Another Boardgame Player Aid By: Universal Head Design That Works
Another Boardgame Player Aid By: Universal Head Design That Works
Another Boardgame Player Aid By: Universal Head Design That Works
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BRITANNIA Fantasy Flight Games (1986) Rules summary front Rules Rules Rules Rules summary summary summary summary back back back back YELLOW RED GREEN BLUE
v1
Jun 2009
SETUP
Place the Round marker in the Round 1 space on the Timeline. Randomly determine who controls which colors. Each player takes the pieces and the Nation card for the nations he controls: Yellow: Dubliners, Norwegians, Romans, Romano-British, Scots. Green: Caledonians, Danes, Jutes, Welsh. Red: Brigantes, Irish, Norsemen, Saxons. Blue: Belgae, Picts, Angles, Normans. Starting units are placed on the map. 16 Roman infantry are placed in the English Channel, and 1 infantry is placed in each of the starting areas as follows: The Caledonians: Caithness, Hebrides, Orkneys. The Picts: Alban, Dalriada, Dunedin, Mar, Moray, Skye. The Brigantes: Bernicia, Cheshire, Cumbria, Galloway, Lothian, March, Pennines, Strathclyde, York. The Belgae: Downlands, Essex, Kent, Lindsey, N. Mercia, S. Mercia, Norfolk, Suffolk, Sussex, Wessex. The Welsh: Avalon, Clwyd, Cornwall, Devon, Dyfed, Gwent, Gwynedd, Hwicce, Powys.
3: BATTLEs/RETREATs
Nations occupying the same land area at the end of a Movement phase must battle (even if controlled by the same player).
GAME ROUND
The game lasts 16 game rounds. At the start of each round, consult the Timeline to see what events occur and if any invading armies are placed on the board. A round consists of all the 17 nations taking their nation turn in the order stated in the Nation List on the board (note that the Jutes play after the Saxons). If a nation is not in the game, skip its nation turn. A turn consists of 5 phases.
Boat Movement During a nations Boat movement turns, a nation may move their units through 1 sea area (maximum) as part of their normal move.
If the armies have a leader, they may move an additional land area before or after landing. During a Major Invasion, Boat movement may be used during either or both halves of the Invasion if other rules are respected.
The nation that moved into the area is the attacker, and the nation already there is the defender. The attacker chooses the resolution order of multiple battles. There is no combat at sea. Each nation rolls 1 die for each army and fort/burh they have in the area. Die rolls are considered simultaneous. 1. Normal army eliminates a normal army on 5+. 2. Roman or cavalry army eliminates a normal army on 4+. 3. Roman and cavalry armies are eliminated on 6+, no matter the type of attacking unit. 4. Any defending army in difcult terrain is eliminated on 6+. Roman forts and Saxon burhs act as normal armies. Any Roman armies in an area with a fort must be eliminated before the fort may be eliminated. In battles where cavalry and infantry are on the same side, 5s kill infantry while 6s kill cavalry or infantry as the opposing player desires. In any other case, the controlling player chooses which armies are eliminated. When a leader is present, add 1 to the die roll of each army and fort/burh of the leaders nation. No die is rolled for leaders. A leader is immediately eliminated if losses leave him alone in an area, even free of opposing armies, without units of his nation. Battle continues until all the armies and forts/burhs of 1 or both nations are eliminated, or until a player retreats all their units. If both sides have armies in the area after the opportunity to retreat, another round of battle is fought. Repeat the procedure until 1 nation is left or they are both eliminated simultaneously.
1: INCREAsE POPULATION
Receive Population Points (PP) based on the number of areas occupied by your nations armies. Normal areas provide 2 PP, difcult terrain areas 1 PP. For each count of 6, the nation receives 1 new infantry unit from its unit pool. Any leftover points (up to 5 PP, any extra are lost) are saved until the next turn (place the nations Increase Population marker on the appropriate space on the Population Track). You cannot refuse to increase your population. One new infantry army can be placed on each area occupied by the nation. If an army cannot be placed due to stacking limits, it is lost, but the population marker remains at 5 on the Population Track. Armies in play are limited by the components. Romans receive reinforcements instead of PP.
