1066 Rules v1.1 [PDF]

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1066 YEAR OF THE COMET 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0

V1.1

Mapboard Units Game Set Up Sequence of Play Invasions Movement Leaders Raising English Fyrdmen Battles Battle Deployment Battle Resolution Firing Units Retreat from Battle Routs/Pursuit Fire Skirmishes Victory Conditions Multiple Player Games

1.0 MAPBOARD 1.1 The mapboard portrays the major scenes of battle in England during the 1066 invasions. The mapboard is delineated into 30 areas, all of these begin the game as friendly to the English player. 1.2 Each area has a letter designation depicting both Victory value as well as potential for raising English troops. For example, the London area has an “A” designation, while Oxford has a “C” designation. 1.3 Red lines connecting adjacent areas are Roman roads, still used in 1066 to facilitate movement. Units moving along Roman roads get a movement bonus. 1.4 An English-friendly area is any area not occupied by Viking or Norman units. That is, the Viking and Norman players must garrison captured English areas with at least one unit in order to make them Vikingor Norman-friendly areas. Any areas left vacant automatically revert to being English-friendly status. 1.5 Along the southern and eastern coasts of England are blue or green arrows pointing to individual areas. These arrows indicate Invasion sites as well as the likelihood of landing there with no problems. Invasions can only be made into these designated areas.

2.0 UNITS

2.1 The game contains 56 units: 28 red (English), 14 green (Viking), and 14 blue (Norman & French allies). One label from the unit sheet provided must be affixed to the face of each unit; English labels on red blocks, Viking labels on green blocks, and Norman/Breton/Franco-Flemish labels on blue blocks. 2.2 Army units in play stand upright, labels facing the owning player. This effortlessly portrays fog of war. 2.3 Army Combat Values (CV) of units are designed for step-reduction. Each unit in play begins the game with its maximum CV showing along its top edge. This CV remains constant until reduced in battle, noted by turning the unit counter-clockwise until the lesser CV is on top. Thus a 4cv unit can be reduced to 3cv, 2cv, and then 1cv as it sustains casualties. A unit reduced below 1cv is removed from play (although English units might be raised again, see section 8.0). 2.4 Players may transfer CV from one unit to another of the same type and nationality and in the same area by reducing one unit and increasing another by the same amount. This must be done before movement begins. Viking units are all the same type. There are two types of English units: House-carls and Fyrdmen. Normans have three types of units: Archers, Footmen, and Knights. Leader units are a special case and may not be transferred or combined with other units. Note that units may not be eliminated in this fashion.

3.0 GAME SET UP 3.1 Lay the mapboard out on a table between the players. It is suggested that the Viking player sits at the northeast corner of the mapboard, facing southwest. The Norman player sits at the southeast corner of the mapboard, facing northwest. The English player sits at the west edge of the mapboard, facing east. 3.2 The Viking player collects all his green units and holds them off-board at maximum CV. The Norman player collects all his blue units and holds them offboard at maximum CV. The English player collects all his red units and separates out his two Leaders, the three House-carls units, and six Fyrdmen units (all at maximum CV); the remaining red units are kept in his “Fyrdmen pool” until raised.

3.3 The English player now places his Leaders, House-carls, two Fyrdmen in London, one Fyrdmen in York, and three Fyrdmen units anywhere in England. Remember that in order to move, units must be in the same area as a Leader. 3.4 All Norman and Viking units are kept off-board until they successfully invade (see section 5.0 Invasions).

4.0 SEQUENCE OF PLAY 4.1 CAMPAIGN TURN ORDER: —VIKING PLAYER TURN— • Movement Phase • Invasion Phase • Combat Phase —NORMAN PLAYER TURN— • Movement Phase • Invasion Phase (not when Vikings invade) • Combat Phase —ENGLISH PLAYER TURN— • Fyrdmen Raising Phase • Movement Phase • Combat Phase 4.2 There are 16 Campaign Turns in the game, each consisting of a Viking, then Norman, and then English Player Turn. A player is not compelled to move any units in his Turn, but may not accumulate any part of his Turn for future use. Units which have not yet successfully invaded (that is, units not yet on the mapboard) may not be moved. 4.3 When different colored blocks occupy the same area, a battle occurs which must be resolved before the next Player Turn. The resolution of battles is described in sections 8.0 to 15.0.

