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The rest of the scenery is arranged according to the rules described in the introduction
of this chapter. No scenery may be placed within of the river or the fords/br idges.
Scenery that may not be placed dueto this restriction is discarded wit hout effect
LENGTH OF THE GAME
game lasts for 7 complete game turns.
VICTORY CONDITIONS
DEPLOYMENT
Roll to choose a long table edge
(in case of a draw, the player with
the most impressive facial hair
wins.) The winner chooses one of
the long table edges as his starting
table edge and deploys at least
half his figures within lL of t hat
table edge.
His opponent then deploys all his
war band within lL of the opposite
table edge.
Finally the first player deploys the
rest of his warband within lL of his
table edge.
The player that scores the highest
result on a new 06 roll starts the
game.
At ::he end of the game each pi ayer counts his Victory Points. Unlike other scenarios, VPs in t his scenario are not scored for killing
enem) figures, but f or your figures that are on the opposite side of t he river at the end of the game.
Eacn model that is on the other side of the river (in t he enemy half of the table) counts as scoring VPs, based on the scoring
system described page 61 (Le. your Warlord gives you 3VPs. each '-' earthguard 1VP, one VP f or every two Warriors, etc ... ).
The Warlords stand on sacred ground. No matter the cost,
toda y will be a demonstration of strength and the victorious
Warlord will be the overlord ...
LAYOUT
The game is played on a 48" x 36" table.
In the centre of the table deploy a hill (that may not
exceed JL in length or width).
Then each player chooses any one piece of scenery
(from the list page 6o) that may not be a building and
places it between JL and 2x!L from any long table edge
( each player must chose a different long table edge)
The scenery tem must be entirely deployed within JL
and 2xlL of the table edge.
There is no other scenery deployed on the table in this
scenario.
LENGTH OF THE GAME
The game lasts for 8 complete game turns.
DEPLOYMENT
Roll a 06 to see who goes first (in case of a draw, the player
with the most impressive facial ha ir wins.) This player chooses
one of the long table edges as his starting table edge and
deploys one unit within Ml of that table edge.
His opponent then deploys one unit within Ml of the opposite
table edge.
The players alternate deploying a unit one at a time until all
units from the opposing warbands have been deployed.
The pi ayer that finished his deployment first starts the game.
VICTORY CONDITIONS
At the end of each player's turn, his opponent counts the number of VPs he scored this turn. The number of VPs is based on
the figures that are in any of the three terrain pieces placed on the table and according to the instructions on page 61 (i.e.
your Warlord gives yo u 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc. .. ). For example, if at the end of your
opponent's turn you ha ve two Warriors in the first terrain, four Levies anda Hearthguard in the second and nothing in the third,
you score 4 VPs (1+2+1=4).
The number of VPs gained each turn is added to the VPs scored in previous turn (note them down at the end of each players turn ).
At the end of the 8th turn, the player that seo red the most VPs wins the game.
'Che cha{{enge
The test of steel is underway. The Warlords are facing each other in a duel.
Their retainers are flercely jlghting to decide the day.
LAYOUT
The game is played on a 48" x 36" table.
The scenery is arranged according to the rules
described in the introduction of this chapter
except that no scenery may be deployed within
M of the centre of the table. Any terrain feature
that should be deployed in the centre of the
table is discarded without any further effects.
LENGTH OF THE GAME
The game lasts for 7 complete game turns or
until one of the Warlords is killed.
DEPLOYMENT
The player rolling the higher score on a 06 (in case of a draw, the
pi ayer with the most impressive facial hair) deploys his Warlord in the
centre of the table. Then his opponent deploys his Warlord within
of the opposing Warlord.
Then, both players roll another 06 and starting with the pi ayer rolling
the higher score on a 06 (in case of a draw, the player with the most
impressive facial hair,) each pi ayer chooses a different long table edge
and deploys one unit within M of that table edge.
The players then alternate deploying their units, one ata time, until all
units are deployed.
The pi ayer that finished his deployment first starts the game.