Invasions Invasions are indicated on the Timeline, along with the number of armies the nation receives that round and the sea area in which they are placed during the nations turn, after their Increase Population phase. They must do one of the following:
Land in a bordering land area and then may move 1 additional land area. Move to an adjacent sea area and then land in an adjacent land area. During a Raiding turn or during the rst half of a Major Invasion, remain in the sea area they started in. There are no stacking limits or battles in sea areas. Armies beginning their Movement phase in a sea area may never move 2 sea areas before landing in a land area. Normally, all armies must end their move in a land area, but are not required to all land in the same area. After landing, Roman infantry, cavalry, and armies with a leader may move 1 additional area (following normal rules). Nations may have additional landing restrictions. Restrictions apply only to units that begin their nation turn at sea, not to units that begin their turn on land and use Boat movement. During a nations Major Invasion turns, all of the nations units may move and attack twice, and the player takes 2 Movement and Battles/Retreats phases in succession. Also, an army may stay at sea (not move) during the rst Movement phase. All the nations armies must end their second Movement phase on land (unless they are on a Raiding turn).
VICTORY POINTs
There are 4 main ways to score victory points (VP). VP tokens are kept separate near a nations card and visible to all. Hold symbol (st): If the nation is the sole occupant of the areas at the end of the round(s), score the VPs. At the end of each scoring round marked on the Timeline, consult the Nation List on the board and go through the nations in order, checking each nations card to see how many VPs they receive for holding areas. Occupy symbol (ag): If the nation is the sole occupant of the areas at any time during the round(s), score the VPs. VPs may be scored for just moving through the area during the round (if no other nations units are present). As soon as a nation is the sole occupant of the listed area, take the appropriate VPs. A nation may score for holding an area multiple times, but may only score for occupying each area once. Eliminate symbol (skull): If the nation eliminates the units at any time during the round(s), score the VPs. As soon as a nation eliminates a relevant unit, take the VPs, whether it wins the battle or not. Some specic nation units may only score points for eliminating units on their nation turn (ie. they must be the attacker). Bretwalda and the King: There may be a Bretwalda elected in Rounds 8-10, and a King elected in Rounds 11-14 and 16.
2: MOvEMENT
You may move any, all, or none of the nations armies. Armies may not normally move into a sea area. Armies may move up to 2 land areas per turn. Cavalry units and Roman infantry may move 3 land areas per turn. All units must end their move when they move into a difcult terrain area, or an area containing an opposing nations units (unless they are able to overrun through the area). Armies with leaders (for the entire move) may move 3 areas per turn, and need not stop in difcult terrain. Roman armies may also use Roman roads to move several spaces in a single turn. Armies may move across straits (yellow arrows) as though the destination area were adjacent. This takes all of an armys move.
Retreats After both players have rolled dice and eliminated units, if both sides have at least 1 surviving unit, the defender may choose to retreat some or all of his units involved in the battle. If the defender still has at least 1 unit in the area, the attacker may then choose to retreat.
A leader can retreat alone before the last army of his nation is eliminated, but only to an adjacent area occupied solely by units of his nation. The defender may retreat to: adjacent areas solely occupied by their own units; or adjacent areas vacant and not adjacent to a land area occupied solely by the attackers units (other than the battle area). Stacking limits must be observed. Adjacent areas also include areas connected to the battle area by a strait. However, a unit at one end of a strait does not prevent retreat to an area at the other end of the strait. The defender may never retreat to a sea area, any area containing enemy units, or any area from which the opposing armies entered the battle area (including armies that went through the battle area as part of an overrun, but did not actually participate in the battle). If no legal retreat area is available, the defender must stay and continue the battle. The attacker may retreat to: land areas from which they entered the battle area. If the area contains another nations army, the attacker must stay in the battle area and ght again. Stacking limits must be observed. If the army attacked from sea, it must retreat to the land or sea area in which it began the Movement phase, even if this is not the sea area from which it entered the battle. However armies may only retreat and end their turn at sea during a Raiding turn or the rst half of a Major Invasion. Armies attacking an area via a Boat move may retreat via a Boat move to the area they started the move in (if it is still unoccupied by another nation).
Stacking Limits Each nation (except the Romans) may have no more than 3 armies in a non-difcult terrain area, 2 in a difcult terrain area.