5.0 INVASIONS The invasions of England in 1066 were entirely dependent on the winds. No favorable winds meant no way to cross the seas in this age of sail. Furthermore, the Vikings based in Norway and the Normans based in Normandy relied upon winds which were directly opposing each other. Favorable winds for the Normans would keep the Vikings in their harbors and vice versa.

The following rules deal with these vagaries. 5.1 The arrows pointing to certain areas on the east and south coast of England indicate possible invasion sites. The color of the arrows indicates who may use them: green for the Vikings and blue for the Normans. The numbers next to the arrows show the likelihood of successfully invading that particular area in any one Campaign Turn. For example, should the Viking player choose to invade the York area, he would succeed on a die roll of 1–4. 5.2 A player chooses which area he wishes to invade and rolls a die. Rolling within the range shown by the Invasion arrow indicates success, and all of the player’s off-board units are placed in that area. Rolling higher than the Invasion Success range indicates failure to invade; all units remain off-board for the time being. 5.3 When a player invades an area containing enemy units, combat results. The Defender in the battle/skirmish gets a free initial fire with each of his units. Combat then proceeds normally. 5.4 Only one player may invade in any one Campaign Turn. Since the Viking Player Turn occurs before the Norman Player Turn, the Viking player always has first opportunity to invade. During a Campaign Turn in which the Viking player successfully invades, the Norman player may not attempt to invade. Only when the Viking player has been unsuccessful or has already invaded, may the Norman player attempt his own invasion. 5.5 The Vikings and Normans each may only invade once per game. A player may not conduct multiple invasions in successive turns. Once a player has successfully invaded, he no longer uses his Invasion Phase [exception: see section 8.3]. The English player never invades.

6.0 MOVEMENT 6.1 Movement is conducted by moving any or all eligible units from one area to another up to their Movement Allowance. The Movement Allowance for most units is two (2) areas. Certain units are horsed and have a higher Movement Allowance (see 6.3). Units moving exclusively along Roman roads receive a Road Move Bonus (see 6.4).

6.2 Only units beginning their Movement Phase in the same area with an appropriate Leader are eligible to move. Units which do not begin in the same area as a Leader capable of controlling them may not move (but may Retreat). (see section 7.0) 6.3 House-carls, Knights, and Leaders move on horseback. Such units have a Movement Allowance of four (4) areas. 6.4 Roman roads are shown on the map as red lines connecting adjacent areas. Units which begin their move in an area containing a road, and only move along roads from area to area, are entitled to a Road Move Bonus. This Road Move Bonus allows units to move an extra one (1) area.

7.0 LEADERS 7.1 Leader units have many functions in 1066. Leaders allow units to move, they can fire in combat, some can raise additional troops, and their loss can lead to defeat. Leader units represent not only the Leader himself, but also his personal retinue — that’s why they have combat capability. 7.2 The player’s Leaders command his units. Only units which begin the Movement Phase in the same area as an appropriate Leader may be moved. Otherwise, units are unable to move out of the area they currently occupy, except by Retreating. Some subordinate Leaders are restricted in which or how many units they may command. The highest ranking Leader on each side may command all the player’s units in his area without restrictions. Below are listed all Leaders, their effectiveness at firing, and their command limitations: ENGLISH LEADERS • King Harold Godwinson: any number of units (F2) • Earl Edwin / Earl Morkere: limited to six units (F1) VIKING LEADERS • King Harald Hardrada: any number of units (F2) • ex-Earl Tostig: limited to one unit (F1) NORMAN LEADERS • Duke William: any number of units (F2) • Count Alan Fergant: only Breton units (F1) • Count Eustace: only Franco-Flemish units (F1)

7.3 All English Leaders (and ex-Earl Tostig) have the unique capacity for raising additional forces in England (see section 8.0). 7.4 Leaders are treated as 1cv units which fire in combat at varying effectiveness (see 12.5). 7.5 Leaders can be lost in combat and their loss often means losing the game (see 16.3), or at least being severely hampered in movement.