SPECIAL RULES
In this scenario, Warlords are not killed if they take two hits by shooting or in me lee. Each Warlord starts with 12 Wounds in t his
scenario. Each non-cancelled hit sustained by the Warlord reduces his Wounds by one. When a Warlord is reduced to o Wounds,
he is kili e d. All other Warlord rules still apply including Resilience.
VICTORY CONDITIONS
lf your Warlord is killed the game ends and you lose. lf both Warlords are killed simultaneously, the game ends with a draw.
lf at the end of the seven turns, no Warlord has been ki lled, the player controlling the Warlord with the most Wounds wins the
game. lf both Warlords have the same number of Wounds, its a draw!
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homcland
A warband approaches an enemy settlement.
Tonight, they will dine in their enemy's great hall, served by their enemy's widows,
drinking from their enemy's skulls. Or not.
LAYOUT
The game is played on a 48" x 36" table.
The Def ender places t hree buildings ( one of these buildings may be a
large building) within M and lL of any long table edge and at least L away
from any side table edge. No building may be placed within Ml of another
building.
The Attacker may then deploy up to two other scenery features ( see the
chart page 6o, but no buildings may be placed by the attacker,) at least L
from any building.
LENGTH OF THE GAME
The game lasts for 6 complete game turns or until the attacker's Warlord
is killed.
SPECIAL RULES
DEPLOYMENT
The defender starts by deploying all his
models within L of the same table edge
where he deployed the three buildings.
His units can start within the buildings or
outside.
The the attacker deploys all his models on
the table, no closer than IL of any building
or enemy unit.
The attacker starts the game.
In this scenario, one of the players will defend his village and the other player will be the attacker. Each pi ayer secretly bids how
many Warband points (between 2 and 6) he thinks he needs to defend the village. Both players simultaneously reveal their bid.
The pi ayer that is ready to defend t he village with the least points becomes the defender and his opponent the attacker. lf the
players tie for the bids, rolla 06 and the highest roller becomes the defender and his opponent the attacker.
The defender will only play this scenario with the number of points he has writt en down. lf the defender has already prepared
his Warband, he might have to remove models from his Warband to fit the number of points he has specified on his bid. The
attacker gets his regular 6 points Warband.
VICTORY CONDITIONS
lf the attacker's Warlord is killed, the game ends immediately with a victory for the def ender.
lf at the end ofihe there is at least one defender within one of the building, the defender wins the game.
Lhe escoRr
A warband is escorting so me precious goods through enemy territory.
Prospect of loot, plunder and mayhem has drawn a rival Warlord on the battlefield.
LAYOUT
The game is played on a 48" x 36" table.
The scenery is arranged according to the
rules described in the introduction of
this chapter.
LENGTH OF THE GAME
The game lasts until either two baggage
units have left the table or all baggage
pieces have been destroyed.
DEPLOYMENT
The escorting warband starts by deploying all his models (including the three
baggage pieces) within L of a long table edge he has chosen.
Then his opponent deploys all his models on the table, within lL of the
opposing long table edge.
The escorting player starts t he game.
SPECIAL RULES
For this scenario you will need three baggage pieces : carts, herds of sheep, bands of civilians, barreis of ale or anything that
deserves t o be protected by one of the warband involved. Each of these baggages should be based singly, on a base at least
~
4cm x 4cm and up to scm x 10cm.
Each baggage counts as a unit of his own. lt is activated like a Hearthguard unit, has an Armour of 5 in melee and an Armour of
6 against Shooting and cancels the first hit suffered during a shooting ora melee in the same way as the Warlords do with their
Resilience rule. lt ro lis three Atta e k Dice in melee and may never benefit orbe targeted by SAGA abilities. They move M like foot
units and may never enter u neven ground or buildings.
VICTORY CONDITIONS
tf the escorting player manages to move at least two baggage pieces off the table va the long table edge opposite to his own starting
table edge, he wins. To leave the tablea baggage piece just needs to finish its Movement in contact with the table edge.
tf the opposing pi ayer manages to destroy all three baggage pieces, that player wins. Any other result is a draw.
