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UN)[l['
In SAGA figures are arranged into units consisting of between
4 and 12 models. No unit can start with less than four figures
or more than twelve. We will see in the chapter dealing with
Movement how these figures rnove and behave as units.
Figures will need to be based. There are no fixed rules for
basing in SAGA. To be honest, during the developrnent of this
garne we ha ve used figures based on round washers, on square
1" bases and even sorne rnulti-based. Also there is no such
thing as facing in this garne, we assurne that the rnodels see all
around and don't suffer any penalty for fighting to their si des.
You shouldn't get any advantage frorn your basing, and, as a
rule of thumb, no base should exceed 3crns in length or width
(for mounted rnodels it should not exceed 6crns in length or
\vidth) although we allow Warlords to be based on larger bases
(up to 4crns for foot, 8crns for rnounted) as befits such larger
than life characters!
Grettr's Saga
Each figure has a class. There are four classes in SAGA, each
representing a different kind of warrior.
The four classes are:
Hearthguard: The most powerful retainers at your disposal,
usually the household troops of your lord such as AngloDanish Huscarls or Norrnan knights.
Warriors: The bulk of the fighting rnen gathering w hen t heir
lord asks for their service. They are usually non-professional
or part-time warriors and are less well arrned and trained
than the Hearthguard. As such, the terrn Warrior can cover a
wide range of troops such as thegns, ceorls or bondi.
Levies or peasants: Give thern a sling, a bow or even sorne
stones and you rnight be surprised. Might.
Warlord: Leading these warriors is the Warlord. Unlike other
rnodels, he is a unit in his own right and acts separately. He is
considered a Hearthguard, but has sorne special abilities and
irnproved characteristics.
JL for
lDlllTANCJE
TJHllETURN
The game turn alternates between each player. Turns can be
rather short compared to other games (at least once the pi ayer
are used to the mechanisms of SAGA) and the game should
keep a ni ce flow.
With the exception of the first action a player takes in his turn,
the turn structure is notas fixed as it is in many other wargames.
The turn starts with the pi ayer whose turn it is rolling their SAGA
dice and then allocating the results to his Battle Board (this
phase is know as the Orders phase). After that, the pi ayer is free
to actvate his units and to use the abilities he has paid for with
his dice on the Battle Board in any sequence. When that player
has finished activating units and spent all the SAGA dice on his
Battle Board, his turn is over. His opponent then takes his SAGA
dice, ro lis them, and so on, until the game draws to an end.
lFRACTllON
At sorne point in these rules we refer to fractions, as 1/2. In all
these cases, the fractions are rounded up. So, for example, if
an effect says yo u lose 1/2 of your dice and you ha ve 5 dice, yo u
willlose 3 dice.
MUTlERllNG TJH[]E
~VARJB\ANlDl
units and then you are ready to fight. For your first games, to
unit of Warriors, two units of Levies and your Warlord. You will
have five SAGA dice - one for each unit of Hearthguard, one for
EXHAUSTION
l
Fstbrceara's Saga
STUBBORNNESS
Melee
Discard this die. Gain one Attack
Die. Gain also one additional
Attack Die for every FATIGUE
the enemy unit(s) has (or have) .
Orders
Discard this die to target an enemy
Exhausted unit. Eliminate two
figures from that unit.
Then discard a FATIGUE from
that unit. You may not target a
Warlord with this ability.
lt means than you may use any dice with these symbols to pay
to actvate this ability.
Sorne Battle Boards have abilities with two symbols with a"+"
between them.
TRAPPED
Orders
Below the name, in italics, is the phase in which the ability may
be played, in this case it is a Orders ability. lt means that it is
used during the Orders Phase.
Next to the wording of the ability you see the symbol t hat
matches one of the symbols on the SAGA dice, in this example
it is of the Westbury White Horse. lt means that should you
wish t o take advantage of the EXHAUSTION ability, you must
pay for it by placing a dice displaying the horse on this box. lf
you didn't roll a horse, y.u cannot usethis ability this turn.
lt means that this ability needs dice with each of the symbols
displayed to pay for it. In the case of Trapped, yo u would need
two dice, each with a helmet to pay for the ability.
