Rules of Play

0.0 Table of Contents

1.0 Introduction
2.0 Game Components (Cyberboard PBEM)
3.0 Starting the Game
4.0 Sequence of Play
5.0 Movement
6.0 Overpopulation
7.0 Raids and Invasions
8.0 Battle
9.0 Leaders
10.0 Population Increase and Other Force Changes
11.0 Submission and Subject Nations
12.0 Bretwalda and King
13.0 Control of Nations
14.0 Winning
15.0 Notes
16.0 Optional and Variant Rules

1.0 Introduction

Britannia is a game for three, four, or five players. It broadly depicts the wars in, and migrations to, Britain in the centuries from 45 AD to 1085 AD, from the Roman invasions to the Norman Conquest. Each player controls several tribes or nations. Nations gain victory points in a variety of ways, such as by occupying specified areas on the map at specified times. Each nation consists of several playing pieces, most of them armies; the player moves these on the map, and with them he/she may attack pieces controlled by other players. Such battles are resolved with the aid of dice. Nations acquire additional pieces through natural increase of population and through reinforcements from their homelands across the seas. Each turn represents 75 years, except the last four turns which represent shorter periods. At the end of 16 turns the player whose nations have accumulated the largest number of victory points wins the game. The standard game takes up to four hours, while the short three player game takes about two hours. The four player game is recommended as providing the best combinations of player interest, interaction, and overall game balance.

These rules have been modified due to the use of Cyberboard for PBEM play. Errata and clarifications found at various web sites have also been incorporated into this rules set. Finally, certain rules have been rewritten to improve clarity.

Section 15.0 of the original published rules have not been transcribed. A section on notes regarding rules clarifications has been put in its place.

2.0 Game Components (Cyberboard PBEM)

2.1 The Game Board (Cyberboard PBEM)

The board depicts the island of Britain, divided into 37 land areas. Six sea areas surround the island. Some land areas, shaded more deeply, represent highlands or swampy terrain (both hereafter referred to as “hilands”).

2.11 For several purposes Britain is divided into three regions, as follows:

WALES: Clywd, Cornwall, Devon, Dyfed, Gwent, Gwynedd, Powys (7 areas)

SCOTLAND: Alban, Caithness, Dalriada, Dunedin, Hebrides, Mar, Moray, Orkneys, Skye, Strathclyde (10 areas)

ENGLAND: the remaining 20 areas. (A yellow border separates England from the others.)

2.12 The Scottish areas of Hebrides and Orkneys both comprise a cluster of islands separated from the mainland by a dividing line. The area of Skye comprises both the island and that mainland area which formed the ancient kingdom of Skye.

2.13 Printed on the board for convenient reference are the Turn Record Track, Increase Population Scale, and Order of Play Chart.

2.14 The Turn Record Chart is printed in a table below.

2.2 The Playing Pieces (Cyberboard PBEM)

Electronic "pieces" are provided in the Cyberboard game set.

The pieces divide into different categories which are described below. The colors correspond to player control.

2.21 Army Units: Circular pieces containing a 1 or 2 letter nationality code printed on them. These codes can be found on the Nation Control List below.

2.22 Cavalry Units: Pentagonal pieces containing a nationality code printed on them.

2.23 Leaders: Hexagonal pieces containing a leader code printed on them. Leader codes can be found on the Nation Control List below.

2.24 Increase Population Markers: White, circular pieces containing a nationality code printed on them, one per nation. There is no such marker for the Romans, Norwegians or Normans as these nations do not increase population.

2.25 Roman Forts: Square pieces containing the R nationality code printed on them. Their use is described in Rule 10.4.

2.26 Turn Marker: Single, gray, circular piece used on the Turn Record Chart.

2.27 Raider Markers: White, circular markers containing an X printed on them. These are used to mark armies that are raiders.

2.3 Victory Point Cards (PBEM)

The information contained on the 17 victory point cards have been collected and published on this page. See the Nation Information Table below.

2.4 Charts (PBEM)

A number of charts and other player aids are included in various places as follows:

2.41 Turn Record Chart: Lists the new events taking place each game turn -- invasions, appearance of leaders, etc. The chart is listed below.

2.42 Turn Record Track: Used to keep track of which game turn is currently under way, by placing the Turn marker in the correct turn box. This track is on the game board.

2.43 Increase Population Scale: Used to keep track of each nation's populations growth and to indicate when new armies appear. Also found on the game board.

2.44 Order of Play Chart: Lists the order in which nations take their turn each game turn. Also found on the game board.

2.45 Starting Areas Chart: Lists the nations which start the game with units in play, and where these starting units are placed. This information is contained in the Nation Control Table below.

2.46 Nation Control List: Lists the nations controlled by each player depending in the number of people playing. This information is contained in the Nation Control Table below.

3.0 Starting the Game

Place the Turn marker in the Turn 1 box on the Turn Record Track on the board.

Consult the Nation Control Table below to determine who controls which nations. This depends on how many are playing.

