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)
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Cyberboard program
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Large map showing 37 different territories.
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Electronic markers in various colors depending on scenario played.
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This rules document.
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Charts documents:
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:
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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.
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It may move to an adjacent sea area and then land in any bordering land
area.
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It may remain in the same sea area for the turn.
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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.
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A normal army eliminates a normal enemy army on a roll of 5 or 6.
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A Roman or cavalry army eliminates a normal enemy army on a roll of 4,
5 or 6.
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Roman and cavalry armies are eliminated only on a roll of 6.
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Any defending army in a hiland area is eliminated only on a roll of 6.
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:
-
adjacent areas which are solely occupied by the retreating nation's piece(s)
-
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;
-
occupied by a Roman fort
-
occupied by a subject nation
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.
-
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.
-
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.
-
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.
-
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:
-
Ui Niall: six armies and leader Niall, may increase population, more between
Lagin and Ulaid
-
Dal Cais: five armies and leader Brian Boru, may increase population, move
between Ulaid and Norsemen
16.22 Countermix Changes:
-
Scots/Ulaid: two additional armies, add leader Kenneth, remove leader Fergus
-
Norsemen: two additional armies
-
Dubliners: one additional army
-
Angles: two additional armies
16.23 Changes To Turn Record Chart:
-
T3: no Lagin raider, Lagin may not raid.
-
T4: Ulaid and Lagin raiders.
-
T5: Optional Brittany rule in effect for Welsh player until T7. Ulaid
and Lagin raiders.
-
T6: 4 Ui Niall (West Ireland) led by Niall. They need not obey overpopulation
rules this turn. Ui Niall may move and retreat into West Ireland
from the west map-edge any turn up to and including T10, and are considered
to have one off-map clear area for the purposes of population increase
until that turn.
-
T7: no Fergus. Scots/Ulaid may only use Major Invasion second movement/combat
phase to move armies into or within the Scotland area. 1 Ui Niall
(West Ireland). Optional Brittany rule ceases to have effect.
Welsh player rolls die after movement phase to determine if special bonus
scored.
-
T8: Scots/Ulaid still have Boats. 1 Ui Niall (West Ireland).
-
T9: no Lagin reinforcement appears at sea.
-
T10: High King possible each turn, bonus 1VP per turn. Ui Niall may
no longer move or retreat into West Ireland; Ui Niall West Ireland population
increase bonus ends.
-
T11: Scots leader Kenneth if Scots hold Dalriada at start of own turn.
Kenneth may not be placed in Ireland or Man, though he may enter them once
placed.
-
T12: 4 Norseman raiders (not 2) in Irish Sea. Possession of Isle
of Man at start of movement confers Boats in Irish Sea hereafter.
-
T13: High King bonus increases to 2VP per turn.
-
T14: 4 Dal Cais led by Brian Boru (West Ireland). Dal Cais Major
Invasion. They count victory points at end of whole turn. Dal
Cais need not obey overpopulation rules following the first half of their
Major Invasion. Dal Cais may move and retreat into West Ireland from
the west map-edge any turn up to the end of the game, and are considered
to have one off-map clear area for the purposes of population increase
until end of game or until eliminated.
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.