Now pick a Battle Board of any f action and six of its associated
dice. Roll them and use them to put on the board in appropriate
boxes. Look at the different boxes that are now active. lf you
are thinking right now, "lf 1 do that at the same time as this
and t his, it wil l be MASSIVELY POWERFUL!" you're in the right
state of mind to play SAGA. Being massively powerful is not
only a guilty pleasure, it is also a good way to achieve victory
in SAGA. Bribing the opponent is the other way, but it is much
more expensive.
At this point you may have spotted that there are two different
coloured boxes on your Battle Board.
Those with a darker background (forming the two right most
columns of abilities of your Battle Board) can only be activated
once per t urn (i.e. yo u can on ly pay for it with one die or set of
dice on the ability):
Orders
Discard this die to re-roll
any of your SAGA dice
OR choose one SAGA die
and change the side of that die
to any symbol you want.
ACTIVATION
POOL
Orders
Discard one die to roll
two extra SAGA dke.
Ragnar speaks...
What happens if, at the start of your turn, you still have sorne
SAGA dice on your Battle Board that have paid for abilities
but for sorne reason you did not use thern? You have a choice;
either you pick thern up and get thern back to roll again this
turn, or you can leave thern on the Battle Board. BUT, for each
die left on the board, you deduct one die frorn the dice pool
you should be able to roll. So, if you generate six dice for your
units and have two left on the Battle Board, you rnay only roll
four this turn.
Sornetirnes, especially with an ability that is difficult to pay for
(for exarnple TRAPPED displayed above) you rnight want to
leave the dice on the board, as if a Darnocles Sword hanging
over the head of your opponent. That is a part of the strategies
you w ill be able to explore with SAGA.
-- ____
__,
When you ro JI your SAGA dice and put thern in the ability boxes
on the Battle Board, this is the ORDERS phase of your turn.
lf you study closely sorne of the Battle Boards you will see
that sorne effects are used during this Phase (for exarnple,
ACDVATION POOL or NOBLE LINEAGE above.)
You have eight saga dice. You may not use more
than these eight during your tum.
All these parts of the game occur
in the orders phase.
Let's take a break and look at what available dice he has right
now:
His next choice is to use once again the Activation Pool ability.
As this ability is one of the abilities that can be used any number
of time in a turn, this is perfectly legal. He uses his laste to roll
two extra SAGA Dice: . . and '..~-
an Orders ability, he can use these dice right now and unleash
the ability. He does so. This ability allows his to designate three
different enemy units that will each gain one FATIGUE. This
being done, he decides to use one by picking a~ and putting
it on the Noble Lineage ability. As this is also an Orders ability,
t his can al so be used right now. This ability allows him to choose
either to re-roll any number of SAGA Dice OR pick one die and
change its side so it displays the symbol he wants. He chooses
t he later option and picks a ,~ and changes it into a
Fred takes this newly changed die and he put it on the Activation
Pool ability. This ability is another Orders ability, that needs a
e.
e
e
and that allows him to rolls two SAGA dice. He discards the
die, takes two unused SAGA dice, and roll them, obtaining a
anda ...
So, with no dice left, he ends his Orders phase. You w ill have
noted that Fred has rolled a total of 10 SAGA Dice this turn. At
no point did he use more than the 8 dice of his set at once, so
this massive amount of dice rolled is perfectly legal! In a single
Orders phase, he put three FATIGUE on enemy units, activated
a powerful defensive ability and still had three dice t o actvate
his units.
Now it's tim e for Fred to start sorne serious business ...
HUSCARLS
Activation
Discard one die to actvate
a unit ofHearthguard
or a Warlord.
CEORLS
Activation
Discard one die to actvate
a unit ofWarriors.
GEBURS
Activation
Discard one die to actvate
a unit of Levies.
lt says ' Discard one dieto actvate one unit of WARRIORS'. So you
just follow the instructions in the box: you piel< a die, discard it
from the box, and immediately you are allowed to actvate any
one unit of your Warriors.
