.2
Armies ........................ 3.0, 5.0 Event Cards ................. 8.0 Movement Cards ........ 2.4, 3.1
Battles ........................ 4.0, 5.2 Fled Units ..................... 2.3, 4.3 Reinforcements .......... 2.0
Berserker .................... 4.5 Fyrd ............................ 4.7 Rounds ...................... 1.0, 6.1
Cities .......................... 4.6 Game End ................... 7.0 Treaty Cards .............. 7.1
Command Result ........ 4.4, 5.2 Invasion Deck ............. 2.0 Turns .......................... 1.0, 1.2
GLOSSARY
Active Player - The player commanding the Faction whose Turn Faction - The English side’s two Factions are the Housecarl and
Cube was drawn and is taking its Turn (1.2) . the Thegn. The Viking side’s two Factions are the Berserker and
the Norsemen. Army - One or more Units from the same side that are grouped
together on the map or stacked on a Leader’s Card. To move an Fy r d - These are English peasant Units that are called up when a
Army, a Faction must have at least one of its Units in the Army (3.0) . City Shire is attacked by the Vikings (4.7) .
City Shire - A Shire that contains any type of city (4.6) . Leader - Represents an Army of the Units stacked on its Leader card.
Control - Empty or English-occupied Shires are controlled by the Occupy - A Side has Units in a Shire. Units may only Command
English. A Shire is controlled by Vikings if they occupy it with Units move into adjacent Shires occupied by their side’s Units (4.4) .
or a Leader. If the Vikings leave a Shire for any reason, control Side - There are two sides in the game, the English and the Vikings. reverts back to the English. Each side is composed of two Factions. Unit - A single miniature that represents 100 - 250 men.
REINFORCEMENTS PHASE
2.0 Viking Reinforcements 2.3 Fled Units
The first (and only the first) Viking Faction In addition to placing Reinforcements, the
to take its Turn in a Round draws the top Active Faction’s Units located in the Fled
Leader Card from the Invasion Deck to Units space re-enter play (4.3).
reveal the Viking Leader that will be invading Viking Fled Units are placed on any
this Round. Place the listed reinforcing Units Leader Leader Card that is in play or in any
(miniatures) onto the Leader’s card. Place Viking-controlled Coastal City Shire.
the Leader next to his Card. Fled Units space
English Fled Units are placed in any
Note: The first Round’s Leader Card ‘A’ is Björn Ironside’s
English-controlled Reinforcement City Shire or on Alfred
placed during setup, so no Leader Card is Army
Invade any coast. the Great’s Card after he becomes active in Round V. drawn from the Invasion Deck the first Turn.
11 4 Fled Units remain in the Fled Units space if the Active
Faction’s side controls no Shires and has no Leaders in play Leader’s Card
2.1 English Reinforcements on which they can place their Fled Units.
Some Shires on the map have Reinforcement 2.4 Play Movement Card
Cities that show which English Reinforcements At the end of its Reinforcements Phase, the Active Faction are placed in the Shire. Only the Active must play one (and only one) Movement Card. Faction places one of its Units in the Shire for each of its Units pictured. If the Shire is Reinforcement
occupied by Viking Units, no English City
Reinforcements may be placed in the Shire. Viking Reinforcements Example Ex: During the English Housecarl Reinforcements Phase, 2 Housecarl are placed in Winchester.
2.2 Alfred The Great
Ivar the Boneless’s Army
The first English Faction to take its Turn Invade North Sea coast.
during the 5th Round gains Alfred the
Great. Place Alfred in any English-controlled BB
BB
Reinforcement City Shire. Place the listed 02
14 6
reinforcing Units onto Alfred’s card.
Control
The English control all City-Shires at the beginning of the game. A City-Shire is controlled by Vikings if they occupy it with Units or a Leader. If the Vikings leave a City-Shire for any reason, control reverts back to the English who do not need Units in a Shire to control it. It is Round III and the Norsemen Faction is the first
Unit Supply Viking Faction to have its Turn Cube drawn, so it
Each Faction has a limited supply of Units in its draws the top Leader Card from the Invasion Deck
Reinforcements Stockpile. (no more Leader Cards will be drawn this Round). Ivar
the Boneless is drawn. The Norsemen player places
If a Viking Faction does not have enough Reinforcements the listed Units on the Leader Card, 14 Norsemen
to place, it places what remaining Units it has. and 6 Berserker , and finds the matching Leader.
If an English Faction does not have enough He has 2 fled Norsemen in the Fled Units space
Reinforcements to place, it may decide in which Shires to and decides to add these to Ivar’s Card, instead of a
place its remaining Units. Viking-controlled Coastal Shire.
Īrisc S
EURUIC
(York)
(Irish Se) MOVEMENT PHASE
3.0 Armies 878 . VIKINGS
Ex: For the red Berserker Movement Card 02 shown, the
Number of Berserker Active Player may move
Invasions up to two different
of England
Armies can be formed Armies that MAMECEASTER
Armies up to four Shires each.
from some or all of a may move DŪNHOLM 2
(Durham) (Manchester)
side’s UnitsCARLEOL
located in a Armies are moved from Shire to Shire, across white Shire
I II III IV V VI VII
Shire. To move
(Carlisle) an Army, boundaries. An Army must stop if it enters a Shire occupied
Number of 4
the Active Faction must Shires each by enemy865Units. Armies cannot drop off or pick up Units 878
have at least one of its Army may while moving. Again, Units may not move multiple times
LEGACÆSTIR
Units in the Army. move. (Chester) during the same Turn with different LINCYLENE
Armies or Leaders. (Lincoln)
Ex: The Active English N orþhymbra R īce 1 the full
2 number 3 of4 Armies indicated A player need not move
Thegn Faction forms an on the Movement Card or use all the allowed Shire
Card Army in Shire B (pictured e ’s Dy movements for each Army.
k 02
Number Of
below) that includes Berserker
4 Housecarl and 1 Movement Card
3.2 Marsh Shires
Thegn . The Thegn LICCIDFELD LYGERACEASTRE
Armies (Lichfield) may not enter Marsh (Leicester) Shires, unless
can now move all of EURUIC
the scenario explicitly allows it.
these Units together as an Army to Shire C. (York)
(Irish Se) Marsh Shire
3.1 Movement Cards Victory Point Region
3.3 Leaders Reinforcemet Region
Movement Cards allow Armies to move by land from one All Units on Miercana R
Leader’s
īce Card form one Army
Reinforcemet Units
Shire to the next. The Active Player chooses which Armies to and are represented by the Leader on the map.
MAMECEASTER
Setup Units move based on the Movement
(Manchester) Card he played. Leaders move like other Armies and count
Kingdom of Wessex towards the number of Armies that the played Each Movement Card East The top number is the shows Anglia two numbers maximum on its left side.
HEREFORD
number of Armies the
(Hereford) Movement Card allows the Faction to move. No
rþsǣ Kingdom of Mercia
Active Faction may move. Kingdom The bottom number is how many However, Leaders are moved during the Leader
Shires each Army mayCeowulf
move. of Northumbria
An Army, including any of its Phase (5.0), before any other Armies are
LEGACÆSTIR Evet Region
Units, may only(Chester)
be moved once during a Turn. moved during this Movement
LINCYLENE Phase. (Nor
t
Marshland (Lincoln)
OXNAFORD h Se)
(Oxford)
Movement Example
C e ’s Dy
k LUNDENWIC
Of (London)
It is the beginning of a new Round and the Housecarl Turn Cube is the first one drawn. During the Reinforcements 3 Phase, the HousecarlSplayer places (Lichfield) her ReinforcementsLYGERACEASTRE
LICCIDFELD
æ
ÆLMHĀM
on the board, which include f e r n1 S ǣ
Housecarl in Shire B.