A :eML fOR CROWS
This is a special scenario designed to allow SAGA to be played by three or four players.
Expect sorne chaos, frustration but lot of fun!
We recommend to limit the size of the warbands to 4 points, especial/y if four players are involved.
LAYOUT
The game is played on a 48" x 48"
table.
Roll a 03 (a 06 divided by two and
rounded up) and add 3 to that rol l.
This is the number of scenery items
that will be placed on the table. For
each tem, each player rolls 206 and
the highest scoring player decide
what this tem will be and rolls to
place it on the table, using the table
given page 6o.
DEPLOYMENT
Each player rolls a die and the highest
scoring player (re-roll in case of tie)
deploys his Warlord exactly at Ml from
any table corner as clase as possible to
the centre of the table. Once this is done,
the second highest scoring player chooses
another table corner and deploys his own
Warlord within M[ of that corner, again
as close as possible to the centre of the
table. The other(s) player(s) do the same.
Here is a diagram showing the way the
Warlords should be deployed:
~
_
e
L
L
L
L
Once this is done, the player who deployed his Warlord first deploys all his units.
All units must have at least one model within M of the Warlord, and no model
may be further away from the table corner than JL. The two or three other players
then deploy their own units with the same restrictions, in the same order that they
deployed their Warlords.
LENGTH OF THE GAME ANO SPECIAL RULES
The game lasts for seven turns. The turn sequence is modified to speed up the game, and ensure that no player slows down
the game too much. At the start of each turn, all players roll their SAGA dice and do their Orders phase simultaneously. Once all
the players ha ve done their Orders phase, each pi ayer ro lis a dice. The highest scoring player starts the turn with his Activation
Phase. Once he has finished, the turn goes to the player sitting on his left and so on to the last player. lf there is a tie on the
dice roll to determine who is going to take his Activation Phase first, it goes automatically to the pi ayer sitting on the left of the
previous turn's first player.
VICTORY CONDITIONS
When a player kills an enemy figure during the course of the game, he places that figure in front of him (there are rumours about
hardcore SAGA players who actua!ly keep the figures killed during Feasts for Crows but we suggest you return the figures to
their owners at the end of the game ). At the end of the seventh turn, each pi ayer counts his VPs based on the number of enemy
figures killed using the.standard VPs. Note that in the case of Warriors and Levies, the two or three figures that score a point can
belong to different warbands.
Clash Of SLed
Sorne players might feel the urge to put more figures on the
table than afforded by the six points of the standard game.
Though SAGA is aimed as being a skirmish game with only
dozens of figures on the table, there is no reason it should
not work with larger forces. The details below gives you
the adaptations required to play larger games based on the
number of points being u sed to build up the warbands. We do
not recommend playing multi -player games with more than six
point warbands.
JP>OllNT
The size of the table needs to be increased to 64" x 36".
Each player may only field a single Warlord. The maximum
number of SAGA dice a player gets at the start of its turn is
stilllimited to six.
Each turn, the Warlord may used his "Determination" and
" We O bey" special rules twice and not once as in a six points
standard game.
Special scenario rules (scenarios not mentioned remain
unchanged):
Battle at the Ford: a third ford should be deployed, exactly
in the middle of the table, at IL from the bridge and lL from
the ford.
Homeland: the Defender may deploy four buildings and not
three as described in the scenario.
The Escort: the Defender gets a fourth baggage. Victory
conditions are unchanged.
Jto JPOllNT JB>ATTLE
The size of the table needs to be increased to 76" x 36".
The maximum number of SAGA dice a pi ayer gets at the start
of its turn is now limited to eight. The Activation Pool ability
appearing on the Battle Boards is ignored and has no effect
onthe game.
Any warband may include a second Warlord for 1pt. This
second Warlord doesn't benefit from the "We Obey" and
"Side by Side" special rules and may never be a Hero of
the Viking Age. lt is not considered as the Warlord of your
warband for the sake of scenario victory conditions, and is
only worth two victory points if ki lled.