Ragnar speaks ..
ACTJIVATlNG UN][l['
Units may be activated in any sequence the player decides.
When a unit is activated, it has the choice between three
different actions:
Move
Shoot
Rest
M ove allows your unit to m ove about the battlefield. Movement
NO ACTJIVATXON LEJFTI
lf you can't activate any units because you have used all your
dice in the Activation Boxes, your turn is over.
or move or shoot.
ffiovemenr
Short is the hour for acting, and long the hour for feasting.
UNJ[T JFORMLA.1['J[ON
MOVlEMllENT lOlllTA\N<ClE
1'vll0VJEMUENT AC1['J[VATJ[ON
A unit may move when it is activated, and if the controlling
player chooses a Movement action. We consider that all
members of the unit will move, so you cannot choose to have
some figures in a unit moving and others shooting for example.
lf, after activating.tfi(unit for a movement, you finally decide
tbat""t he unit will AOt actually move, Jt is still considered as a
movement as th' rmit wa$ activated t or a-movement.
...
Blue moves within VS of Red and Grey. He decides to engage Grey in melee,
and m oves in base contact with him. He can ignore Red for this movement
as he was within VS of both.
UNJEVJEN GROUND
Terrain is likely to slow down the movement of your figures. In
SAGA, we have kept things simple and neat. Terrain is either
open, u neven or impassable.
Open terrain is landscape that is not covered by any scenery
item except bridges and roads which are also considered
open terrain. Open terrain does not affect movement.
Uneven terrain is any area covered by scenery that can be
moved into or crossed by figu res but that would obviously
slow them down: woods, rocky ground, walls, a building, a
steep hill, or anything similar.
lmpassable terrain needs to be identified as such by the
players prior to the game. lt can take the shape of a pond, a
deep river or a high cliff. The edges of the gaming table are
impassable terrain unless the scenario being played specifies
otherwise.
Sometimes, it will be convenient to define the boundaries
of a terrain area. For example, you can have a few trees on a
decorated base, and agree with your opponent that the whole
base counts as uneven terrain. The same applies to features
such as fields of crops. These should have their limit clearly
marked on the table to avoid unnecessary discussions during
thegame.
lf during a movement activation, you start in, end in or go
through uneven ground, your whole movement is reduced to
. This affects the whole unit: if a single model of any unit starts,
ends or moves through such a terrain, the movement of ALL
models in that unit beco mes for that movement activation.
lmpassible terrain is, er, impassible. You cannot move into
such terrain. Any figure (even a friendly figure) is considered
impassable terrain. This means that you cannot move through
a friendly or enemy model. Furthermore, the gaps between
models of a unit are also impassable so you cannot move
through such a gap. See the picture below:
The blue model in this example is unable to move through the space
between the friendly grey mode/s as it is considered impassable. lf Blue
wants to occupy the ground in front of grey, he has to move round the
position of that unit.
Ragnar speaks...
Here your unit (Grey) has models within S of two different enemy units
(Red and Blue). lt wants to activate for a movement a second time. lt must
engage in melee against one of these units. As Blue is the closest enemy
unit, it must engage this unit in melee and may not move to engage Red in
me lee. Note that this is because it is grey's second or subsequent movement
activation. tf it was it first movement activation of the turn it could engage
Blue or Red, or move back in any direction.
ofan enemyunit,,__._tD~IWI!I!l-1<;_
Shooring
When men meet foes in fight, better is stout heart than sharp sword.
Volsunga's Saga
Arrows, bolts, javelins and stones are all used by the combat ants
of SAGA w hen trying to kili their enemies at a distance. Many
call these shooters cowards ( or other insulting terms that we
won't reproduce here) but their importance and impact on the
game is real, as you might discover when your troops fall in
droves under a hail of arrows.
HOOlLINGr A.CTJ[Vl\lrKON
To be able to shoot, a unit must have a ranged weapon. These
units, usually Levies, are indicated in the chapter about the
Warriors of the Viking age.
When such a unit is activated, you can actvate it to shoot. The
unit doesn't move and the shooting is immediately resolved.