However, each nation may have a single overstack:1 group of an unlimited number in a non-difcult terrain area or 1 group of up to 4 armies in a difcult terrain area (but not both). Stacking limits are effective at the end of every nations Movement Phase, but not during movement. Limits may not be exceeded during the Increase Population Phase, or as a result of retreats. Romans can have any number of armies in each non-difcult terrain area and up to 4 in each difcult terrain area. Forts do not count. Romans do not have an overstack capability. Stacking limits may be exceeded when placing Round 1 Belgae reinforcements and Round 7 Romano-British reinforcements.
Raiding
During a nations Raiding turns, their armies that are in a sea area at the beginning of their turn are Raiding armies and may end their turn at sea in 3 ways: 1. Remain at Sea where they started and and not move. 2. Retreat Back to Sea where they started after landing and engaging in battle. 3. Withdraw Back to Sea where they started during the Raider Withdrawal phase (pick up and place the armies). The invader restrictions on some nations cards also apply to Raiding armies. If a Major Invasion is also a Raiding turn: the Raider Withdrawal phase is moved to after the second Battles/Retreats phase. Dane Raiding armies in Round 11 must return to sea by the end of their nation turn, via any of the ways listed above. During Pict Raiding turns, all their armies are considered to be Raiding armies, even those beginning the turn on land. When Picts are raiding, Pictish armies in a land area may (using Boat movement) move to an adjacent sea area, then to an adjacent land area, battle, and then retreat or withdraw (during the Raider Withdrawal phase) to the land area they originated from, provided that area is still unoccupied by another nation. Picts may not raid overland: they must go by sea.
Roman Victory Points At the end of Round 5, the Romans score VPs for limes (submitted nations and intact Roman forts). They also receive 6 VPs if the Belgae submit to them in Round 1. If the Welsh, the Brigantes, or the Picts submit to the Romans, the Romans receive VPs for the areas occupied or held by those nations as if they occupied or held the areas themselves. Victory Point Limits In a scoring round:
Total Welsh VPs for holding areas outside Wales may not be more than half the VPs scored for holding areas in Wales. Total Saxons VPs for holding areas in Wales may not be more than half the VPs scored for holding areas in England. Total Angles VPs for holding areas in Scotland may not be more than half the VPs scored for holding areas in England.
Overruns If the number of armies moving into an area is less than or equal to twice the number of opposing forces (armies and forts/ burhs, but not leaders), all the attacking armies must stop and ght the battle (when all movement is complete).
If the moving armies outnumber the opposing forces by more than 2 to 1, the excess armies may move through the area (overrun) without stopping (if the move is still legal).
4: RAIDER WITHDRAwAL
Raiding armies may withdraw back to the sea area they started the turn in, even if they have used up all their normal movement and engaged in a battle. Pick up the Raiding armies you are withdrawing and place them in the sea area they started in.
THE BRETwALDA
At the end of Rounds 8-10, vote for a Bretwalda of England. Each nation must cast 1 vote for each English area it occupies. If Brigante has submitted to the Angles, Brigante-occupied Galloway must vote with the Angles. Any player may call for a secret ballot, to be revealed simultaneously. A nation that gains more than half of the votes cast claims the Bretwalda and 4 VPs.
Roman Scoring
Rounds 1-3: The Romans score VPs for occupying areas during their turn in Rounds 1-3, as marked by an intact or destroyed fort. They may also score VPs for occupying areas in these rounds if another nation submits to the Romans during them. When the submission is declared, the Romans immediately score VPs for the areas occupied by the now-subject nation. If the nation later occupies a new area while still in submission to the Romans, the Romans score VPs as if they occupied the area. End of Round 5: The Romans score VPs for each area listed on their card that is either occupied by an intact Roman fort, or occupied by a subject nation.
5: OvERPOPULATION
If a nation has more than twice the number of armies in land areas than it has occupied land areas, it must remove the excess. No area can be emptied, nor can a player remove more armies than are required to end overpopulation. Armies at sea (ie. returned to homelands) do not count. The Romans are not subject to overpopulation.
THE KINg
At the end of Rounds 11-14, a nation that occupies twice as many areas in England as any other nation (minimum 4) claims Kingship of England and gains 8 VPs and an infantry unit, placed on the board according to the Increase Population phase rules. In Round 16 only Harold, William, Harald Hardrada, and Svein Estrithson are eligible to be King (if alive). If all but one of these leaders are dead, the survivor automatically becomes King, unless some nation other than these holds twice as many areas as the prospective Kings nation. In this case no one is King. 10 VPs are given for this kingship.