Special scenario rules (scenarios not mentioned remain
unchanged):
Battleat the Ford: a third and fourth fords should be deployed.
Starting with the player that rolls the highest result on a D6
one player deploys a ford anywhere on the river. Players
alternate deploying fords, until all four have been deployed.
No ford may be deployed within IL of another ford.
Homeland: the Defender may deploy five bui ldings and not
three as described in the scenario.
The Escort: the escorting warband gets five baggage
elements. Victory conditions are unchanged.
1'2 POJ[NT JB>ATTLE
The size of the t able needs to be in crea sed to 76" x 48".
Each pi ayer may field up to three Warlords. The fi rst is free as
usual, and the other two cost one point ea eh and may never
be Heroes of the Viking Age.
The maximum number of SAGA dice a player gets at the start
of its turn is now limited to eight.
One of the Warlord must be designated as the General.
lf a scenario mentions a Warlord as being the objective,
you should understand that the scenario speaks about the
General and not other " lesser" Warlords. NB All Warlords
enjoy all the Warlord special rules.
Special scenario rules (scenarios not mentioned remain
unchanged):
Battle at the Ford: a third and fourth fords should be deployed.
Starting with the player that rolls the highest result on a D6
one player deploys a ford anywhere on the river. Players
alternate deploying fords, until all four have been deployed.
No ford may be deployed within L of another ford.
Homeland: the Defender may deploy six buildings and not
three as described in the scenario.
The Escorethe escorting warband gets six baggage pieces.
The escorting player needs to move out baggage
elements in order to win.
Discard one die to actvate
a unit ofHearthguard
or a Warlord.
Discard one die to actvate
a unit of Levies.
Discard one die to roll
two extra SAGA dice.
Discard one die to gain one
Attack or Defence Die (two
Attack or Defence dice if the
discarded die was a '7 )
Discard this die. Discard a
FATIGUE from your Warlord
and from all units within
Mofhim.
Me lee
Discard this die to immediately
remove one FATIGUE from any
one of your units engaged in this
melee. Gain 1 Attack die.
Discard this die to gain
3 Attack Dice ( 4 if the die
discarded was a '7 )
Activation/Reaction
Discard these dice when an enemy
unit is activated for Shooting.
Change that activation into a
Movement activation.
Shooting 1 Reaction
Discard this die to gain one Armour
against this enemy Shooting activation. ~
this die. At the end of
the melee, before any FATIGUE
is added or any unit disengages,
immediately resolve another
melee with the surviving figures.
Discard these dice to
immediately remove from the
game one enemy unil ofWarriors
or Levies with 3 models or less.
Discard this die and elimina te
up to three of your Warriors
or Hearthguard engaged in
this melee. Gain 3 Attack Dice
per figure removed ( 4 Attack Dice
if the discarded die was a '7 ).
these dice. AH enemy
Armour values are reduced by one
until the end of the turn.
Discard one die to actvate
a unit ofHearthguard
or a Warlord.
Discard one die to actvate
a unit of Levies.
Discard one die to roll
two extra SAGA dice.
Discard this die to gain one
Attack or one Defence Die
( two dice if the discarded die
wasa e )
Discard this dieto re-roll
any of your SAGA dice
OR choose one SAGA die
and change the si de of that die
to any symbol you want.
Activation 1 Raction
After an opponent has spent dice
to actvate one or more units,
discard the die in thls box to
cancel the activation of one unit.
After the melee, if your opponent
was forced to disengage, roll one
D6 for each non-Warlord
Discard these dice to increase the
Armour value of your unit by one.
Discard this die to add one
additional FATIGUE (after melee
resolution) to all enemy units
involved in this melee.
dilferent enemy units.
iscard these dice. You may
re-roll any of your Defence Dice
that failed to cancel a hit.
Discard this die. Gan one Attack
Die. Gan also one additional
Attack Die for every FATIGUE
the cnemy unit(s) has {or have).
Discard this die to target an enemy
Exhausted unit. Eli minate two
figures from that uni t.