There is no specific shooting phase or shooting step in SAGA.
You actvate your unit, it unleashes its missiles, and then you
can contin ue activating units or using the abilities of your Battle
Board.
To be able to shoot, at least one model of your unit must have
a target unit in line of sight and w ithin range.
TARGIElr UN)[T
When activated, your unit will target an enemy unit. Shooting
is always resolved on a unit vs. unit basis, so models within one
of your units cannot target different units.
In this example, your Grey unit wants to shoot at the red unit. Two models
can clearly shoot as they have a fine of sight on red models. One grey
model cannot shoot as its line of sight cannot cross the gap between blue
mode/s and the other grey model cannot shoot as its line of sight cannot go
through the black building.
Note that in SAGA, figures see all around and the actual facing
of the model is irrelevant.
JR.A\NGJE
Once the target unit has been declared, and the number of
eligible shoot ing models of your unit determined, you can
resolve the shooting.
RANGE
JL
M
TO JH(OOT
Levies
models
Warriors
models
Hearthguard
Warlord
Hearthguards get one die per model and Warlords get two dice.
Note that you only take shooting dice for rnodels that are in
range and have a line of sight against at least one rnodel frorn
Attack roll.
rnay use any Ability frorn his Battle Board that rnight affect
shooting. These abilities have Shooting under their narne as
this one:
Shooting
Discard these dice to re-roll
any Attack Dice that failed
to hit the target.
The Attacker is not lirnited to one ability, and can use as rnany
as he wants to affect this shooting. The only lirnit fixed is that
the final nurnber of Attack Dice rnay not exceed twice the
nurnber he had before using abilities. So if your unit generated
.......
four Attack Dice, the abilities rnay add another four dice, but
not a fifth as it would exceed double the nurnber of dice you
originally had.
controlling the target unit (the Defender) rnay use any ability
that affect the enerny Shooting. They are indicated on the
Battle Boards as Shootng/Reacton under the title of the ability,
as this one:
ASGARD
Shooting 1Reaction
Discard this die to gain one
Arrnour against this Shooting.
OOVJER
Sometimes a unitwill get protection from the terrain it occupies.
For example a unit behind a hedge will be more difficult to harm
with bow shots than one stood in the open.
There are two kinds of cover in SAGA:
The first one is light cover. lt encompasses any cover unlikely
to fully stop an arrow. Hedges, small tress, bushes all come
under this classification.
The other is a heavy cover. This is anything solid enough to
protect a warrior from an arrow ora bol t . A stone wall or the
door of a building for example.
To benefit from Cover a unit must ha ve at least 2/3 of its models
within or behind su eh a terrain ( compared t o t he position of all
the eligible shooters in the shooting unit).
3) Attack roll
The Attacker rolls the number of Attack Dice he has, and
compares each of the dice rolled to the Armour value of the
targeted unit. Each die that rolled equal or higher than the
Defender's Armour value (as indicated in the Warriors of the
Viking Age chapter) is a hit. A natural "6" rolled is always a
hit, even if it does not equal the Armour value of the target. A
natural "1" is always a failure. Some abilities (such as the Aimed
Volley) above, allows the Attacker to re-roll any die. Remember
you may never re-roll a die that has already been re-rolled and
must abide to the second score obtained. Others (such as
Asgard above) change the number required by modifying the
Armour of the ta rget unit.
4) Defence roll
Now the Defender takes one Defence Die for every hit
obtained by the Attacker, and adds any bonus Defence Dice
granted by the abilities he used during Step 2). He rolls these
dice and every roll of 4 or more cancels a hit. You may never
roll more Defence Dice than twice the number of hits scored by
the Attacker. Defence Dice that exceed this limit are discarded
befo re rolling. So me abilities allows the Defender to re-roll any
die. You may never re-roll a die that has already been re-rolled
and must abide to the second score obtained.
5) Casualty r emoval
Finally, the Defender loses one figure for each hit not cancelled.
The Defender chooses which figure to remove and these can
be any figure in the ta rget unit,..evefl figtJres that were out of
range or line of sight. Casualty removal may not break t he unit
~
./
formation.