Now the starting pieces are place don the map. One army is placed in each of the starting areas as listed in the Nation Control Table below. Fifteen Roman armies are placed in the English Channel.

When all pieces have been placed, the first turn begins. Now go to section 4.0, Sequence of Play. This section is a summary of the operating procedure which governs each nation's activities throughout the game. Read it carefully, and consult it frequently.

4.0 Sequence of Play

At the start of each game turn players should consult the Turn Record Chart and place whatever pieces are listed as invading in the appropriate sea area(s). Although the pieces do not come into play until the appropriate nation's turn, it is very helpful to see what is going to happen.

Throughout the game the nations play in the order stated in the Order of Play chart printed on the board. Thus, Romans play first, then Romano-British, then Belgae, then Welsh, and so on. In many cases the nation listed will have no piece on the map or scheduled to invade that turn. For example, the Romano-British and all nations listed after the Picts take no part in the first game turn. Note that unlike most other games, the order of play depends on nations, not on players.

Each nation does the following during its turn. Each nation completes the entire sequence before the next nation plays.

4.1 Increase Population Phase
The controlling player counts the economic value of areas occupied by the nation's armies, and if possible, places newly raised armies on the board, as explained in rule 10.0.

4.2 Invasion Phase
If he has not already done so, the controlling player now places the nation's invading pieces, if any, in the specified sea area(s), as explained in rule 7.0.

4.3 Movement Phase
The controlling player moves the nation's pieces, as explained in rule 5.0.

4.4 Battle Phase
When, after movement, the nation's pieces occupy a land area also occupied by another nation's pieces, a battle occurs. The procedure is explained in rule 8.0.

4.5 Victory Point Count Phase
Referring to the nation's entry in the Nation Victory Point and Information Table, the player determines how many Victory Points the nation has earned in the turn, as explained in rule 14.0. In most cases, points counted at this time will be for the (temporary) capture of areas or destruction of opposing pieces, not points for holding (occupying) areas.

After all nations have played, several or all may be required to count Victory Points as noted on the Turn Record Chart. When a Victory Point entry simply says "Turn 4" or "Turn 7", this refers to the end of the entire game turn, not to the end of the nation's turn.

The game turn is now completed. The Turn marker is moved to the next box on the Turn Record Track and the next game turn begins. Players may discuss strategy and negotiate agreements at any time but this is best done while another player is taking his turn, in order to save time.

Play continues until the end of Turn 16. At this time the player with the largest Victory Point total wins the game, regardless of how well or how poorly his nations have done in Turn 16, and regardless of which nation has been most successful.

5.0 Movement

5.1 Procedure

5.11 All, any, or none of a nation's pieces may be moved during its turn. All movement occurs before any combat takes place.

5.12 Distances: An army may normally move up to two areas in its turn. For example, one may start in Essex, move to Suffolk, and then to Norfolk. However, an army must end its move when it moves into a hiland area. No piece may move into a sea area except as specified in rules 5.4 or 7.1 below. See 9.1, for exceptions to these rules.

5.13 Cavalry and Romans: Cavalry armies and Roman armies may move up to three land areas in one turn. In this respect they are exceptions to rule 5.12. They still end their move when they enter a hiland area.

5.14 Note that Galloway, Lothian, Cumbria and the Pennines all meet at a point. Consequently, direct movement is not possible between Lothian-Cumbria or Galloway-Pennines.

5.15 Straits: There are four straits symbols marked on the board, linking the Hebrides and Skye, the Orkneys and Caithness, Dyfed and Devon, Gwent and Devon. Pieces may move along such a symbol as though it was a bridge, traveling from one of the connected areas to the other despite the intervening water. However, this move takes an entire turn, so the piece must begin the turn in one of the two areas, and end the turn in the other. Pieces may retreat across the straits.

5.16 Dalriada borders the Irish Sea only. Skye borders the Icelandic Sea only. Hwicce is a coastal area.

5.2 Stacking

The number of armies of one nation allowed in a single area is strictly limited in most cases. Each nation (except the Romans) may normally have no more than three armies in a non-hiland area or two in a hiland area. As an exception to this restriction, each nation may have either a group of an unlimited number in one non-hiland area or a group of up to four armies in on hiland area (but not both). These limits are effective at the end of every nation's movement phase, but not during movement. [clarification] Stacking limits are effective at the end of both movement phases of a nation conducting a Major Invasion (8.0, 15.1).

5.21 Stacking limits may not be exceeded during the Increase Population Phase, nor may they be exceeded as a result of retreats.

5.22 The Romans may have any number of armies in an area, except that no more than four Roman armies may be in a hiland area.

5.3 Encountering Other Pieces

A player may move pieces into an area occupied by another nation's armies, but this causes a battle, as described and explained in rule 8.0 below. A piece normally must stop moving when it enters an area occupied by any army of another nation. However, if armies outnumbering the occupying armies by at least two to one stop in the area, additional pieces may move through the area without stopping (provided they are able to move so far). For example, there are three Saxons in Essex, three Saxons in South Mercia, two Angles in Suffolk, and one Angle in Norfolk. The three Saxons in Essex move to Suffolk and are joined by one Saxon from South Mercia. The remaining two Saxons in South Mercia may now move through Suffolk into Norfolk.