(Leicester) (Elmham)
(Seve Se) 2 II
She also places 1 fled Housecarl in Shire B. At end of the Reinforcements Phase, she then plays a Movement
UINTANCÆSTIR
(Winchester) A y Point Region
Card that allows 3 Armies to move up to 2 Shires each.
W stsexea Rīce THEODFORD
rcemet Region III (Thetford)
Miof ce
ercna5RīUnits I
rcemet Units In her Movement Phase, she forms an Army
in Shire B and moves it into Shire C. Notice that three E Ēast Engla Rīce
SEOLESIAE
Units (Selsey)
om of Wessex Units were not included in the Army and were left
B
EXANCEASTER
Anglia behind in Shire B. (Exeter)
HEREFORD D
om of Mercia (Hereford)
She then forms a second Army in Shire A and moves it into Shire G
F om
rthumbria B and then into Shire C, using both of the Army’s allowed moves.
lf Evet Region
land Lastly, she forms a third Army in Shire D and moves it into Shire
OXNAFORD
(Oxford)
E and then into Shire F. Notice that this Army cannot pick up the because there is no Housecarl Unit in that Army.
Thegn in Shire E as it moves 1 through 2the Shire.
3 4 5 6 7 8 9 10 11 12 13 14
Since sheLUNDENWIC has moved her maximum number of armies, as
Note: Each of these Armies includes at least 1 Housecarl . the Active (London)
Player, she begins
V / VI / VI I
her Battle Phase. The Housecarl is not able to move the Army located in Shire G
fern Sǣ 6
(Seve Se) CANTUARABYRG
(Canterbury)
BATTLE PHASE
4.0 Battles 4.4 Command Result
A Battle occurs when opposing Units (and Leaders - 5.2 ) For each Command result rolled, that Faction may
occupy the same Shire. If there are multiple Battles in move one of its own Units from the Battle to any
different Shires, the Active Player chooses the order in which adjacent Shire that contains Units of its side. Using
the Battles are resolved. a Command result, a Faction can move a Unit into a
Shire that contains both friendly and opposing Units The Active Faction’s side is the attacker, and the opposing (an upcoming Battle). side is the defender. The defending Factions have the
initiative, and simultaneously roll their Battle Dice first, Resolve Hit and Flee results first, then Command results.
applying the results. If Units of both sides remain in the Battle
after applying the defender’s Battle Dice results, the attacking 4.5 Berserker
Factions simultaneously roll their Battle Dice and apply the If the first English Battle Dice roll of a Battle Hits the Vikings,
results. The Battle continues, alternating Battle Dice rolls back they must remove one Berserker first. A Berserker does
and forth, until only one side remains in the Shire. not have to be removed during later Battle Dice rolls of
Each Faction rolls its own Battle Dice and makes decisions that Battle.
for its own Units. Each Faction rolls a number of Battle Dice Note: Berserkers were fearsome warriors protected by ‘magic’
corresponding to the number of its Units present in the Battle. and would charge into combat with little regard for their own
The maximum number of dice that may be rolled is limited lives.
by the number of dice a Faction possesses. 4.6 Cities Ex: The English Housecarl may roll up to 2 dice, whereas the
English Thegn may roll up to 3 dice. Shires with Cities start under English control. If
Vikings occupy a City Shire and no English Units
4.1 Battle Dice Results are present, the Vikings take a Viking Control
Each Faction’s Battle Dice have a unique combination of Hit, Marker from the lowest numbered space on the
Command, and Flee faces. Victory Track and place it on the City Shire. If City
the City Shire becomes empty of Viking Units Berserker or Viking Leaders (vacated in the Movement
2 Dice Phase or removed in battle) the Viking Control
Marker is removed and placed onto the highest Norsemen numbered empty space of the Victory Track; the 3 Dice
City is once again under English control. Reinforcement
City
Housecarl Control of City Shires determines victory in the
2 Dice game (7.0) . Thegn
3 Dice 4.7 The Fyrd
If the English are defending a City Shire with at Fy r d
2 Dice least one Housecarl or Thegn, they may then
also draw one Fy rd Card. The card indicates
the number of Fy rd that are added to the
4.2 Hit Result English side of the Battle.
For each Hit rolled, an opponent’s Unit is removed The Fy rd roll their own Battle Dice. When 3
from the Battle to its Reinforcements Stockpile. The Fy rd Flee, they are removed from the
opponents decide among themselves which Unit Battle to their Reinforcements Stockpile instead of being
to remove if Units from more than one Faction are placed in the Fled Units space. At the end of each Battle,
present in the Battle. any remaining Fy rd are removed from the map to their
4.3 Flee Result Reinforcements Stockpile.
For each Flee rolled, a Faction removes one of its Fy rd Units do not use Command results, since their Battle
own Units from the Battle to the Fled Units space. Dice have no Command symbols. A blank die face means
nothing happens.
No
LEGACÆSTIR
rþsǣ
(Chester) LINCYLENE
(Lincoln) 878 . VIKINGSNorth Se) (
Battle Example Invasions of England
e
The Viking Norsemen moved anDŪNHOLM Army (2 EURUIC
(York) and 3 ) during the ’s Dy Of
k Movement Phase into English-occupied (Durham) ÆLMHĀM (Elham). Since
the English are defending a City Shire, they draw a Fy rd card which
CARLEOL I II III IV V VI VII
allows (Carlisle)
them to place 5 Fy rd at the beginning of the Battle.
LICCIDFELD LYGERACEASTRE 865 878
ÆLMHĀM
1st English MAMECEASTER
Roll (Lichfield) (Leicester)
(Elmham)
(Manchester) The defending English roll first. The Housecarl rolls one of her
Norþhymbra Rīce 1 2 3 4
Battle Dice and the Thegn rolls 2 of his Battle Dice. Either English
player rolls the 2 Fy rd Battle Dice. No
THEODFORD
Note: Even though the Fyrd have 5 M roll the(Chester) iercna Rinīcethe Battle, they can only Units maximum yellow Battle Dice available: two.
LEGACÆSTIR
(Thetford)
rþsǣ Ēast Engla Rīce 878 . VIKINGSNorth Se)
LINCYLENE (
(Lincoln)
The English roll 2 Hit, 2 Flee, and 1 Command. The Vikings must Invasions of England
remove a Berserker
HEREFORD
(Hereford) as their first Hit Unit
EURUIC
(York) (4.5) . They then freely
DŪNHOLM
choose to remove a Norsemen as their second Hit Unit.
e ’s Dy
k (Durham)
Of
One
CARLEOL
Thegn and one Fyrd flee, as shown on their Faction’s I II III IV V VI VII
(Carlisle) dice. The fleeing Thegn LICCIDFELD
is placed into the Fled Units space and
OXNAFORD
LYGERACEASTRE 865 ÆLMHĀM 878
the fleeing Fyrd is placed
(Lichfield)back into the Fyrd Reinforcements
(Oxford) (Leicester) (Elmham)
MAMECEASTER
Stockpile. (Manchester)
Norþhymbra Rīce 1 2 3 4
The English cannot use the Thegn Command result because there LUNDENWIC are no adjacent English-occupied Shires. (London)
No
THEODFORD
ǣ 1st Viking Roll
LEGACÆSTIR
Miercna Rīce (Thetford)
rþsǣ Ēa
st Engla Rīce
The Berserker rolls one of her dice and the Norsemen rolls two
(Chester) of
LINCYLENE (Nor
(Lincoln) th SCANTUARABYRG e) his dice for 1 Hit, 1 Flee, and 1 Command.