~
Here at least two thirds of the Grey unit are behind the cover afforded
by the hedge against any shooting from Red. The same is not true if Blue
shoots, and Grey won't benefit from any cover against the shooting
from Blue.
..
WEA\JPON
We have seen above the ranges of the missiles. In addition,
javelins and crossbows have special rules described here.
Javelins may be used at the end of a Movement activation.
lmmediately after movement, if the unit has no figures engaged
in me lee with the enemy, the unit may perform Shooting as part
of that activation. This doesn't count as a separate activation,
and doesn't generate additional FATIGUE (see Fatigue chapter
for more details).
Ragnar speaks.. .
t.werewai-III'I.IBailis:
111111 . . .
Shooting is done by a unit against a target enemy unit
unit.
Sven, see you in Va/halla!
OJe(ee
Better to die with honour than live with shame.
The melee rules are very similar to the rules for Shooting.
They are at t he core of the SAGA, as it is quite un usual -if not
exceptional- to finish a game without swords being drawn and
the clash of steel ringing across the battlefield.
lENGAGl!NG MJEJLJEE
To be able to fight any enemy unit in close combat, you must
engage in me lee. This is done as a Movement Activation and at
least one of the models in your unit must be able to get into base
to base contact with a model of the enemy unit (no line of sight
is necessary as we assume that being close to the enemy, your
troops will know where they are!). This means that the distance
between the base of at least one figure in your unit and the base
of the closest enemy model must be equal to or less than your
unit's Movement distance (usually M[, but sometimes reduced
to if crossing an obstacle or moving in an uneven ground).
Once the distance has been checked, you must announce to
your opponent your intention to bring your unit into melee.
Sometimes this can trigger SAGA abilities. After any such
Reaction abilities have been used, you can move the models of
your unit, one by one, with each model respecting the following
rules:
After all movement into melee is complete, the unit must still
adhere to the Unit Formation rule.
Note that the controlling player chooses in what order the
models in his units are moved.
Remember that once an enemy model is engaged in me lee (i.e.
in base to base contact with one of your model) it is considered
engaged, and doesn't prevent your other models moving
within V of him.
Another exception to the normal movement rule is that the
gaps between enemy models of the unit you are engaging do
not count as impassable for your unit.
See below sorne examples of movement to engage in melee.
Each model must m ove (if possible) into base to base contact
with the nearest enemy model.
Each model must move to contact by the shortest way
possible avoiding any impassable feature (such as terrain or
friendly models) or terrain that would slow him down IF (and
only if) a reduction of movement dueto terrain would make
contact impossible.
A model may not engage an enemy figure that is already
engaged by two of your models.
lf the closest enemy model is airead y engaged by two of your
models or it impossible to contact it for whatever reason,
your figure will move to engage the next closest enemy
model ( or the third closest enemy models if the two closest
are impossible to contact, etc. .. ).
lf an enemy model is deployed behind an obstacle such as a
wall, a hedge or the window of a building, it is considered to
have been contacted if you bring your model in to contact
with the opposite si de of the obstacle. In other words, if yo u
could contact the enemy m o del if the obstacle w as not there,
you can contact the obsta<::le and be considered engaged in
melee with the enemy model.
eo
In the example above, Grey has decided to engage in me lee with Red. After
Red has hada chance to trigger any Reaction ability (which he doesn't,)
Grey starts his moves to engage in mefee. He decides to start with A and
move it in contact with the cfosest Red modef. Then he moves 8 against
the same model. e has no choice but to go on the leftmost model as the
other one is already in base to base contact with two models. Then D and
E move, both against the same red model. F is moved in contact with the
same model as C. G is the only one that hasn't got enough movement to
end in base to base contact so it must move as cfose as possible to the
nearest enemy model.
Here Grey wants to contact Red, the later being behind a hedge. Grey only
needs to contact the hedge to be assumed to be in contact with Red, as
shown here...