5.4 Boat Building

In some turns certain nations may move via a sea area, in effect building small ships for the trip and abandoning them afterward. This is indicated on the Turn Record Table as "Boats", followed by the nations involved. Each army of a boat-building nation may move through, but not end a move in, one sea area during a Boats turn. This may be a different area for each army, but no army may move through more than one sea area. Thus a "Boats" army in Kent might move to York or Cornwall; from Cheshire to Cornwall or Dalriada; from Mar to York or the Hebrides.

A unit moving by boat counts the sea area it moves into as one move and the area it lands in as its second move; it can move no further. A unit with a leader, or a Roman or cavalry unit, could make a third move, either before moving into the sea or after landing at a land area.

5.5 Sea Areas

Any number of invaders, of any number of nations, may be in the same sea area. No fighting occurs at sea.

6.0 Overpopulation

At the end of a nation's turn, any armies it possesses in excess of two times the number of land areas the armies occupy must be removed (controlling player's choice). For example, if the nation occupies four areas it can have no more than eight armies on the board at the end of its turn. Armies in sea areas are not counted as population. The Romans are not subject to this restriction, and the Jutes, Angles, and Saxons are not subject to it in Turns 4 and 5.

7.0 Raids and Invasions

From the very start of the game, and almost every turn thereafter, new pieces are brought into play in the sea areas indicated on the Turn Record Chart. Each army represents in broad terms the peoples who landed on the shores of Britain at a particular time in history. New armies arrive either as raiders or invaders.

7.1 Raids

Certain armies are designated raiders upon their entry in the game; they are identified as such with italics on the Turn Record Chart. Raiding armies can earn victory points by attacking certain enemies on land and then returning back to sea.

7.11 Each raiding army has four different courses of action available to it when its turn to move arrives, as follows:

  1. It may move directly from the sea to a bordering land area, and subject to normal movement rules, move one further land area, if desired.
  2. It may move to an adjacent sea area and then land in any bordering land area.
  3. It may remain in the same sea area for the turn.
  4. It may move one sea area, and remain there for the turn.
7.12 A raiding army, either alone or in association with other armies of its nationality, may attack any enemy force it can reach, subject to invasion restrictions (see 7.4, 15.3). By destroying any of the forces mentioned on its Victory Points Table entry, it can earn victory points for its nation, but only if all of the surviving raiders return to sea at the end of the nation's turn. (See also 8.4)

7.13 After a nation's combat has been concluded, each of its raiding armies may be returned to the sea area from whence it started the turn, regardless of the distance. Raiding armies are also permitted to stay ashore as settlers in order to contribute to population increase; however, if even just one raiding army remains ashore, all of the victory points earned by the raiders in combat that turn are canceled. By staying ashore, a raider loses its raider status.

7.14 The elimination of raiders in battle does not preclude the victory points they earned from being scored.

7.15 As long as it continues to be at sea at the end of its turn, a raiding army can remain as such indefinitely.

7.2 Invasions

All arriving armies that are not designated as raiders appear as invaders instead. Invaders come ashore intending to settle permanently.

7.21 An invading army is granted all choices of action allowed a raiding army but one. It may perform any of the actions outlined in 7.11 (1-3). It may not perform 7.11 (4).

7.22 Once ashore, an invading army may not be returned to sea though on the turn of landing it is permitted to retreat from battle to the bordering sea from whence it came if it cannot retreat to any land area. In this case, it can invaded again next turn.

7.23 An invading army is not required to come ashore immediately, but may remain at sea indefinitely by choosing option 7.11 (3) each turn.

7.24 Invading armies qualified to move three areas (Roman, cavalry, and armies moving with a leader) may land and then move two further land areas if desired.

7.3 Major Invasions

From time to time certain nations are permitted to initiate Major Invasions when indicated on the Turn Record Chart. A Major Invasion allows all of a nation's forces, on land and at sea, to take two consecutive cycles of movement and combat; they move, fight, move again, and then fight again. (Clarification: 15.2)

A Major Invasion reflects the additional shock and impetus of a great coordinated effort that is taking place over a long period of time.

7.4 Invasion Restrictions (Clarification: 15.3)

7.41 Romans must move from the English Channel to a bordering land area. They may not move to an adjacent sea area.
7.42 Irish may not land north of Cumbria on the west coast nor east of Devon on the south coast.
7.43 Scots cannot land south of Galloway nor east of Caithness and Orkneys.
7.44 Dubliners cannot land north of Skye or south of Avalon on the west coast nor anywhere on the east coast.
7.45 Jutes cannot land north of Cornwall on the west coast nor north of Mar on the east coast.
7.46 Norwegians must move from the North Sea to a bordering land area. They cannot move to an adjacent sea area.
7.47 Saxons cannot land north of Cornwall on the west coast nor north of Mar on the east coast.
7.48 Angles cannot land north of Cornwall on the west coast nor north of Mar on the east coast.
7.49 Normans must move from the English Channel to a bordering land area. They may not move to an adjacent sea area.