UINTANCÆSTIR
(Canterbury)
HEREFORD (Winchester)
EURUIC
e ’s Dy k TheWestse English (Hereford) decide to remove a Fyrd
xea Rīce so that they have the (York)
Of maximum number of dice during their next Battle Dice roll.
A Norsemen Flees to the Fled Units space. The remaining Norsemen could use LICCIDFELD
the Command result to move into
OXNAFORD
LYGERACEASTRE
SEOLESIAE
(Selsey) the
ÆLMHĀM
adjacent Viking-occupied Shire, (Lichfield) but the player chooses (Oxford) (Leicester) not to do so. ǣ (Elmham)
s Academy Games Copyright © 2017 þ
MAMECEASTER
2nd English Roll (Manchester)
LUNDENWIC
S ū Each English Faction rolls one of its dice and one of them rolls two (London)
No (E
THEODFORD
nglish Chann el)
rþsǣ
Fy rd dice again, resulting in 1 Hit, 2 Flee, and 1 Command. The (Thetford)
Vikings choose to remove a Norsemen Miercna Rī.ce
ǣ A Berserker has to be removed as the first Hit on only
Note:LEGACÆSTIR
(Chester) the
LINCYLENE (Nor
Ēa
st Engla Rīce
th SCANTUARABYRG e) 2 first 3 English 4 Battle Dice 5 roll 6 of the 7
current 8 Battle. 9 10 (Lincoln) 11 12 13 14 15 16 17
(Canterbury)
UINTANCÆSTIR
HEREFORD (Winchester)
Two of the Fy rd
(Hereford) flee. The English HousecarlV / VI / VII Unit cannot
e s ts e xea Rīce useWthe Command result because there are no adjacent Englishe ’s Dy k Of occupied Shires.
SEOLESIAE
2nd Viking Roll LICCIDFELD OXNAFORD
LYGERACEASTRE (Selsey)
ÆLMHĀM
(Lichfield) (Oxford)
(Leicester)
ǣ (Elmham)
s Academy Games Copyright © 2017 Only the Berserker can roll a die since the Norsemen have no Units left in the Battle. The Berserker rolls a Command result LUNDENWIC
and decides to move the remaining Berserker to the adjacent (London) S ū þ el)
(E nglish Chann
Viking-occupied Shire of THEODFORD (Theoford). THEODFORD
(Thetford)
No Vikings remain in the Battle soMthe iercnaEnglish
Rīce win! The remaining
ǣ Fy rd is removed from the map, since the Battle is over. Ēast Engla Rīce
CANTUARABYRG
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
(Canterbury)
UINTANCÆSTIR
HEREFORD (Winchester) V / VI / VI I
(Hereford)
Westsexea Rīce 8
LEADER PHASE
5.0 Leader Armies Leader Movement and Battles Example
A Leader’s Army is comprised of all Units on the Leader Card The played movement card allows the Norsemen to move up
bearing the symbol that matches that of the Leader on the to two Armies and/or Leaders 4 Shires each. Ivar may move
map. into any Shire along the North Sea coast.
All Leaders move and battle during the Leader Phase before Armies without Leaders move and battle in the
A 878 . VIKINGS
Invasions of England
Movement and Battle Phases. DŪNHOLM
(Durham) Ivar the Boneless’s
Army 4
5.1 Leader Movement CARLEOL I
Invade North Sea coast.
II III IV V
(Carlisle)
A player may move Units between a Leader’s Card and the 865
14 6
Shire the Leader occupies at any time during the Movement
Phase.
Norþhymbra Rīce 1 2 3 4
The active Faction must have at least one of its Units on a Ivar’s first move is into Shire A, where his invading Army
Leader’s Card in order to move the Leader. immediately battles the English occupying the Shire, plus the
Īrisc Sǣ
A Leader may drop off and pick up Units before he moves, 2 Fyrd they draw. The defending English roll first, resulting
in two Commands, which they cannot execute because there as he moves, or after he moves. Units that moved and are
are no adjacentEURUIC English-occupied Shires. Ivar then
dropped off may not be moved again during that Active (York)
(Irish Se) eliminates all English on his first roll, so the Battle does not
Player’s Turn. use up one of his remaining moves. He places a Viking Control
Invading Viking Leaders begin off the map, so the Leader’s Marker onto this City Shire. Ivar decides to place 2 Norsemen
first move must be into any Shire along the sea coast listed MAMECEASTER from his Card into Shire A, in order to maintain control of
on the Leader’s Card. the Shire since he will continue to move.
(Manchester)
Ex: During the first 4 Rounds (Leader Cards A and Bs),
the Vikings may only invade from the North Sea, which is B N o8
separated from the English Channel by a blue line. LEGACÆSTIR
DŪNHOLM
(Durham) Ivar the Boneless’s
(Chester) LINCYLENE Army
5.2 Leader Battles
CARLEOL (Lincoln) I
Invade North Sea coast. II
(Carlisle)
A Leader battles immediately when he moves into a Shire e
’s Dy
k 14 6
occupied by enemy Units. If the Leader wins the Battle,
Of 02
still has active Faction Units on his card, and has moves Norþhymbra Rīce 1
remaining, he may continue moving. If the attacking Leader
LICCIDFELD LYGERACEASTRE
Note: A Viking Unit must occupy a Shire to control it.
(Lichfield) (Leicester)
does not eliminate the defenders in his first Battle Dice roll, Ivar’s second move is into Shire B where he decides to pick
Īrisc Sǣ
then one of the Leader’s remaining Shire moves, if any, is up the Berserker in Shire B and place it on his Card.
used up. Victory Point Region
THEOD
Reinforcemet Region (Thet
EURUIC
All of a Faction’s Units in a Shire Reinforcemet
participate Units in the Battle, Miercna Rīce (York)
those on a Leader’s card and in the Shire itself. Battle
Setup Units (Irish Se) DŪNHOLM
(Durham)
Dice results can be applied against a Faction’s Units in the
Kingdom of Wessex
CARLEOL
Ivar the Boneless’s Army
I II
Shire or on a Leader’s card.
East Anglia HEREFORD (Carlisle) Invade North Sea coast.