Levies
Warriors
Hearthguard
Warlord
Levies get one dice for three models (rounded up, so five Levies w ill give
you 2 dice), Warriors get one die per model, Hearthguards get two and
Warlords get five dice per model. Astute reader will have noted that the
Warlord is a much better fighter than shooter!
Grey engaged Red in melee. He has one model not in contact with the
enemy, and that model is more than VS away from the nearest engaged
Red model. Red has three models unengaged. Two of them are within VS
of a Grey enemy that is in contact with a Red figure. The third unengaged
Red model has no enemy figure w ithin VS.
lf both units were Warriors, Grey would get 5 Attack Dice and Red would
get 6 Attack Dice (4 Dice for his engaged models and two for the models
that are within VS of an engaged Grey enemy figure).
Melee
Discard the dieto gain 3 Attack
Dice ( 4 Attack Dice if a
was discarded). May only
be used by a mounted unit.
At the end of this melee,
add a FATIGUE to your unit.
IE )
The Attacker is not limited to one Ability and can use as many
as he wants. The only limit is that the final number of Attack
Dice may not exceed t w ice t he number he had before using
abilities. So if your unit generated four Attack Dice, the abilities
may add another four dice, but not a fifth as it would exceed
the number of dice you originally had.
At this stage the At tacker may also use the FATIGUE of the
enemy unit he is engaged with (see the FATIGUE chapter).
After the At tacker has activated any Abilities he will use
during this me lee, the Def ender m ay use his own Abilities. The
restriction to the number of Attack Dice gained using Ab ilities
is t he same as the Attacker; after using Abilities you may not
have more t han twice the number of Attack Dice t hat you
started w it h.
At this stage the Defender may also use the FATIGUE of the
enemy unit he is engaged with (see the FATIGUE chapter).
4) Attack rol/
The Attacker and Defender each roll their Attack Dice, and
compare each of the dice rolled to the Armour value of the
enemy unit they are engaged with. Each die that rolled equal
or higher than the enemy's Armour value (as indicated in the
Warriors of the Viking Age chapter) is a hit. Sorne abilities may
allow re-rolls of the Attack Dice. Remember you may never rerol! a die that has already been re-rolled and must abide t o the
second score obtained. Sorne abilities change Armour of the
target unit and hence the number required to hit ..
5) Defence rol/
Now each player takes one Defence Die for every hit obtained
by the enemy, and adds any bonus Defence Dice granted by the
abilities he used during Step 3 or (for the Defender) by forfeiting
Attack Dice during Step 2. These dice are rolled and every 5 or
more cancels a hit. You may never roll more Defence Dice than
twice the number of hits scored by the enemy. Defence Dice that
exceed this limit are discarded before rolling. Sorne abilities allow
you to re-roll any Defence die. You may never re-roll a die that
has already been re-rolled and must abide to the second score
obtained.
6) Casualty removal
St arting with the Defender, each side loses one figure for each hit
not cancelled. The owning player of t he unit that has suffered the
casualties chooses which figure to remove and t hese can be any
figure in the target unit, even figures that were not engaged in
combat or did not contribute to Attack Dice in t his melee. Casualty
removal may not break the unit formation.
7) Fatigue
Now, after the casualties are removed, each unit involved in this
melee gains one FATIGUE token to represent the exhaustion that
the melee produced in the combatants. See the Fatigue chapter
for more details about Fatigue.
8) Disengagement
Finally, ea eh pi ayer counts the number of casualties the enemy
ca used after step s. The pi ayer that inflicted the most casualties
is the winner of the melee, and the defeated enemy unit must
immediately disengage. lf both sides inflicted the same number
of casualties ( even if it is no casualties at all, you useless chaps!)
then the Attacker must disengage.
This disengaging movement is made by the controlling player
of t he disengaging unit and ea eh model is moved up to away
from the melee. The models in the disengaging unit may not
finish their movement within V of any enemy model and
must end in Unit Formation. They must also finish as far away
as possible from the enemy models they were fighting against.
As long as these rules are respected, the movement of the
disengaging models is left to the discretion of the controlling
player.