8.0 RAISING ENGLISH FYRDMEN

8.1 English Leaders have the capability to raise additional troops anywhere in England during the Fyrdmen Raising Phase. Forces raised are always Fyrdmen type, never House-carls or Leaders. The quantity of CVs generated depends on the Leader and the area where the attempt to raise troops is made. The CVs raised can be added directly to units in the same area, or these CVs can be used to create new units. For example, if 4 CVs are raised, four 1cv units could be created, or two 2cv units, or a 3cv unit and 1cv unit, etc. 8.2 Below is listed the quantity of Fyrdmen CVs raised. Reference to “d6” means the roll of a six-sided die, while “d3” means halving the resulting roll and rounding up (i.e., rolls of “1” or “2” result in “1”; rolls of “3” or “4” result in “2”; and rolls of “5” or “6” result in “3”). AREA D C B A

F Y R D M E N CV S R A I S E D K ING HAROLD EARLS 0–2 (d3–1) — 1–3 (d3) 0–2 (d3-1) 1–6 (d6) 1–3 (d3) 3–8 (d6+2) 2–4 (d3+1)

8.3 The Viking Leader, ex-Earl Tostig, is actually a former English Earl. Harold Godwinson’s halfbrother, Tostig was driven out of his lands, centered on York, for misrule and abuse of the people, and replaced by Earl Morkere. Tostig sailed the North Sea searching for backing to reclaim his lands until he found King Harald Hardrada of Norway interested in rebuilding Cnut’s Empire in England. Tostig hoped to rally his former country-men to his banner, but he had little real support. To reflect this, Tostig may attempt to raise troops, like an English Leader but with the following limits. Tostig may only attempt to raise forces in the York area; this attempt occurs during the Invasion Phase. Since Tostig has little support, he may only generate 0–1 CV at a time (d2–1). CVs can only be added to a Viking unit in York.

9.0 BATTLES

11.0 BATTLE RESOLUTION

9.1 Battles occur when opposing units occupy the same area and must be resolved before proceeding with the next Player Turn.

11.1 Players fight a battle to conclusion in an indeterminate number of battle rounds, each round resolved in the following sequence:

9.2 The player who moves units into an area containing enemy units is called the Attacker. The player whose units already occupy the area is termed the Defender. 9.3 Two or more battles in different areas may occur at the same time. When this happens the Attacker (i.e., the moving player) decides in which order the battles will be fought, each battle being concluded before another begins. 9.4 Movement of units between areas on the mapboard during a battle, other than to retreat, is not permitted. A battle is fought with the units in the embattled area only; players may not reinforce battles.

10.0 BATTLE DEPLOYMENT 10.1 The Defender deploys his units in the area into three columns (see diagram below) without revealing the CVs of the units involved. There may be any number of units in any one column, but there must always be at least one unit in each column. Any number of units may also be deployed in Reserve behind these columns, at the Defender’s option. 10.2 The Attacker now deploys his units in the area into three opposing columns and Reserve (optional) as he wishes. The Defender may not alter his deployment after the Attacker begins to deploy. 10.3 Both players now reveal the CVs of the units deployed in columns by tilting them forward face-up so that the current CVs of units face the opposing columns. Reserve units (if any) are not revealed at this time. 10.4 Once a battle commences, players are not allowed to redeploy units in columns, only units in Reserve, and only one Reserve unit per battle round may be so deployed.

• Defender has the option to Retreat (see 13.0). • Defender may add one (1) unit from his Reserve (if any) to any one column of his choice. • Defender may now fire (see 12.0) all his units in the three columns, one unit at a time, and one column at a time, in any order he chooses. • Attacker now repeats the above steps in the same sequence; retreating, deploying from his Reserve, and firing units as he wishes. 11.2 The battle round sequence above is repeated until one player decides to Retreat or is Routed (see 14.0). After battle ends, surviving units are turned back “on edge” (i.e., placed upright) at their current CV levels.