In all cases, armies can land in the named areas (for example, the Irish can land in Cumbria).

7.5 Withdrawal to the Sea

Except for raiders and pieces retreating from a battle in a coastal area they have just invaded, invaders cannot return to a sea area after moving into a land area.

Pieces which do return to sea in this way may join with fresh raiders/invaders appearing in the next game turn.

8.0 Battle

When pieces belonging to two nations occupy the same land area at the end of a movement phase, a battle must take place. Combat at sea is not possible. The controlling player for each nation rolls one die for each army in the area. The dice rolls determine how many opposing armies are eliminated. Eliminated armies are removed from the board. For example, three Scots armies are in Dalriada (hilands). Four Pict armies move in. The Scots player rolls 1, 3 and 5; the 5 kills one Pict. The Pict player rolls 2, 2, 5 and 6. The 6 kills a Scot; the 5 does not because the Scots are defending a hiland area.

Combat is considered to be simultaneous, regardless of which player rolls the dice first. Therefore, in the example above, the Picts rolled four dice rather than three.

When the opposing force contains both normal armies and cavalry, announce the type of unit being attacked before each die roll.

The owning player chooses which units are to be eliminated when there is a choice. For example, if two raiding armies combine with two normal armies in an attack and they are called on to lose two armies, the owning player could choose to lose both raiders, both normal armies, or one of each.

8.1 Retreats and Continuing Battle

If a battle has been fought, and both sides have at least one surviving army in the area, the defender may retreat. If he chooses not to, then the attacker may retreat. The attacker cannot retreat if all defending armies retreat, although a raider may still withdraw to sea. If both sides have armies in the area after the opportunity to retreat, another round of battle is fought. This procedure is repeated until only one nation occupies the area (or neither if they eliminate each other).

Some of a nation's surviving armies may retreat while others remain.

8.2 Where the Defender Retreats

When the defending nation retreats, its armies may have a choice of areas to retreat to, and some may retreat to one area while others retreat to another. Available areas are:
  1. adjacent areas which are solely occupied by the retreating nation's piece(s)
  2. adjacent areas which are vacant and are not adjacent to an area occupied by the attacking nation's armies (other than the battle area itself).
A defender can never retreat to the area from which the attacker came, or out to sea. (See also 5.21.)

If no legal retreat area is available, the defender must remain in the battle area and fight again. For example, the Saxons have attacked Welsh armies in North Mercia from Suffolk. There are also Saxons in Powys and South Mercia. There is a Welsh army in Hwicce. The Welsh decide to retreat from North Mercia. They can retreat to Lindsey or York if they are vacant, but not to Suffolk (where the attackers came from; it is also adjacent to South Mercia), nor to March (adjacent to Powys). They may retreat to Hwicce, even though it is adjacent to Powys, because of the Welsh army there.

8.3 Where the Attacker Retreats

When the attacking nation retreats, the armies must retreat to the area(s) from which they entered the battle area. For example, three Saxons attack Essex, two coming from Kent and one from Sussex; one is eliminated following battle and the player decides to retreat. Both surviving armies may go to Kent, or one to Kent and one to Sussex, depending on which army the owning player chooses to remove. (See also 5.21.)

If the area the attacker came from contains an army of another nation, the attacker cannot retreat to that area. It must remain in the battle area and fight again. This can occur when several attackers outnumber the defenders two to one in the potential retreat area so that other attackers can move through, and either the attackers have lost the battle, or it has not yet been fought.

8.4 Where a Raider Retreats

Raiders may only withdraw to sea, and return to the sea area where they began the turn. If they have raided inland, they may only withdraw along the route they entered by. If the area through which they entered is occupied by opposing piece(s), they must retreat to this area and enter into battle. If they win the battle by either destroying the enemy armies or by the enemy armies retreating, they may then withdraw to sea.

For example, 3 Angles in Turn 5 land in York. Two remain to battle with a Roman fort, the other moves into N. Mercia. The two Angles in York are defeated, but the Angle in N. Mercia succeeds against a fort there. To score the three victory points awarded for eliminating the fort, the Angle in N. Mercia must try to withdraw to the Frisian Sea via York. If successful here in battle, the Angle will withdraw to sea, scoring 6 victory points; if unsuccessful, 3 points only will be scored. Alternatively, the Angle may settle in N. Mercia, and forego the 3 victory points he is entitled to.

9.0 Leaders

A leader piece represents a single individual of extraordinary ability and authority. A leader piece is not an army. It may occupy an area to score victory points, vote for Bretwalda, or hold it to qualify towards the kingship, but cannot fight or prevent the movement of enemy pieces. Leaders listed on the Turn Record Chart enter play during the Population Increase Phase for that nation. A leader may be placed in any area occupied by the nation's pieces. In some cases special conditions (noted on the Turn Record Chart) must be met before a leader can be brought into play. Except for Arthur and his cavalry in Turn 7, a leader is never played if his nation has already been eliminated.