COVER
In melee we ignore light cover; only solid cover is usef ul and
then only to t he Defender. To gain benefit from cover, at least
2/3 of the engaged defending models must have solid cover
bet ween their bases and t hose of their enemy.
When a unit defends behind har d cover, it cancels all hits during
Step son se ore of 4 or more ra~er than S or more.
............. ......,.
~~.
J:arigue
Falling in battle is the lot of brave men.
Vatnsdcela's Saga
Ragnar speaks...
ACUMUJLATlNG JFATlGUE
Units gain FATIGUE through t heir actions. For each FATIGUE
gained, add a FATIGUE token behind or near the unit.
A unit gains one FATIGUE in the following circumstances:
One FATIGUE is gained after a Movement if it was preceded by
a Movement ora Shooting this turn, i.e. the first Movement
or Shooting of the turn does not gener ate FATIGUE, but
any subsequent Movement generates one FATIGUE. lf the
Movement has been used to engage melee, the FATIGUE
is gained immediately after the movement, but before the
melee is resolved.
RJETllNG
To Rest is an action performed through an activation. After
spending an action to rest, a unit can discard one FATIGUE
token.
To Rest must be the first activation of the unit for this turn. lf
the unit was activated to move or to shoot prior this turn, it
forfeits any chance to be activated to rest.
You may only rest once per tum as your first activation of that tum.
Sorne SAGA abilities allow FATIGUE to be discarded. These
abilities do not count as rest actions, and are not sub ject t o
the limitations highlighted above.
PJENDllNG JFATllGUJE
First and f oremost it is important to note that the FATIGUE
accumulated by your units w ill be spent by your opponent- you
will spend the FATIGUE t hat the enemy units generate.
To use an opponent's FATIGUE yo u must take one of the tokens
the enemy unit has, and discard it. The FATIGUE is said to have
been spent.
situat on.
FATIGUE may be spent in the following different ways:
-~.
lhe ........
The same applies t o the melee: you may only increase your
own Ar mour value by one against each enemy unit you
are facing and may only reduce the enemy Armour by
up to one.
The reason why young men get nowhere is that they overestimate the obstacles every time.
Hrafnkel Freysgothi's Saga
Terrain is an important part of SAGA. lt w ill dictate your tactical
approach, will provide cover for your troops when arrows,
javelins and bolts are flying, and may, in sorne scenarios, be
part of the objective of the game.
lf ourcollections are anything t go by, terrain pieces are almost
endless shapes and sizes so in SAGA we felt the need to deal
w ith them in a very generic (and, in sorne respect, abstract)
way. The rules below have been designed to be simple, to
avoid endless discussion while playing, and yet still add tactical
considerations to the game.
Here Grey cannot see any Red modelas his Une of Sight
may go entirely through the high area terrain in green.
DlElFllNlNG TlERlR.AllN
Terrain is defined by four characteristics.
Terrain t ype. This can be area terrain or linear obsta ele. Both are
pretty self-explanatory. Area terrain is any piece that covers
an area of the battlefield and should have a clearly defined
perimeter: a wood, a marsh, a patch of rocky ground ora field.
Linear obsta ele are pie ces such as walls, hedges or palisades.
Terrain height. This can be Jow or high. Low terrain never blocks
the Line of Sight. Line of sight may not cross a high scenery
item. In the case of area terrain, your line of sight may still go
into that area, but may not cross it entirely. See picture below:
For linear obstacles things are even simpler. Your line of sight
may not cross a high linear obstacle and is not blocked by a
low linear obstacle. High linear obstacles do not provide cover
as they block the line of sight so the cover in that case is
irrelevant.
The cover conferred by a terrain piece can be either soft or hard.
The difference between these two kinds of cover is explained
page 22 in the chapter dealing with shooting. In melee, only
hard covers will give protection to the defenders as explained
page 27.
A terrain piece can be either uneven or open. Uneven terrain
will slow down the figures as explained page 17 while open
terrain has no effect on movement. Open terrain scenery items
never provides cover so the cover is irrelevant in that case.