Round 7: Arthur
In Round 7, Arthur and 2 cavalry units must all be placed at the end of the Increase Population phase, in a region with a Romano-British army (not subject to stacking limits). If there are no Romano-British armies on the board, Arthur and his cavalry may still enter the game in a vacant land area in England south of Cumbria, Pennines, and Bernicia, including Welsh areas. If there are no Romano-British armies and no eligible vacant areas, Arthur and his cavalry are not placed. Arthur and his cavalry may be placed in an empty area even if there are Romano-British on the board. At the start of Round 8, Arthur is removed and his cavalry are replaced with infantry armies. If there are already 8 RomanoBritish infantry armies on the board, use the cavalry pieces to represent infantry.
1: Score for Holding Areas At the end of as scoring rounds, each nation gains VPs for holding the areas indicated on its card. These are in addition to any scored during its nation turn. 2: Score for Bretwalda or the King At the end of rounds marked by a Crown players determine whether any nation has claimed Bretwalda or a King.
Move the marker to the next round on the Timeline.
LEADERs
Some nations receive leaders when indicated on their card and on the Timeline. Special conditions may need to be met before a leader can be brought into play. A leader whose starting location is not specied is placed on the board at the end of the nations Increase Population phase in any area occupied by the nations units. If the leaders nation has no armies in any land areas, he may not enter play. A leader does not count for purposes of overruns, overpopulation, or stacking limits. A leader may never be in an area without armies of his nation, and must move out with armies that must vacate an area. A leader is removed from the board at the beginning of its nations next turn before Increase Population is calculated. When the Angles receive leaders only if they occupy a certain area, a submitted Brigante nation occupying the area counts. In either case the leader is not required to appear. The Saxon Harold, Norwegian Harald Hardrada, and Norman William the Conqueror all enter play in Round 15, and remain in play until the end of the game.
If none of these apply, the armies are eliminated. Submitting has the following effects: 1. In Rounds 1-3, the Romans immediately gain VPs for the areas occupied by the subject nation, but only if the Romans have not already scored for these areas. The Romans may not then later receive VPs for occupying those areas (a nation can only score for occupying an area once). However, they may receive VPs for the areas held by the subject nation at the end of Round 5. 2. The Romans can no longer attack the subject nation, and the subjects cannot attack the Romans or other Roman subjects. 3. Subject nations receive only half the usual PPs (round up, min. increase 1). However, each turn the Roman player may allow subjects to Increase Population fully. 4. Subject nations receive only half VPs for holding areas at the end of Round 5 (round up). 5. Subject nations cannot leave vacant at the end of their move any area they occupy at the beginning of movement unless permitted to do so by the Romans. 6. Roman armies can move freely through, but not end a turn in, subject areas. Subject areas where there is no destroyed Roman fort count as having Roman roads. Submission ends when the Romans leave at the start of Round 6. The Belgae may submit to the Romans only on Roman Round 1, if the Belgae are reduced to 4 or fewer areas. They unsubmit on their own turn in Round 1 before their Increase Population phase (Boudiccas revolt). Their reinforcing army is placed in whichever Belgae area Boudicca is placed, without regard to stacking limits. The Romans score points for submitted Belgae areas, and can later build forts in former Belgae territory. Romans score VPs (for their Rounds 1-3 occupation) for areas occupied by the Belgae when/if the Belgae submit in Round 1. Since the Belgae unsubmit in their own turn in Round 1, the Romans do not score for areas the Belgae move into after this, nor do they score Limes points for areas held by Belgae in Round 5.
Reinforcements are placed in the English Channel. During the Movement phase they must move to an adjacent land area. At the end of the Round 2 Roman nation turn, you must remove Roman armies to reduce the number in play to 12.
NEgOTIATIONs
Players may discuss strategy and negotiate agreements only while another player is taking his turn, and no secret negotiations are allowed. No deal can be binding.
4: RAIDER WITHDRAwAL
Raiding armies may withdraw back to the sea area they started the turn in, even if they have used up all their normal movement and engaged in a battle. Pick up the Raiding armies you are withdrawing and place them in the sea area they started in.