A leader is removed from the board at the beginning of its nation's next turn before any Population Increase is calculated. Thus a leader is on the board for only one cycle of turns, except Harold, Harald, and William, who (unless killed) remain in play until the end of the game.

If another nation's army moves into an area containing only a leader, the leader is eliminated.

9.1 Leaders and Movement

Leaders, and any armies accompanying them, may move three areas and need not stop when entering a hilands area. This is an exception to 5.12 and 5.13. An army using boat movement and accompanied by a leader may still only move one sea area. It may move two land areas as well, either one before the sea move and one after, or both after the sea move.

9.2 Leaders and Battle

When a leader piece is present at a battle, add one to the die roll of each army of the leader's nation in a battle. Leaders have no combat strength in themselves, so no die is rolled for them. A leader is immediately eliminated in battle if friendly losses leave the leader alone in the area with armies of another nation. No dice roll is required. Two opposing leaders in an area ignore each other, but neither controls the area for any purpose.

10.0 Population Increase and Other Force Changes

10.1 Counting Occupied Territory

A nation may increase its population, and thereby its number of armies, by occupying land. The capacity for increasing the population depends on the agricultural/economic value of the occupied areas.

During the Increase Population Phase at the beginning of a nation's turn, the controlling player counts the number of land areas occupied by the nation's armies. Hiland areas count only one half each. To this sum is added any count left over from the previous turn, as indicated on the Increase Population Scale.

For each count of three, the nation receives one new army from among the eliminated and unused pieces. Any count remaining is saved until the next turn. This is recorded on the Increase Population Scale by placing the nation's Increase marker in the appropriate space. For example, the Welsh Increase marker shows 1 1/2 population left from last turn and occupy land areas worth 5 1/2. The Welsh would then receive two new armies (if available) and their Increase marker would be moved to the "1" row.

Each nation is limited in the number of armies it may have at one time. If no army piece is available, the nation cannot receive any new armies. It may save a count of two and a half, but anything more than that is lost.

10.2 Placing New Armies

New armies raised by Population Increase are placed on areas occupied by the nation's armies. No more than one may be placed in a given area unless there is no alternative because some areas are occupied by the maximum number of armies allowed under rule 5.2.

10.3 Roman Reinforcements

As a professional army based on the Continent, the Romans do not Increase Population. Instead, at the beginning of the fourth and fifth turns they receive reinforcements sufficient to increase their strength to 10 armies. New armies appear in the English Channel and must land without moving to another sea space. If there are already sufficient Roman armies on the board, no new ones appear.

10.4 Roman Forts

When a Roman army becomes the sole occupant of an area for the first time, even if only moving through, a roman fort is built there. This fort acts as a normal army (not Roman army) that cannot move. Any Roman armies in an area must be eliminated by an attacker before the fort may be eliminated. thus a die roll of 5 will not eliminate the fort unless any Roman armies present are eliminated by rolls of 6 during the same round of fighting.

A fort is built only the first time the area is captured by the Romans, not each time, and no Roman fort may be built after Turn 4. All surviving Roman forts are removed from the board at the beginning of Turn 6.

To keep track of where Roman forts have been built, flip over the counters of destroyed forts.

10.5 Romano-British

At the beginning of Turn 6, the Roman armies leave Britain (in order to help defend Italy and the Rhine frontier). Each surviving Roman army (up to eight) is replaced by a Romano-British army, and any surviving Roman forts are removed from the board. If there aren't enough Romano-British armies, the extra Roman armies are removed without replacement.

The Romano-British are normal armies, with victory point objectives different from the Romans. They do not Increase Population until Turn 7. They also receive reinforcements on Turn 7 which are placed as Increase Population. If all Romano-British armies have been eliminated, these reinforcements can enter at any vacant area south of (and including) York, both units in the same area if necessary. If there is no vacant area south of (and including) York, these reinforcements do not appear.

The Romano-British cannot attack the Brigantes or the Welsh, but the Brigantes and Welsh may attack the Romano-British.

10.6 Danish Armies

At the end of the Danish Turn 14, four Danish armies plus the leader Sweyn/Canute must be removed from the board (they return to Denmark). If, when the Danish Turn 14 begins, there are not enough Danish armies available to allow six to invade, the equivalent of the shortfall is subtracted from the four to be withdrawn. For example, if only three armies can invade (shortfall of three), only one army needs to be withdrawn at the end of the turn instead of four.

10.7 Turn 16 Reinforcements

10.71 At the beginning of Turn 16 Harald of Norway gains one additional army, in the North Sea, for each area Harald's forces occupy.
10.72 William's Normans gain armies in the English Channel at the beginning of Turn 16 according to the areas occupied by them at the end of Turn 15: one for Essex, one for Wessex, one for Hwicce, one for South Mercia; they gain three if Harold the Saxon was killed by the Normans. All of these are ordinary, not cavalry, armies, but the Normans can take cavalry armies instead at the rate of one per two ordinary armies. For example, if the Normans were due three armies, they could elect to take one cavalry army and one regular army assuming that these armies were available in the dead or unused pile).
10.73 No reinforcements can arrive if the leader (Harald or William, respectively) is dead at the end of Turn 15.