(Hereford) Kingdom of Mercia
MAMECEASTER 865
Units on a Leader’s Card may use aKingdomCommand result to move of Northumbria (Manchester)
14 6
out of a Battle (4.4). If the last friendly Unit on a Leader’s
Ceowulf Evet Region
Card uses a Command result, the Leader may move with it. Marshland
C hymbra Rīce
NorþOXNAFORD (Oxford)
Ivar’s third move is into Shire C where he immediately battles
If a Leader has no friendly Units remaining on his Card and theLEGACÆSTIR
English. He defeats the English but LUNDENWIC
needs two Viking
Īrisc Sǣ
in the Shire he is located in, he is defeated and removed (Chester) (London) LINCYLENE
Battle Dice rolls to defeat them. The second Battle(Lincoln) Dice roll
from the game. uses his fourth and last remaining Shire move. Ivar stays in
Sæfern Sǣ e
’s Dy
k Shire C, placing a Viking Control Marker
EURUIC
(York) in the City Shire. (Irish Se) Of (Seve Se) The Norsemen has no more Leaders on the map, so he uses
his card’s second move on an Army without a Leader (3.1).
UINTANCÆSTIR
(Winchester)
LICCIDFELD LYGERACEASTRE
Westsexea Rīce (Lichfield) (Leicester)
9 MAMECEASTER
(Manchester)
SEOLESIAE
Victory Point Region (Selsey)
DRAW PHASE
6.0 Draw Cards The Active Faction’s Turn is now over. A new Turn Cube is
drawn from the Draw Bag and the next Faction takes its Turn. At the end of the Active Faction’s Turn, only that Faction
draws its hand back up to 3 cards. If there are not enough 6.1 New Round
cards left in the Active Faction’s Draw Deck, it draws what If all Turn Cubes have been drawn, the Round ends and the remains. Ex: The Berserker plays a ‘Viking Fort’ card during game end conditions are checked (7.0). If the game does not the Thegn Turn. The Berserker may not draw her hand back end, a new Round begins. Advance the Round Pawn Marker up to 3 cards until the end of her own Turn. to the next space and replace all Turn Cubes into the Draw
If the Active Faction has no Movement Card (i.e., only Event Bag.
Cards) in its hand after it draws, it must show its cards,
reshuffle them into its Draw Deck and draw 3 new cards. Note: In Round V, Alfred the Great enters the
The Active Faction must continue to do this until it has at game and it becomes possible to end the game
least one Movement/Treaty Card in its hand after drawing. by Treaty (7.1) .
GAME END & WINNING CONDITIONS
7.0 Game End by Conquest The game ends at the end of any of these Rounds if Treaty
Cards belonging to all Factions of one or both sides have
If there are 14 or more Viking Control Markers on City Shires been played.
at the end of any Round, the Vikings automatically win. Ex: In Round I, the Viking Berserker played her Treaty Card.
If there are no Viking Control Markers on the map at the end In Round IV, the English Thegn played his Treaty Card. In
of any Round, the English automatically win. Round V, the Viking Norsemen is the first to take a Turn and
7.1 Game End by Treaty plays his Treaty Card. Both Viking Factions have now played
their Treaty Cards and the game will end with the current
Each Faction has one Treaty Card that may be played as Round, after all of the Factions have taken their Turn.
a Movement Card. After it is played, a Treaty Card is not
discarded, but is placed face up beside the map. At the end of the game by Treaty, the Vikings win if there are
9 or more Viking Control Markers on the map. If there are
The Treaty of Wedmore game end condition is evaluated at fewer than 9, the English win.
the end of Rounds V, VI, and VII.
EVENT CARDS
8.0 Event Cards 8.1 Advanced Setup Rules
Each Faction has unique Event Cards in its Draw Deck. Event Extra Event Cards for each Faction are included in the game.
Cards give players special abilities such as adding Units to Instead of playing with cards 01-12, players may choose any
the map, affecting movement, or influencing combat. 5 of a Faction’s Event Cards 08-19 to shuffle with cards 01-
Each Event Card states when it may be played. 07, for a total of 12 cards.
The color(s) of the Faction(s) whose Turn the card can
be played in is shown on the edge of the card. Factions Event Card
may play any number of Event Cards from their hand,
but each Event type may only be played once in a Battle. In which Card Name
Ex: The Viking Berserker and Norsemen Factions may not Faction’s
each play a ‘Viking Fort’ Event Card in the same Battle. Turn it may Saxon Navy
be played Viking Movement Phase Phase it may
Choose 6 coastal Shires be played in
If multiple Factions want to play cards at the same time, the the Vikings may not enter
this turn. Historical
Active Faction decides in which order the cards are resolved. text Although the Saxons’ main battles were ashore, Card Effects
King Alfred did successfully use the Saxon navy to defeat Viking enemies at sea in 875,
Cards that specify that they may be played during Movement 882 and 885. Card Number
or Battle can be played during the Movement Phase, the Ex: The Housecarl may play her Saxon Navy Event
Battle Phase, or the Leader Phase when a Leader moves Card during the Berserker’s or Norsemen’s Movement
and/or battles. Phase.
CARD CLARIFICATION
Note: Any reference to Armies on Event Cards includes groups of Units or Leaders. Ex: Moving an ‘Army’ also includes moving a ‘Leader’.
Movement Cards (Faction Cards 02-07) Alfred’s Army
Each card details how many Armies may move Alfred is placed by the first English Faction
and how many Shires each Army may move. to take its Turn during the 5th Round. Alfred
Ex: The English Thegn player may move 3 may be placed in any English-controlled
Armies up to two Shires each. An Army must Alfred’s Army Reinforcement City Shire during the Faction’s
stop when it enters an enemy-occupied Place in any English
controlled City Shire. Reinforcements Phase. Alfred’s Army Card
Shire. Leaders, however, will immediately is placed next to the English players with 4
battle and can then move on if they are Housecarl and 3 Thegn on it.
victorious and have any moves remaining. 4 3
If Alfred has no Shire to be placed in, he may be placed as soon as one becomes available
Treaty Card (Faction Card 01) later in the game.
2 Treaty Cards are played as Movement Cards. Surprise Attack (Berserker Events 10 & 16)
After play, this card is not discarded, but is The Berserker may play this Event during
placed face up beside the map. Ex: The Viking their Battle Phase if they have a Unit
Treaty of Wedmore
Berserker plays her Treaty Card and may participating in the Battle. Then both Viking
Check for Game End
on Round 5 or later. move 2 Armies up to four Shires each. Factions make an extra Battle Dice roll
Surprise Attack
Once both Factions of either side have played Berserker Battle
before the normal Battle. Before this Battle,
their Treaty Cards, the game ends at the end of the Viking Army resolves
one Battle Dice roll. The extra Battle Dice roll for the ‘Surprise that Round (beginning with Round V). Attack’ does not count toward using up one
01 The Vikings’ use of deceit was counter to
traditional military tactics of the time and
Note: The Active Player may have no choice was one reason they were so successful. Using surprise attacks, the Vikings decimated their enemies, like at the raid on Lindisfarne in 793
and the attack on Chippenham in 878. of a Leader’s moves (5.2) . but to play their Treaty Card if the other two
Note: Norsemen could flee as a result of
cards in their hand are Event Cards. their Surprise Attack Battle Dice roll.
Fyrd Cards Viking Fort (Berserker Events 12 & 18,
When a Viking Army attacks a City Shire Norsemen Events 13 & 19)
defended by at least 1 Housecarl or 1 Both Viking Factions have Viking Fort Event
Thegn , the English players draw one Fy r d Cards. A Viking Faction may play a Viking
Card and add the listed Fy r d to the Fort if it has a Unit participating in the
Viking Fort
Shire. All Fy r d are removed at the end English Battle
For this Battle, the Viking Battle. The Viking Fort may be played at the
of the Battle. Army ignores one ‘Hit’
result from each English start of any one English Battle. The Vikings
Battle Dice roll.