Then discard a FATIGUE from
that unit. You may not target a
Warlord with this ability.
these dice to gain th ree
Dice. These three dice may be any
mix of Attack and Defense dice of
your choice. At the end of the melee.
each enemy unit involved takes an
additional two FATIGUE.
Discard ooe die to actvate
a unir of Hearthguard
or a Warlord.
Discard one die to actvate
a unit ofLevies.
Discard one die to roll
two e.xtra SAGA dice.
Discard one die to gain
one Attack. Die ( two Attack
Dice if the discarded
die wasa Hi )
!
Discard the dieto gain 3 Attack
Dice (4 Attack Dice if a Hi )
was discarded). May only
be used by a mounted uoit.
At the end of this melee,
add a FATIGUE to your unit.
Shooting
Discard these dice to re-roll
any Attack Dice that failed
to hit the target.
Discard this die. Activate a
mounted unit. If that unit
engages an enemy unit with
this activation, this enemy
unit immediately gains one
FATIGUE.
Discard these di ce. If you inflict
at least h'>'ice as many hits with your
unit than it sulfers in this melee,
each hit it scored against an enemy
uoit becomes t\vo hits.
Activation
Discard these dice. Activate a mounted
unit for a movemeot This movement
gets an extra S movement distance and
can be freely made through friendly
models and units.
Discard this die. Until the end
ofyour turn, the range ofyour
bows is doubled (i.e. 2xlL).
these dice to immediately
activare all your units equiped
with ranged weapons.
They may o o! y Shoot with
this activation. No unit gaios
FATIGUE for this activation.
Discard this die. If your engaged
unit is mouoted and is fighting
a dismounted unit, immediately
eliminate one enemy Warrior
or two enemy Levies that are
engaged in this melee.
Discard this die. If at the end of the
melee the enemy unit(s) are forced
to disengage, immediately activate
for a movement one of your
mounted units engaged in this melee.
This movement does not generate
any FATIGUE.
Discard these dice. Your Warlord
gains five Attack Dice and may
re-roll any failed to hit attack die.
Al the end of the melee, add three
FATIGUE to your Warlord.
Discard one of these die
to actvate a unit of
Hearthguard ora Warlord.
Discard one die to actvate
a unit of Levies.
Discard one die to roll
two extra SAGA dice.
Discard one die to gain
one Attack Die (two Attack
Dice if the discarded
diewasa ~ )
CHILDREN
OF THE LAND
Discard this die. During this
turn, all your foot units do not
suffer any movement reduction
for whatever reason.
Activation 1 Reaction
Discard this die when an enemy
foot unit is activated to r educe its
movement (from L to M,
M toS, Sto VS). You cannot
reduce a movement below VS.
Activation 1 Reaction
Discard this die when an enemy
unit is activated. Before the enemy
activation is resolved actvate one
your unit within M of the
activated enemy unit. You may not
engage melee with this activation.
STRENGTH LIES
IN NUMBER
Discard this die. If you have more
models engaged in this melee than
enemy models, gain one Attack Die
per every friendly model tbat
outnumbers enemy models.
THE DE'ADLY
STRIKE
Shooting
Discard this die. May only be used
when shooting " ~ t h javelins. Reduce the
enemy Armour by one, and re-roll any
Attack Dice that fail to hit. At the end
of the Shooting add one FATIGUE
toyourunit
Discard these dice in a
melee involving one of
your foot unit that has all its
models in uneven ground.
Gain 3 Attack Dice and
3 Defence Dice.
this die and designate
an enemy unit that may not be
a Warlord. That unit is activated
for a movement. It must move
as close as possible to the closest
ofyour units, engaging it in melee
if possible.
Discard these dice to actvate al!
your foot Warriors and Levies.
They may not engage melee with
this acti vation.
Discard these dice.
Add between one and three
FATIGUE to one of your
engaged units. Gain one
Attack Die and one Defence Die
per FATIGUE added.
ANSWERING THE
CALL
Discard these dice to actvate
your Warlord and al! units within JL
of him. Yo u m ay not en gag e melee
with these activations.