12.0 FIRING UNITS 12.1 Only units deployed in battle columns may fire; Reserve units may not fire or be fired at. Units in one column must always fire at enemy units in the opposing column, except during Pursuit Fire. 12.2 A unit fires by noting its current CV and rolling the same number of dice. Most units fire at F1, which means that for every “1” rolled on each die, a unit in the opposite enemy column is immediately reduced by 1 CV. The player being fired upon must reduce his strongest CV unit first; in cases where more than one unit has the most CVs, the player reducing his units decides which unit will lose CVs (exception: see section 12.5). A unit is reduced by turning it counterclockwise until the new lesser CV faces the opposing player. Example: To fire a unit of 4cv, a player rolls 4 dice. If two “1s” are thrown, the opposing player would immediately reduce one unit by 2 CV or two units by 1 CV each, the strongest unit(s) taking losses first.

12.3 Certain units (i.e., English House-carls and a few Leaders) fire more effectively than most units. These units are said to possess F2 fire, which means that for every “1” or “2” rolled on each die, a unit in the opposite enemy column is immediately reduced by 1 CV. This is signified by a little F2 notation in the upper right corner of each one of these full-strength units.

14.0 ROUTS/PURSUIT FIRE

12.4 The Norman player’s Archer units have a unique special ability. Archer units always fire first in a battle round — before any other fire is resolved, even when the Norman player is the Attacker. This is signified by a little dot (•) in the upper right corner of each fullstrength Archer unit.

14.2 The victorious player in this battle is then granted one additional fire opportunity with all of his units (including those in Reserve) — this is called Pursuit Fire. The Routed player must take any losses on his strongest units first and Leaders might be lost if all his units are reduced to 1 CV.

12.5 Leaders are treated as special 1cv units which may fire one die (at F1 or F2) and may also be taken as a CV loss. Leaders may be involuntarily lost in combat as well. Whenever a Leader is among a group of units which are all at 1cv and a loss is called for, roll a die. On a die roll of “6” a Leader unit is removed as a battlefield casualty, instead of a 1cv unit. This Leader must be the highest ranking Leader available (i.e., King Harold Godwinson, Duke William, or King Harald Hardrada, if present). Otherwise any subordinate Leader is lost.

14.3 Any units the Routed player has in his Reserve when the Rout occurs reduce Pursuit Fire hits on a one-to-one basis. For example, if the Routed player has two units in Reserve when a Rout occurs and Pursuit Fire delivers three hits, then the Routed player takes only a 1 CV loss (3 – 2 = 1).

13.0 RETREAT FROM BATTLE 13.1 A player wishing to retreat from a battle must do so before firing any of his units in that firing round. The Defender may not retreat until the beginning of his second battle round; the Attacker may retreat at the beginning of his first battle round. 13.2 The retreating player must retreat all units at the same time (partial retreats are not allowed) and all units must retreat to the same area. The Defender can retreat to any area (subject to all movement rules) except an area occupied by enemy units or the area the Attacker came from, even if now vacant. The Attacker can only retreat to the area he came from. Neither player may retreat to an area that contains another battle yet to be resolved. If a player has no legal retreat he must remain in battle.

14.1 When all units in any one opposing column are eliminated (surplus hits, if any, are ignored) the affected player’s forces are Routed in that battle. He must immediately retreat, subject to retreating rules. Units which cannot retreat for any reason are eliminated.

15.0 SKIRMISHES Whenever one player (or both) has less than three units in a battle area (thus preventing a three column deployment), battle columns and Reserve rules are not used. Players deploy in a single “Skirmish” column, exchanging fire normally. Retreats are conducted as before, but there can be no Rout and no Pursuit Fire.