2 Ex: The English are defending a City Shire The Viking Ring Fortress (Trelleborg) was
divided into four equal sections behind ignore one Hit result from each English and draw the Fyrd Card shown that allows ramparts of wood and soil. Four gates led into the fortress, and it could hold four longhouses in each of the four sections. Battle Dice roll.
them to place 2 Fy r d into that Shire. One, and only one, Viking Fort Event may be
Leader Cards (Cards 01-03 & 05-07) played in a Battle. Ex: Both Viking Factions
The first Viking Faction each Round draws have a Viking Fort card in their hands. Only
the top Leader Card from the Invasion Deck one Faction may play its Viking Fort card.
and places the listed Units on the Leader’s Feigned Retreat (Norsemen Events 08 & 14)
Björn Ironside’s card. The Leader Card’s matching Leader
Army The Norsemen may play this Event at the may invade coastal Shires from the sea listed Invade North Sea coast. start of any battle if they have a Unit present on the card. in the Battle. Then all English Factions have
Ex: The Viking players draw Björn Ironside’s Feigned Retreat
Any Battle to make a Battle Dice roll before the normal
11 4 Leader Card and place 11 Norsemen and Before this Battle,
Battle begins. The English only count Flee the English army resolves
4 Berserker on it. Björn and his Army may one Battle Dice roll, counting
only ‘Flee’ results.
results. The normal Battle then begins with
invade from the North Sea only. Vikings are known to have used cunning and
unconventional battle tactics for the era. They
would not respect the established Christian rules of combat and would use any means to gain
victory. the defender’s Battle Dice roll.
Viking Reinforcements (Card 04) Viking Ships (Norsemen Events 12 & 18)
No new Leader invades during the Round The Norsemen may play this Event during
the Vikings draw this Card. They instead their Movement Phase to move an Army
place 9 Norsemen and 2 Berserker from one Coastal Shire to any other Shire
Reinforcements
on any Leader Cards of Leaders on the map Viking Ships
located on the same sea coast if they have No invasion this round.
Place as reinforcements. or in Viking-controlled Shires located on any Norsemen Movement
One Viking Army may move a Unit participating in the move. This sea
coast. The Units may be split between any from one Coastal Shire to
another Shire on the same Sea’s move costs the Army or Leader one Move,
coast at the cost of one Move.
9 2
number of Leader Cards and Coastal Shires. Ships gave the Vikings great mobility and
allowed them to invade the weakest and richest the same as if it had moved into an adjacent parts of England. The English had no ships of
their own to defend with until Alfred the Great founded the English Navy. Shire. The Army may continue moving if it has any moves remaining.
Shield Wall (Norsemen Events 10 & 16) Religious Conversion (Thegn Events 08 & 14)
The Norsemen may play this Event before During the Thegn’s Reinforcements Phase,
any English Battle if they have a Unit the Thegn may remove up to 2 Norsemen
participating in the Battle. Then all Battles from any one Shire and then place 2 Thegn
Shield Wall
for the rest of this Turn receive the Shield Religious Conversion
in the same Shire. If any Viking Units remain English Battle For all Battles this Turn,
Wall effect, as long as 1 Norsemen is Thegn Reinforcements Phase
Replace up to two Norsemen in the Shire, fight a Battle immediately, with
with Thegn Units in a Shire Viking armies ignore the first
‘Hit’ result of each Battle. involved. of the Thegn player’s choice.
May result in a Battle. the Vikings as the defenders. Ignore the first English Hit in each Battle, for The shield wall was a strong formation made of men standing shoulder to shoulder, protecting each other by overlapping their
shields. Opposing shield walls would push It was inevitable that some Vikings would take up
and hack at each other until one broke and the ew faith. The most famous conversion was
fell apart. Both the English and Norse used shield walls.
a total of 1 Hit per Battle. If the Vikings still 08
when King Guthrum and 30 of his best warriors were converted by Alfred to Christianity.
take a Hit from the first English Battle Dice
roll, a Berserker must still be removed. Spy (Thegn Events 12 & 18)
At the beginning of any Viking Battle, the
Rebellion (Housecarl Events 09 & 15) Thegn may move an Army up to two Shires
During the Housecarl’s Reinforcements to join in that Battle. This Army must include
Phase, the Housecarl may remove one Viking a Thegn and may not move through
Spy
Unit from any one Shire. Then draw a Fy r d Viking Battle
Viking-occupied Shires. One English Army may
Rebellion
card and add these Fy r d to that Shire. move up to two Shires to
join in this Battle. Housecarl Reinforcements Phase
Remove one Viking Unit (Viking The two sides immediately initiate a Battle
choice) from a Shire. Then draw a Fyrd Card and immediately initiate a Battle against any
during the Reinforcements Phase. After the The English used locals that the Vikings had
conquered to keep track of Viking movements in order to be prepared for Viking attacks. remaining Vikings in that Shire. The English rulers would either die when the Viking armies came or pledge fealty to them.
Battle, any remaining Fy r d are removed.
However, when these armies departed, remaining Viking settlers always feared rebellion.
If this was a Reinforcement City Shire and all Ambush (Thegn Events 13 & 19)
Vikings were removed, the Housecarl may The Thegn may play this Event at the
place Reinforcements and Fled Units there. beginning of a Viking Battle if they have a
Saxon Navy (Housecarl Events 10 & 16) Unit participating in the Battle. ALL English
At the beginning of either Viking Faction’s Ambush
Units (Housecarl, Thegn, Fy r d ) make an
Movement, the Housecarl may make Viking Battle
Before this Battle, extra Battle Dice roll before the normal six Coastal Shires inaccessible to Viking the English Army resolves
one Battle Dice roll. Battle. After this Ambush Battle Dice roll,
Saxon Navy
Armies. This includes Viking Leaders that are normal Battle begins and the English Army
The Vikings’ previous aggressive and successful Viking Movement Choose 6 Coastal Shires.
invading from the sea. Viking Armies may 13
raids sometimes drew them into trouble if the English were more prepared than expected. rolls again as the defenders. The Vikings may not enter
these Shires this Turn. move out of the chosen Shires, but may not Note: English Units could flee as a result of
Although the Saxons’ main battles were ashore,
move into them. The six Shires do not have their Ambush Battle Dice roll.
King Alfred did successfully use the Saxon
navy to defeat Viking enemies at sea in 875, 882 and 885. to be adjacent to each other.
Danegeld (Housecarl Events 11 & 17)
The Housecarl may play this Event before any Viking Battle if they have a Unit present in the Battle. Before each Battle, for the rest
Danegeld of this Turn, the Vikings must remove either 1
Viking Battle Before each Battle this Turn, the attacking Viking players Berserker or up to 2 Norsemen . must choose to remove either:
1 Berserker or Ex: The Viking Army consists of 1 Berserker
up to 2 Norsemen Units from their Army. To avoid bloodshed, the English would pay and 1 Norsemen . The Vikings may remove only 1 Norsemen , since they have a bribe or tribute, known as the Danegeld, so that the Vikings would leave without a fight.
no more. Archers (Housecarl Events 13 & 19) The Housecarl may play this Event during either English Faction’s Battle Phase if they have a Unit participating in the Battle. Then, Archers all English Units (Housecarl, Theyn, Fyrd) English Battle Before this Battle, make an extra Battle Dice roll before the the English Army resolves
one Battle Dice roll. normal Battle. The English ignore Flee results.