THE BRETwALDA
At the end of Rounds 8-10, vote for a Bretwalda of England. Each nation must cast 1 vote for each English area it occupies. If Brigante has submitted to the Angles, Brigante-occupied Galloway must vote with the Angles. Any player may call for a secret ballot, to be revealed simultaneously. A nation that gains more than half of the votes cast claims the Bretwalda and 4 VPs.
Submission ends at the end of Round 12, or when all Angle armies have been eliminated.
The Bretwalda
At the end of Rounds 8-10, when voting for a Bretwalda of England, if Brigante has submitted to the Angles, Briganteoccupied Galloway must vote with the Angles.
5: OvERPOPULATION
If a nation has more than twice the number of armies in land areas than it has occupied land areas, it must remove the excess. No area can be emptied, nor can a player remove more armies than are required to end overpopulation. Armies at sea (ie. returned to homelands) do not count. The Romans are not subject to overpopulation.
THE KINg
At the end of Rounds 11-14, a nation that occupies twice as many areas in England as any other nation (minimum 4) claims Kingship of England and gains 8 VPs and an infantry unit, placed on the board according to the Increase Population phase rules. In Round 16 only Harold, William, Harald Hardrada, and Svein Estrithson are eligible to be King (if alive). If all but one of these leaders are dead, the survivor automatically becomes King, unless some nation other than these holds twice as many areas as the prospective Kings nation. In this case no one is King. 10 VPs are given for this kingship.
1: Score for Holding Areas At the end of as scoring rounds, each nation gains VPs for holding the areas indicated on its card. These are in addition to any scored during its nation turn. 2: Score for Bretwalda or the King At the end of rounds marked by a Crown players determine whether any nation has claimed Bretwalda or a King.
Move the marker to the next round on the Timeline.
LEADERs
Some nations receive leaders when indicated on their card and on the Timeline. Special conditions may need to be met before a leader can be brought into play. A leader whose starting location is not specied is placed on the board at the end of the nations Increase Population phase in any area occupied by the nations units. If the leaders nation has no armies in any land areas, he may not enter play. A leader does not count for purposes of overruns, overpopulation, or stacking limits. A leader may never be in an area without armies of his nation, and must move out with armies that must vacate an area. A leader is removed from the board at the beginning of its nations next turn before Increase Population is calculated. When the Angles receive leaders only if they occupy a certain area, a submitted Brigante nation occupying the area counts. In either case the leader is not required to appear. The Saxon Harold, Norwegian Harald Hardrada, and Norman William the Conqueror all enter play in Round 15, and remain in play until the end of the game.
NEgOTIATIONs
Players may discuss strategy and negotiate agreements only while another player is taking his turn, and no secret negotiations are allowed. No deal can be binding.
4: RAIDER WITHDRAwAL
Raiding armies may withdraw back to the sea area they started the turn in, even if they have used up all their normal movement and engaged in a battle. Pick up the Raiding armies you are withdrawing and place them in the sea area they started in.
THE BRETwALDA
At the end of Rounds 8-10, vote for a Bretwalda of England. Each nation must cast 1 vote for each English area it occupies. If Brigante has submitted to the Angles, Brigante-occupied Galloway must vote with the Angles. Any player may call for a secret ballot, to be revealed simultaneously. A nation that gains more than half of the votes cast claims the Bretwalda and 4 VPs.
5: OvERPOPULATION
If a nation has more than twice the number of armies in land areas than it has occupied land areas, it must remove the excess. No area can be emptied, nor can a player remove more armies than are required to end overpopulation. Armies at sea (ie. returned to homelands) do not count. The Romans are not subject to overpopulation.
THE KINg
At the end of Rounds 11-14, a nation that occupies twice as many areas in England as any other nation (minimum 4) claims Kingship of England and gains 8 VPs and an infantry unit, placed on the board according to the Increase Population phase rules. In Round 16 only Harold, William, Harald Hardrada, and Svein Estrithson are eligible to be King (if alive). If all but one of these leaders are dead, the survivor automatically becomes King, unless some nation other than these holds twice as many areas as the prospective Kings nation. In this case no one is King. 10 VPs are given for this kingship.