11.0 Submission and Subject Nations

11.1 Submission to Roman Rule

When the Welsh, Brigantes or Picts occupy fewer than five, four or three areas, respectively, they may submit to Roman rule. This can only occur while Roman armies are still on the board. The Romans then immediately gain capture points for the areas occupied by the subject nation, as well as Limes points (see 14.4) if the subject nation continues to occupy the area until the end of Turn 5, or abandons it and the Romans occupy it.

The Romans can no longer attack the subject nation, but the subjects are not entitled to Increase Population, cannot attack the Romans, and cannot receive any victory points. However, each turn the Roman player can allow subjects to Increase Population (so that the subjects can fight off mutual enemies). Finally, Roman armies can move freely through, but not end a turn in, subject areas.

Subjection ends when the Romans leave, at the start of Turn 6.

Submission can be declared after any battle finishes, or after any round of dice throwing in battle, or after any movement phase. Any roman armies stationed on territory held by a subject nation when a submission is received must leave immediately, either to the areas from which they came, or to a wholly Roman occupied area. Such armies are not allowed a further move.

11.2 Submission to the Angles

If the Brigantes occupy fewer than three areas in Scotland and including Galloway, they may submit to the Angles. Areas in England (except Galloway) are not counted, and such areas cannot submit to the Angles. Each nation is free to attack the other in areas which have not submitted. The effects of submission are as described for the Romans, so the Angles can score victory points at the end of Turn 10 for Brigante occupied areas.

Subjection ends at the start of Turn 12, or when all Angles have been eliminated.

12.0 Bretwalda and King

12.1 Bretwalda

At the beginning of Turns 9, 10 and 11, nations vote for a "Bretwalda" (overlord) of England. A Bretwalda may also be elected at the beginning of Turns 12, 13, 14 and 15 if there is not King. There is no vote for Bretwalda on Turn 16 even if no King is elected.

The Bretwalda is not the king of the entire country, but is a king of a region within the country who is acknowledged lord of the kings of the other regions. The "subordinate" kings might pay tribute (or, more likely, give presents), but the Bretwaldaship is more prestige than substance. A single battle could result in a change of Bretwalda. Battles and wars commonly took place despite recognition of a Bretwalda. When the Bretwalda died, a struggle among several kings for the succession often followed. Nevertheless, the Bretwalda often came from the same nation for several generations. At other times there was no Bretwalda at all.

12.2 Electing the Bretwalda

In the game, each nation has one "vote" for each English area it occupies. At the beginning of the turn players cast their votes (for a nation, not a player). If one nation gains a majority of the votes cast (abstentions are not allowed), then the nation's king is the Bretwalda. The nation gains two victory points.

Note that if they have submitted, Brigante occupied Galloway must vote with the Angles.

Players are free to negotiate with each other prior to voting: whatever agreements are made at this stage remain in force during the subsequent game turn.

12.3 The King

About the time the Viking raids began, political integration and social development progressed to the point that one man could call himself King of England. In the game, at the beginning, of turns 12, 13, 14 and 15, if any nation occupies at least four areas in England, and at least twice as many areas in England as any other nation, that nation's king is King of England. If no nation meets this criterion there is no king, but a vote is then conducted for Bretwalda.

The King's nation gains four victory points and an extra army, which is immediately placed on the board as for Population Increase.

12.4 Canute

At the end of Danish Turn 14, if the Danes hold twice as many areas in England as any other nation, and the Sweyn/Canute leader is alive, Canute becomes King and the Danes gain four victory points. This an exception to the usual kingship rules of 12.3, and no additional army is awarded. Thus, there can be two different Kings during Turn 14.

12.5 King in Turn 16

In Turn 16, the kingship is determined at the end of the turn by the usual rules, but only Harold, William, and Harald are eligible, (if alive). If two of the three leaders are dead, however, the third automatically becomes King, unless some nation other than the three mentioned above holds twice as many areas as the prospective king's nation. In this case, no one is King. Victory points given for end-game kingship are Saxons four, Normans five, and Norwegians five.

13.0 Control of Nations

Each nation in Britannia is controlled by a player. See the Nation Control Table below to see which nations are controlled by which player in any of the four possible game scenarios.

14.0 Winning

14.1 General

The player with the largest number of victory points at the end of the game wins. Victory points are tallied by nation, then added together for each player at the end of the game. Each player should keep a running tally for his nations, or delegate one player to score for everyone. A sample victory point record sheet has been designed below. At any time, any player may ask for, and must be given, the current total for any nation or player.

14.2 Tallying

In most cases, victory points are awarded at the end of the complete game turn in specific turns (4, 7, 10, 13, and the end of the game). There are exceptions, as stated on the Nation Victory Point Information Chart for individual nations. An astute player will refer to this chart frequently.