Ignore ‘Flee’ results.
The close combat fighting of the shield wall was how battles were fought and won, but before two Battling with the ‘Archers’ does not count shield walls closed, the English would launch
javelins and arrows at the enemy. toward using up one of Alfred’s moves (5.2) .
NORTHUMBRIAN RAIDS SCENARIO
The Vikings raided the British Isles for decades before Halfdan’s Great Heathen Host invaded England in 865. It is 794 and the Vikings are raiding and plundering throughout Northumbria, sacking churches and razing villages. The English players must protect their families and their faith. If the Vikings discover the richness of England, there may be no end to their incursions.
Īrisc Sǣ (Irish Se)
No rþsǣ (Nor th Se )
Setup • During each Viking Faction’s Reinforcements Phase, they
receive an Army of 2 Berserker and 4 Norsemen . Set up the game as described on pages 1 and 2 except for the During the Movement Phase, this Army must first move into changes to the numbered setup boxes listed below. a Shire along the North or Irish Sea coasts.
- Create each Faction’s deck using only cards 02, 03, 04, 08, & 09.
The remaining cards, including the Treaty Cards, are not used. • The Vikings need to collect enough plunder to win the
game. Do not place Control Markers on the map when
- The English only set up starting Units in Northumbria. the Vikings control a City Shire. Instead, at the end of
- Create a Fyrd Deck composed of cards 07-14. each Round, pull one Viking Control Marker from the
Victory Track for each City Shire that the Vikings control.
- No Leader Cards or Leaders are used in this scenario. Ex: The Vikings control Durham and Carlisle at the end of
- Place only 7 Viking Control Markers on the first seven spaces Round I and pull two Viking Control Markers. At the end of
of the Victory Track. Round II, they lost Carlisle, but control Durham and York, so
they pull two more Viking Control Markers. They now have 4
Special Rules Control Markers.
This scenario has the following special rules that differ from the Scenario End
normal game. The scenario ends at the end of the 3rd Round, or if the Vikings
- Armies may only move into Shires within the Kingdom of have pulled all seven Viking Control Markers.
Northumbria. Armies may not enter the other kingdoms. Victory Conditions
- During each English Faction’s Reinforcements
Phase, that English Faction places an extra If the Vikings pull all of the Viking Control Markers from the
Reinforcement Unit in each City Shire that Victory Track by the end of Round III, the Vikings win. Otherwise,
Sæ thef e r n S ǣ control. This is in addition to the Units they
English the English win.
(Seve Se receive) from Carlisle and York.
ADVANCED SCENARIO: ALFRED’S GAMBIT
Alfred the Great, King of Wessex, has barely escaped a treacherous surprise attack at Chippenham by the Viking King Guthrum. Alfred has managed to escape into the marshes of Somerset and has set up a fort at Athelney to regroup his forces. Now the Vikings rage across Wessex. Alfred must rally the Thegn and the Fyrd or the last English Kingdom will fall to the Vikings.
Alfred’s Army
Place in any English controlled city.
4 3
Sæfern Sǣ (Seve Se)
ǣ
Sūþs hannel)
(English CGuthrum’s Great Summer Army Invade any coast.
17 8
Setup Special Rules
Set up the game as described on pages 1 and 2, except for the changes This scenario has the following special rules that differ from the
to the numbered setup boxes listed below. normal game.
- Create each Faction’s deck using only cards 04, 05, 06, 10, and 12. • Armies may only move into Shires within the kingdom of Wessex.
The remaining cards, including the Treaty Cards, are not used. Armies may not enter the other kingdoms.
- The English only set up starting Units in Wessex, excluding • There are no invasions each Round. The Berserker Faction receives
UINTANCÆSTIR (Winchester). 1 Berserker reinforcement on its Turn. The Norsemen receive 1
Norsemen reinforcement for each City Shire the Vikings control.
- Each English Faction places 3 extra Units, which may be placed
in Wessex English-controlled Reinforcement Shires and/or on Alfred’s These may be placed with Guthrum or in any Viking-controlled Shire.
Leader Card. • Only the English may enter and pass through marsh-Shires.
- Create a Fyrd Deck composed of cards 04-13. • After a side rolls its Battle Dice, they may retreat their Leader into an adjacent Shire, but all of their Hit results instead count as Flee
- Do not use the Invasion Deck in this scenario. The Viking players results. should place Leader Card 05, Guthrum’s Great Summer Army,
in front of them. Place 17 Norsemen and 8 Berserker on • Alfred always receives a +1 Move bonus.
Guthrum’s card. Guthrum is placed in UINTANCÆSTIR (Winchester). • Housecarl Card 10 blocks only 1 Shire instead of 6.
The English players begin the game with Alfred’s Card in front of Scenario End and Victory Conditions
them. Place 4 Housecarl and 3 Thegn on Alfred’s card. Alfred The scenario ends in one of three ways:
is placed in either of the Somerset Marshes, the marsh Shires
adjacent to the Severn Sea. 1. At the end of the 3rd round, the Vikings win if they have 3 or more
Viking Control Markers on the map. Otherwise, the English win.
- Place Viking Control Markers on the first four spaces of the Victory
Track and place one marker on UINTANCÆSTIR (Winchester). 2. At the end of any Round, if all 5 Viking Control Markers are either on
the map (the Vikings win) or on the Victory Track (the English win).
- Immediately, if either Alfred or Guthrum is defeated and no longer on the map; the side with a Leader remaining wins.
HISTORICAL OVERVIEW
“T his year came dreadful fore-warnings over the land of the Northumbrians, terrifying the people most woefully: these were immense sheets of light rushing through the air, and whirlwinds, and fiery dragons flying across the firmament. T hese tremendous tokens were soon followed by a great famine: and not long after, on the sixth day before the ides of January* in the same year, the harrowing inroads of heathen men made lamentable havoc in the church of God in Holy-island, by rapine and slaughter.”
-The Anglo-Saxon Chronicles: 793 AD
This first mention of the arrival of the Heathen men
ROUTE OF THE GREAT HEATHEN ARMY
marks the beginning of the Norse terror in England and 865-867
what we now call the Viking Age. The Norsemen (North- Tyne
868-869 Battle won
men) would plunder, terrorize, and conquer the British 870-871 by Anglo-Saxons
872-873
Isles for more than 270 years, ruling the land under The 874-875 Battle won by Danes
Danelaw (Danelagen) and threatening the foundations of
Christianity in England. But the invasion and conquest of Danes attacked by
the foreigners also united the English against their common YORK the Anglo-Saxons
March 867 Occupied
foe and led to the rise of one of the greatest English leaders November 866
of all time, King Alfred the Great. Alfred modernized the NO RT
English Army, built fortified cities (burhs) and founded the HS
Danes’ winter
quarters 872-873 EA
English navy in response to raiding ships, thus successfully Danes’ winter
standing against the Viking Danelaw. He was the last hope quarters 867-868 Torksey
NOTTINGHAM
for Christianity in England.