1: Score for Holding Areas At the end of as scoring rounds, each nation gains VPs for holding the areas indicated on its card. These are in addition to any scored during its nation turn. 2: Score for Bretwalda or the King At the end of rounds marked by a Crown players determine whether any nation has claimed Bretwalda or a King.
Move the marker to the next round on the Timeline.
LEADERs
Some nations receive leaders when indicated on their card and on the Timeline. Special conditions may need to be met before a leader can be brought into play. A leader whose starting location is not specied is placed on the board at the end of the nations Increase Population phase in any area occupied by the nations units. If the leaders nation has no armies in any land areas, he may not enter play. A leader does not count for purposes of overruns, overpopulation, or stacking limits. A leader may never be in an area without armies of his nation, and must move out with armies that must vacate an area. A leader is removed from the board at the beginning of its nations next turn before Increase Population is calculated. When the Angles receive leaders only if they occupy a certain area, a submitted Brigante nation occupying the area counts. In either case the leader is not required to appear. The Saxon Harold, Norwegian Harald Hardrada, and Norman William the Conqueror all enter play in Round 15, and remain in play until the end of the game.
NEgOTIATIONs
Players may discuss strategy and negotiate agreements only while another player is taking his turn, and no secret negotiations are allowed. No deal can be binding.
4: RAIDER WITHDRAwAL
Raiding armies may withdraw back to the sea area they started the turn in, even if they have used up all their normal movement and engaged in a battle. Pick up the Raiding armies you are withdrawing and place them in the sea area they started in.
THE BRETwALDA
At the end of Rounds 8-10, vote for a Bretwalda of England. Each nation must cast 1 vote for each English area it occupies. If Brigante has submitted to the Angles, Brigante-occupied Galloway must vote with the Angles. Any player may call for a secret ballot, to be revealed simultaneously. A nation that gains more than half of the votes cast claims the Bretwalda and 4 VPs.
5: OvERPOPULATION
If a nation has more than twice the number of armies in land areas than it has occupied land areas, it must remove the excess. No area can be emptied, nor can a player remove more armies than are required to end overpopulation. Armies at sea (ie. returned to homelands) do not count. The Romans are not subject to overpopulation.
THE KINg
At the end of Rounds 11-14, a nation that occupies twice as many areas in England as any other nation (minimum 4) claims Kingship of England and gains 8 VPs and an infantry unit, placed on the board according to the Increase Population phase rules. In Round 16 only Harold, William, Harald Hardrada, and Svein Estrithson are eligible to be King (if alive). If all but one of these leaders are dead, the survivor automatically becomes King, unless some nation other than these holds twice as many areas as the prospective Kings nation. In this case no one is King. 10 VPs are given for this kingship.
1: Score for Holding Areas At the end of as scoring rounds, each nation gains VPs for holding the areas indicated on its card. These are in addition to any scored during its nation turn. 2: Score for Bretwalda or the King At the end of rounds marked by a Crown players determine whether any nation has claimed Bretwalda or a King.
Move the marker to the next round on the Timeline.
LEADERs
Some nations receive leaders when indicated on their card and on the Timeline. Special conditions may need to be met before a leader can be brought into play. A leader whose starting location is not specied is placed on the board at the end of the nations Increase Population phase in any area occupied by the nations units. If the leaders nation has no armies in any land areas, he may not enter play. A leader does not count for purposes of overruns, overpopulation, or stacking limits. A leader may never be in an area without armies of his nation, and must move out with armies that must vacate an area. A leader is removed from the board at the beginning of its nations next turn before Increase Population is calculated. When the Angles receive leaders only if they occupy a certain area, a submitted Brigante nation occupying the area counts. In either case the leader is not required to appear. The Saxon Harold, Norwegian Harald Hardrada, and Norman William the Conqueror all enter play in Round 15, and remain in play until the end of the game.
The Bretwalda
At the end of Rounds 8-10, when voting for a Bretwalda of England, if Brigante has submitted to the Angles, Briganteoccupied Galloway must vote with the Angles. Submission ends at the end of Round 12, or when all Angle armies have been eliminated.
NEgOTIATIONs
Players may discuss strategy and negotiate agreements only while another player is taking his turn, and no secret negotiations are allowed. No deal can be binding.