The Romans score points throughout Turns 1-3, and it is sensible to record these as they are acquired. The note for Turn 3 on the Turn Record Chart is intended to remind the Roman player that this is the last chance to do this. In contrast, the Norsemen are entitled to score for capturing a named area in Turns 12-16, and again for holding it both at the end of Turn 13 and at game end.

14.3 Points

There are four ways to score points. First, a nation may score for holding (being sole occupant of) an area at the end of a given game turn. Second, it may score for destroying opposing pieces. Third, it may score for capturing an area, that is, for occupying it at some time even if at the end of a turn. Fourth, it may score points for having the Bretwalda or King be of its nation. All such possibilities are described on the Nation Victory Point Information Chart.

14.4 Limes

Limes is the name given by the Romans to their defensive lines/walls such as Hadrian's Wall and the "Saxon Shore" forts which were built as defense against barbarian raids. Points will be scored at the end of turn 5 for each area which is;

15.0 Notes

These notes replace section 15.0 from the original printed rules. These notes will contain explanations to certain rules rewrites contained within this set of rules. Some of these notes have been copied from other rules clarification web sites, especially the "Rule Britannia" site by F. Scott Pfeiffer and David W. Gantt.

15.1 Stacking

Stacking is checked at the end of every nation's movement phase. However, a nation gets two movement phases during a major invasion. Stacking should be checked at the end of each.

15.2 Overpopulation and Major Invasions

The published rules were quite unclear on how to handle this situation. The basic confusion arises from Section 15.0 "Some rules commonly overlooked by new players", which states: "Overpopulation limits apply at the end of both movement phases of a major invasion." This sentence has major problems. First, overpopulation limits are never checked at the end of the movement phase (i.e. before combat) and so this sentence makes no sense on its face. In addition, what does the sentence say? "At the end of both" could mean once (e.g. when both have been completed) or twice (i.e. at the ends of each).

The Stratagamers club has decided that overpopulation only applies at the end of a nation's full turn.

  1. Original section 15.0 states that overpopulation is checked after both movement (?) phases. It doesn't state that it is checked after EACH phase. One could easily add the phrase "are completed" at the end of that statement. It is our opinion that after both means after both are completed.
  2. The wording of 7.3: "...two consecutive turns; they move, fight, move again, and then fight again." seems to describe what they mean by a "turn" as it relates to the mechanics of Major Invasions. Note that increase population is not done twice; it's not listed in what an MI turn is. Neither is the Invasion Phase. Neither is the check for overpopulation.
  3. From 7.3: "A Major Invasion reflects the additional shock and impetus of a great coordinated effort that is taking place over a long period of time." This shock and impetus would only apply to movement and combat, not the effects of a lack of settlement space.
  4. Section 6.0 is clear. It starts with: "At the end of a nation's turn ..." I would submit that each "turn", as used in 7.3, should instead be rewritten as "two consecutive cycles of movement and combat".

15.3 Invasion Restrictions

There are several questions relating to the invasion restrictions found both in rule 7.4 and on the cards. For example, can a Dubliner invader reposition itself into the Icelandic Sea and then into the Frisian Sea and land in York? This is technically south of Skye and north of Avalon. No. "Rounding the horn" is not permitted. A few of the invasion restrictions were rewritten to reveal this fact.

Another issue is whether the landing restrictions apply to raiders. Rule 7.4 is entitled "Invasion Restrictions". Furthermore, Rule 7.12 states that a raider may attack "any enemy force it can reach". This implies that invasion restrictions apply only to invaders, and not raiders. The cards simply state that that a nation's troops "may not land" north or south of whatever restriction, but this simply mirrors the language or rule 7.4, and should not be taken out of context. However, the purpose of the rule is to simulate the practical distance from the home country to Britain. Furthermore, the "Invasion Restrictions" are set forth in a separate rule (7.4) rather than as sub-rule under Invaders (Rule 7.2). If the landing restrictions applied only to invaders, one would expect to find the rule set forth at 7.24, not 7.4, where it appears to apply to the entire 7.0 (Raids and Invasions). Rule 7.4, therefore, applies both to invaders and to raiders, but does not apply to limit movement by boat or movement by land.


16.0 Optional and Variant Rules

This section contains optional and variant rules found on various web sites. Links to the original sites and/or text files will be noted.

Contents:

16.1 Pict Raiders

On Turns 4 and 5, the Pict player may designate any Pict armies as raiders. These raiders may, but are not required to, use boat movement. Pict armies designated as raiders must withdraw after combat to the land area from which they started the turn, or forego points scored for destroying Roman armies and forts that turn.

The case of the Pict raider is a great mystery. Pict raiders are nowhere mentioned in the rules. Yet, the turn record track states on turns 4 and 5 "Pict Raiders". What does this mean? Most people seem to agree that it means the Picts can, on turns 4 and 5, designate certain armies as raiders. But how do these raiders work? The Pict raiders are not covered in the rules, and yet the normal raider rules are wholly inadequate to deal with these Pict raiders. For example, the very definition of raiders states that "Certain armies are designated raiders upon their entry in the game". Well, no Pict army is ever so designated. In addition, Rule 8.4 states that "Raiders may only withdraw to sea, and return to the sea area where they began the turn." No Picts begin any turn at sea, so this cannot be right.