The Viking raids on England began in 793 AD. They plundered Heathen Army
Repton
their way through Northumbria (Northern England), sacking divides
Danes’ winter Edmund killed quarters 869-870
monasteries and churches, holding nothing sacred. They THETFORD by the Danes
November 868
overran the island of Shepey in 832, then fought King Egbert CAMBRIDGE
of Wessex at Charmouth in 833 and at Hengeston in 835. In
837, 33 Viking ships fought at Hampton. Raids are recorded GLOUCESTER
across England, including battles in Lindsey, East-Anglia LONDON
CHIPPENHAM
and Kent in 838, and in London, Canterbury and Rochester
READING
in 839. The raids intensified and the prosperous lands of Englefield
Danes’ winter quarters 871-872 Ashdown England attracted more and more Norsemen seeking riches Wilton
and glory. Now, the English began facing ships numbering Basing
in the hundreds. In 851, 350 Viking ships sailed into the
WAREHAM
mouth of the Thames River, storming Canterbury and
EXETER
London before they were defeated by King Ethelwulf. The
H CHA NNEL
Chronicle states that this huge battle resulted in ‘a great ENGLIS
- It was actually in June.
slaughter of the Heathen Army’. One would think that all these defeats and all these deaths would discourage the invaders, but rather they spurred them on. The Norse forces had grown and became what is now known as the Great Heathen Army. In 865, the East Anglian King Edmund must have been shaken when the Vikings came and fixed winter quarters in his country. Now, the real struggle began. What the English had experienced before would pale compared to the horrors this Great Heathen Army would spread during its time in England. During
the following 14 years, several great Norse leaders would Ragnar Lodbrok (Ragnarr Loðbrók)
lead their Heathen armies to victory after victory, almost The Legendary Saga-King of Denmark raided many
overrunning the entire English mainland, subjecting it to lands, including Scotland, Ireland, and England during
pagan rule. the early Viking Age. Ragnar claimed he was a direct
descendant of the god Odin and his symbol was that of
Legend has it that the sons of Ragnar Lodbrok led the Viking a Raven – Odin’s bird.
invasion of 866 in England, but this is hard to verify today. He is most notoriously known for fostering 12 sons, 4 of
The ruthless Viking Ivar is mentioned in The Chronicle of which became important historical figures.
Æthelweard as the leader of this force from the North, and this may have been the infamous Ivar “the Boneless” Ragnarsson – son of Ragnar Lodbrok. Landing in East Anglia, the Vikings obtained horses from the locals and soon headed north, where they took control of York. Perhaps they were tipped off that York would be easy prey, as the Northumbrians were deep in a civil war between King Ælla and King Osberht. After the Vikings had taken York, the two rival kings managed to settle their disputes and faced the invading army together. They made an attempt to liberate York, but during the battle both of the English kings fell. Legend has it that Ælla killed Ragnar
Lodbrok, whereupon Ragnar’s son Ivar avenged his father’s Björn ‘Ironside’ Ragnarsson
death by carving out still-living Ælla’s ribs from the back, Son of Ragnar Lodbrok and the völva (shaman) Aslaug.
spreading them out as eagle wings, and pulling out the He earned the name ‘Ironside’ because his mother’s
lungs - the dreaded blood eagle. Fact or fiction, we know witchcraft protected him from wounds in battle.
the Northumbrians laid down their arms and made peace According to legend, he became the King of Sweden and
with the Vikings, submitting to their rule. From now on, the father of a long line of Swedish kings and pretenders.
York was known as Jorvik and became a key point of Viking settlement, trade, and war in England. The conquest of York was not enough for the Norsemen. The following year, in 868, Ivar took the Army south again into Mercia and Nottingham where it camped for the winter. King Burhred of Mercia fled to Wessex and convinced King Æthelred and his brother Alfred to lead a combined Mercian/West-Saxon Army against Ivar. Instead, the Mercians made peace with the Vikings, after which the Vikings returned north to York the next spring. In 870, the Viking Army traveled from York to Thetford in East Anglia and made winter quarters. They fought and Halfdan ‘Kvitserk’ Ragnarsson A leader of the Great Heathen Army and another defeated King Edmund, who lost his life in battle. The Viking Ragnarsson. Halfdan 'Kvitserk (White-shirt)’ Ragnarsson victory was total. They overran the land and sacked every was very influential in Northumbria and briefly the monastery and church they came across, killing abbots and Viking King in York. He then tried to press his claim on monks, and taking all the gold and silver they could find. the Kingdom of Dublin where he was slain in 877. This year there was a change in the leadership of the army
as Ivar traveled back to Ireland, where he died two years later. Halfdan Ragnarsson, called Halfdan Kvitserk (White-shirt) and by legend Ivar the Boneless’s brother, began leading the Host. Indeed, the record shows that two kings, Bagsac and Halfdene (Halfdan), led the Heathen Army to Reading in Wessex where they defeated the West-Saxon King in 871. The Vikings attacked and were defeated at Ashdown. Thousands of men were slain and King Bagsac fell. Now in full command, King Halfdan pushed his army on the offensive and again confronted the English at Basing only 14 Ivar ‘the Boneless’ Ragnarsson Son of Ragnar and the völva (shaman) Aslaug. As a
days after the Viking loss at Ashdown, defeating the English. result of a curse, he was supposedly born boneless –
Halfdan reorganized his armies and marched to Marden but still he became a mighty Viking leader, cunning, and
two months after. Again, the Norsemen were victorious tactically adept. In battle, he was carried by his warriors
and more than that, they received many reinforcements on a shield and used his bow on his enemies. He later
from overseas. For the English, this was a terrible blow, for turned his attention west and was the co-ruler of the
not only had they lost many men and lands, but their King Kingdom of Dublin, until his death in 873.
Æthelred of Wessex as well. With King Æthelred’s death, his younger brother ascended to the throne of Wessex and now finally we see King Alfred, later called ‘the Great’, come full force into history. His first battle as king at Wilton ended in defeat, but he was able to make peace with the Vikings. Most likely it involved paying them tribute in what would be known as Danegeld. This may have been the first sign of a new strategy involving bribery to gain peace and time to rebuild and reorganize the English forces. For now at least, it worked. Halfdan’s army turned its lust for plunder towards the Mercians and the
Northumbrians for the following 6 years, leaving Wessex Ubbe Ragnarsson
to itself. The kingdoms of Northumbria and Mercia were Possibly a bastard son of Ragnar, Ubbe is likely one of
overrun and an English Thegn (retainer), Ceolwulf II, was the leaders of the Great Heathen Army and was rumored
placed under Norse control in Mercia. Perhaps Halfdan was to go berserk in battle.
content with the conquest, or was needed further north? In any case, he took a part of the army and subdued the rest of Northumbria and divided land among his men and followers. Ivar was dead, but his legacy was not, so Halfdan sailed to Ireland and fought with the natives and other Vikings to achieve Ivar’s claims in Ireland. As Halfdan moved north in 875, three other Viking kings emerged as leaders of the Great Heathen Army. The main king mentioned in the Anglo-Saxon Chronicles is Guthrum, who most likely arrived in 871 with the reinforcements to join Halfdan in East Anglia. The following year, Guthrum
invaded Wessex, continually beating Alfred’s armies in Guthrum
a string of battles. Guthrum and his host rode with their One of the leaders of the Great Heathen Army and later
cavalry to conquer Exeter, forcing Alfred to make a peace the King of Danelaw. This was a large part of middle and
treaty which resulted in the Vikings leaving Wessex to northeastern England that was run under the laws of the
winter in Gloucester. Danes, which included Essex, Middle Anglia, Lindsey,
Deira, Cumbria, and more. By 878, Guthrum had established himself in East Anglia and He is the principal signatory to the treaty of Wedmore led a surprise attack against Alfred, nearly capturing him. where he and King Alfred the Great established peace The King fled into the marshes of Somerset, barely escaping and borders for the Danelaw. He was eventually the assault. Defeated and without an Army, the King christened by Alfred and took the name Æthelstan.