16.0 VICTORY CONDITIONS 16.1 Victory is determined either by Victory Points or the Sudden Death of the highest ranking Leader. Sudden Death Victory supercedes any Victory Point advantage. 16.2 Victory Points: Viking and Norman forces (at least one unit) must occupy English areas in order to control them. Vacant areas or areas occupied by English units are English controlled. Areas controlled by a side are worth varying amounts of Victory Points dependent on the letter designation of the area: AREA LETTER D ESIGNATOR D C B A

VICTORY POINTS 0 VPs 1 VPs 2 VPs 4 VPs

16.3 Levels of Victory: All players still in the game after the 16th Campaign Turn add up all the Victory Points they control. Compare the highest VP total with the next highest to determine the level of Victory attained: VP DIFFERENCE 0–3 4–7 8–11 12+

LEVEL OF VICTORY Draw Marginal Victory Major Victory Decisive Victory

16.4 Sudden Death Victory (Curse of the Comet): Each army is commanded by a Supreme Leader — Vikings: King Harald Hardrada of Norway Normans: Duke William of Normandy English: King Harold Godwinson Should a player’s Supreme Leader get eliminated in combat, he loses automatically. All that player’s units are immediately removed from the mapboard. Should two players loses their Supreme Leader, the player who still retains his Supreme Leader automatically wins a Decisive Victory.

17.0 MULTI-PLAYER GAMES 17.1 Three Player Games: The three player game is the standard mode of play in 1066. One player plays the English, the second player controls the Vikings, and the third player has the Normans & their allies. 17.2 Two Player Games: In two player games, one player controls both the Vikings and the Normans. These two armies cannot help each other and are still treated as enemies (i.e., combat results if Vikings and Normans are in the same area). Victory Points are counted separately. 17.3 Four or More Player Games: If there are four or more players, three players each control the Vikings, English, and Normans. Additional players control the Norman Allies then other Leaders; the fourth player has the Bretons, the fifth player plays the Franco-Flemish forces, the sixth player controls the forces of Earl Edwin and Earl Morkere, and if there is a seventh player he plays Tostig. The limits to the number of units able to be moved by a subordinate Leader are rescinded if there are six or seven players. Victory is determined normally.

1066 YEAR OF THE COMET is © Tim Taylor 2011.

CHARTS & TABLES CAMPAIGN TURN ORDER: —VIKING PLAYER TURN— • Movement Phase • Invasion Phase • Combat Phase —NORMAN PLAYER TURN— • Movement Phase • Invasion Phase (not when Vikings invade) • Combat Phase —ENGLISH PLAYER TURN— • Fyrdmen Raising Phase • Movement Phase • Combat Phase

COMBAT PHASE BATTLE ROUND ORDER • Defender has the option to Retreat (see 13.0). • Defender may add one (1) unit from his Reserve (if any) to any one column of his choice.

AREA D C B A

F Y R D M E N CV S R A I S E D K ING HAROLD EARLS 0–2 (d3–1) — 1–3 (d3) 0–2 (d3-1) 1–6 (d6) 1–3 (d3) 3–8 (d6+2) 2–4 (d3+1)

AREA LETTER D ESIGNATOR D C B A

VP DIFFERENCE 0–3 4–7 8–11 12+

VICTORY POINTS 0 VPs 1 VPs 2 VPs 4 VPs

LEVEL OF VICTORY Draw Marginal Victory Major Victory Decisive Victory

• Defender may now fire (see 12.0) all his units in the three columns, one unit at a time, and one column at a time, in any order he chooses. • Attacker now repeats the above steps in the same sequence; retreating, deploying from his Reserve, and firing units as he wishes.

ENGLISH LEADERS • King Harold Godwinson: any number of units (F2) • Earl Edwin / Earl Morkere: limited to six units (F1) VIKING LEADERS • King Harald Hardrada: any number of units (F2) • ex-Earl Tostig: limited to one unit (F1)

UNIT CAPABILITIES UNIT TYPE Supreme Leader Subordinate Leader House-carls Fyrdmen Vikings Archers Footmen Knights

MOVE 4 4 4 2 2 2 2 4

F IRE F2 F1 F2 F1 F1 F1• F1 F1

NORMAN LEADERS • Duke William: any number of units (F2) • Count Alan Fergant: only Breton units (F1) • Count Eustace: only Franco-Flemish units (F1) 1066 YEAR OF THE COMET is © Tim Taylor 2011.