The whole "raider returning to sea" idea simulates the raiders returning to their home country, laden with booty, rather than literally floating at sea for decades. The Pict homeland, however, is not across the sea - it is Pictland. Thus, on turns 4 ands 5 the Picts may designate any army as a raider, and that raider may, after combat, return to the land area where the raider began the turn.

16.2 Ireland (Schmidt Variant)

The Irish in the game are now referred to as the Lagin. The Lagin use the same counters, get the same Turn Record Chart reinforcements, move at the same point in the turn, and use the same VP card as the Irish except as amended below. Exactly the same applies to the Scots, who when in Ireland can be referred to as the Ulaid.

This variant uses a different set of game charts.

16.21 New Nations:

16.22 Countermix Changes: 16.23 Changes To Turn Record Chart:

16.24 Special Rules

The following rules have links to the original and/or relevant basic game rules.

16.241 Stacking. Stacking and overpopulation limits in Ireland are the same as Britain's, although for the purposes of stack legality and overpopulation Ireland is determined as being distinct from Britain. A nation may, for example, have one stack of theoretically unlimited size in Meath and another in a clear British province, although since overpopulation rules apply separately in Ireland, a nation owning (say) one Irish area and six British areas would still be limited to two armies in their Irish area. The Isle of Man is part of Britain for stacking purposes.

16.242 Raiding. The Lagin and Ulaid have the same restrictions on sea-landing as do their basic game Irish / Scot counterparts; the Ulaid still can't land east of Orkney / Caithness or south of Galloway, and the Lagin can't land north of Cumbria. Normal rules permitting, both nations are allowed to land in any coastal Irish area. Ulaid and Lagin armies beginning movement in a coastal Irish area can use Boats to raid like the Picts in Turns 4 and 5, returning to the area from which they came on completion of the raid. However, Lagin and Ulaid raiders may only raid Britain - never Ireland, whether they began at sea or on land. They may freely land in Ireland if settling. Both may land on, and raid, the Isle of Man from sea.

16.243 Irish Straits. Straits arrows connecting Ireland with Britain and the Isle of Man are handled differently to those printed on the original map. In order to cross an Irish strait, you must spend your entire movement allowance - that is, you must begin the movement phase on one side of the strait and end on the other. You may not retreat across an Irish strait unless you were attacking across it.

16.244 The Isle of Man. Whichever nation holds the Isle of Man at the start of its Turn 12 or after gets Boats for use in the Irish Sea area only, regardless of whether or not that nation would normally ever have Boats. Isle of Man is not part of England or Ireland for the purposes of counting towards determining Bretwalda, King or High King.

16.245 Invasions from West Ireland. Invaders given as appearing in "West Ireland" appear in a notional area adjacent to Connaught, Ulster and Kilkenny. "West Ireland" is treated like a sea area, except that Boat movement is not possible, nor may raiders or invaders pass through this notional area. Invaders appearing in West Ireland, like invaders appearing in sea zones, may remain in the area for as many turns as they wish, and are not counted towards stacking or overpopulation. The Ui Niall in Turns 6-10 inclusive, and the Dal Cais in Turns 14-16 inclusive, are considered still to possess significant estates in West Ireland. In these turns, they may move or retreat off the west edge of the board from Connaught, Ulster or Kilkenny, returning to the notional West Ireland area and able to move back onto the map in subsequent turns. While they have this power, the Ui Niall and Dal Cais are also considered to possess one off-map clear area for the purposes of population increase. The Ui Niall in Turn 6, and the Dal Cais in the first half of their Turn 14 Major Invasion, need not obey the overpopulation rules. No nation other than the Ui Niall in Turns 6-10 or the Dal Cais in Turns 14-16 may ever enter West Ireland. No combat can take place in West Ireland. In any case, if the Ui Niall (after their Turn 9) or Dal Cais (any time after appearance) are wiped out from the board at any point, they lose the benefits of West Ireland.

16.246 High King. Any nation out of the Ulaid, Lagin, Dal Cais and Ui Niall that controls two areas or more on the island of Ireland, at the very start of any turn after and including Turn 10, is considered to have the High King. If two eligible nations have two areas each, kingship goes to the owner of Meath. Otherwise there is no High King. Despite the name, this title does not confer an extra army on the holder as per the English King. Being High King scores your nation one VP per turn kingship is achieved until Turn 13 when the bonus is increased to 2VP per turn.

16.25 Optional Rules

16.251 Brittany. Any Welsh army that begins Welsh movement phase of Turns 5, 6 or 7 in Devon or Cornwall may be removed from the board prior to movement for a bonus of 1 point per army removed, maximum 2 armies each turn. After movement phase of T7 Welsh player rolls a die and compares roll to number of counters removed. If roll was less than number of counters removed, score 4 victory points.