persuaded local lords in Somersetshire, Wiltshire, and parts of Hampshire to support him with men. With this force, the King fought Guthrum at the Battle of Ethandun. Guthrum’s Viking Army was routed with Alfred’s army in pursuit. The Vikings built a dirt and wood fortress to defend themselves. The English surrounded them and besieged the wounded, tired, hungry and thirsty Vikings for 14 days, until they finally surrendered. Guthrum and Alfred negotiated a peace treaty called The
Treaty of Wedmore. Guthrum swore that he would leave Lagertha
Wessex and the English took hostages to seal the deal. This Member of the Norwegian King Siward’s court, she was
time, the Norsemen held true to their words and retreated placed in a brothel as humiliation when the King was
to Chippenham. More than that, Guthrum was baptized killed. When Ragnar Lodbrok came to avenge the death
at Wedmore, with King Alfred as sponsor and godfather. of King Siward, Lagertha is said to have helped in turning
He took the Christian name Æthelstan. Guthrum’s host the tide of battle, fighting as a shieldmaiden. She caught
retreated into East Anglia and divided lands among Ragnar’s eye because of her bravery and battle skills and
themselves. The Treaty of Wedmore is preserved to this she became his wife soon after.
day. The date is uncertain, but the treaty is presumed to have taken place in 878 when Guthrum was baptised by King Alfred in Wedmore. This was a turning point for Wessex, as the treaty defined the borders between the Danelaw and the Kingdom of Wessex. Much of the treaty details compensation pay in case of manslaughter between the sides, forbade Wessex men from joining the Viking Army and vice versa, and outlined peaceful trade practices between the kingdoms. The Vikings then turned their attention to France, raiding
its coasts for the following five years. When they returned, Rollo
Alfred was well prepared for their deceit, defeating the Rollo the Walker (Hrólfr the Walker), was named as
Norsemen in decisive land and sea battles. such because he was so big that no horse could carry
him. He was either a Norwegian or Danish Viking that
The Aftermath eventually invaded what would later be called Normandy
The Norsemen continued their raids and attacks against (Northmen) in France. He became the ruler of Normandy
England for the next 150 years, eventually ruling all of and is the ancestor of William the Conqueror, later King
England from 1014/1016 until 1042. The Viking age finally of England.
ended in 1066 when the Norwegian King Harald Hardrada was defeated by the Anglo-Saxon King Harold Godwinson at Stamford Bridge. King Harold was then defeated and killed weeks later by William the Conqueror, Duke of Normandy (himself a direct descendant of the Viking King Rollo, founder of Normandy). William would invade England, defeat the English at Hastings in 1066, and become the first Norman King of England. Who were the Vikings? ‘Vikings’ was a name given to seafaring Norsemen (Northmen) that invaded England from the Scandinavian lands now known as Norway, Sweden, and Denmark. In Old Alfred the Great King of Wessex and father of England. He is most
Norse, ‘viking’ meant ‘freebooting or looting voyage’ and likely the sole reason why the Vikings did not conquer
one would ‘go on a viking’. The Vikings did not have a sense the whole of England at this time. King Alfred fought
of nationality, rather their allegiance was to their kind when he had to and negotiated peace when he could,
(relatives and friends) and to the lord they served (often eventually driving the Vikings back and forcing them to
titled King). sign the Treaty of Wedmore. King Alfred the Great was
Why did they invade England? It is hard to say, but some the first to call himself 'King of the Anglo-Saxons’.
certainly travelled overseas to gather riches in order to
mount claims to land or title back home. King Harald English territory
N
Hardrada is one such example. Many records in the Norse O
Sagas describe battles between returning Viking armies and R
TH Bamburgh Danish or Norse territory
the locals, so they may not have always been a welcome UM
BE Celtic lands
sight for the rulers back home. Surprisingly, archeological RL
findings support the hypothesis that most Vikings did not AN
D return home and actually stayed and settled abroad. The Durham Anglo-Saxon Chronicles document where the Viking raids N
evolved from seasonal events to a year-round presence as O
R
the Great Heathen Army eventually stayed in England. This TH
indicates that the Norsemen’s motives evolved from seeking SE
silver and slaves to settling the land. This also made them York
T H A
more difficult to defeat, as they now would be fighting for Manchester
E
their home and families, instead of risking their lives for DANISH
D
riches. Chester MERCIA
A N
Berserkers E
L In the Sagas, there are several references to a special breed
Lichfield A
W
of men. These men were believed to draw powers from the Leicester
skin of the animal they wore and had the ability to go into LE
S ENGLISH
Thetford
battle-rage, at which point neither iron nor fire could harm A
W
MERCIA
M
Hereford HRU
them. This battle frenzy was called berserkergang and the KINGDOM OF
GUT
warriors were the berserkers. The name likely comes from Oxford
London bear-serk, which means bear-shirt, referring to the bearhide they allegedly wore. Today some believe that they
belonged to a special cult of warriors devoting their life and EPENDENCIES Canterbury
XA ND ITS D
service to their god Odin. Although not entirely unlikely, the W ESSE Winchester
evidence in favor of this view is far from conclusive. Stories Exeter
describe that the berserkers would work themselves into EL
HA NN
a battle-rage, killing all that came into their path, men and ENGLISH C
beasts alike. After the battle, they would become weak and feeble. Hypotheses about this frenzy involve heavy drinking,
self-hypnosis, and consumption of the hallucinogenic Game Design: David Kimmel
mushroom Red Fly Agaric. System Design: Beau Beckett and Jeph Stahl
The migration of the Norsemen to England greatly Graphic Design & Art: Jarek Nocoń
influenced its culture, language, and people. Even today Cover Art: Stephen Paschal (www.stephenpaschal.com)
we can easily see signs of the Viking influence in names of Historical Overview: Odd-Gunnar Wikmark
locations, words in the English language, and in the DNA Project Managers: Gunter Eickert, Uwe Eickert
of England’s population. A great example are some of the Rules Layout: David Niecikowski, Jarek Nocoń names of our weekdays: Tyr’s day became Tuesday, Woden’s
day became Wednesday, Thor’s day became Thursday, Editors and Playtesting: Aiden Brooks, Mark Davis,
Frigg’s day became Friday. Tim Densham, Rodolphe Duhil, Rolf Knitter, Hans Korting,
Anton Nieuwkoop, Ryo Ogawa, Bob Piepho, Joe Pilkus, Daniel U. Thibault, Jon Vespa, David Wiley
Academy Games, Inc. 2201 Commerce Dr, Fremont, OH 43420 USA Telephone: (419) 307-6531 www.AcademyGames.com
878 Vikings - Invasions of England (AYG 5500) Copyright © 2017. All rights reserved. No part of this product may be reproduced without specific written permission from Academy Games. v43