Example: a hill would be classified as a high open area terrain. A marsh would
be a low uneven area terrain not providing any cover. A palisade would be
classed as high linear uneven terrain.
lBU J[ JLJ[) HN G
Buildings need sorne specific rules as they are often much more
tricky to define in game terms. Buildings are always high area
terrains that provide hard cover and count as uneven ground.
In SAGA buildings come in two sizes: standard and large
buildings. The size determines the number of models that can
occupy a building.
A large building m ay be occupied by up to 12 models. A standard
building can be occupied by up to 8 models.
A unit may only enter a building if it is not occupied by the
ene m y and may only do so if all its models are able to enter that
building with the same Movement activation (and of course if
there is enough room left in that building to accommodate all
the models of the unit!). Once a unit has entered a building, it
may not move out of it in the same tum (i.e. you may not go
through a building in a single turn).
The positions of the models within the building is irrelevant.
We assume that they occupy itas best they can, protecting the
openings or setting up a defensive position like they would do if
protecting a hillfort. From now on, any movement done by the
any model of a unit occupying the building is measured from
the outer walls of the building, and if they shoot, they can draw
t heir line of sight and measure t he shooting distance from any
part of the building.
For the sake of simplicity, in our games it does not matter about
the exact locations of the doors and windows, but if yo u feel that
it is a bit much for yo u or your opponent, agree befare the game
to let the models move and shoot only through the openings.
Hen-Thorir's Saga
The Viking prepares to ro/1 his SAGA Dice and attribute them to his Battle Board
(get the Viking Battle Board to help you fo/low this part).
Let's assume that he has three other non-Levy units on the board but that are
not depicted here as they will play no part in this action. This will give the Viking
player six SAGA dice. The Anglo-Danish players has left on his Battle Board the
dice to pay for a Shieldwa/1 ability ( adds one Armour against shooting or during
melee), and Lords of Battle (adds a mix of three Attack or Defence Dice and the
enemy unitgains two FATIGUE at the end of the melee).
After finishing the Orders phase, the Viking Battle Board looks like (do it with
your own Battle Board as i/lustrated here):
O Still in hisOrders Pl'iase, the Vikingplayer decides to use the die in theActivation
Pool to immediately roll~more SAGA dice. With the results he gets, he adds
one die in the Hirdmen bx apd one in the Asgard box, preparing his board for
the ne.it turn in case t~o-Danish snoot at some of his units.
Anglo-Danish Levies.
The shooting is immediately resolved. All the Vil<ing Levy models are
in range, and they all have a fine of sight (remember that models
of the same unit do not block the line of sight). He determines the
number of Attacl< Dice he has.lt is 1 per 2 models (they are Levies) so
a total of 4 Attacl< Dice.
The Vil<ing player decides not to use any abilities. Expecting a turn
of frenzied activity, the Anglo-Danish also declines to use any of the
abilities of his Battle Board, wisely saving them for his Hearthguard
andjor Warlord.
The Vil<ing rolls his 4 Attacl< Dice, needing 3s to hit (the Armour of
the target unit) and scores 3 hits (lucl<y boy!). The Anglo-Danish
player must now roll3 Defence Dice (same number as hits sustained)
and needs 4s to cancel each hit. He only cancels one hit, and so loses
two Levies. The two rightmost Levies are tal<en out as casualties.
E) With the shooting resolved, the Vil<ing continues his Activation Phase
Hence, the Vil<ing player gets 12 Attacl< Dice (two per Hearthguard
model) and the Anglo-Danish player gets two Attack Dice (one per three
Levies, rounded up). During Step 2) the Anglo-Danish has the choice to
reduce the number of Attacl< Dice to gain Defence Dice. tt is one Defence
Dice gained for 2 Attack Dice discarded so by taking half his Attack Dice
the Anglo-Danish player would gain one Defence Dice (everything being
rounded up). Hoping to kili a Vil<ing with his attacl<s, the player declines
todo so. During Step 3), the Attacker may use any SAGA abilities active
on his Battle Board. The Viking, confident in his Hirdmen, declines. The
Saxon player, seeing sorne usefulness for the Levies in a further tum,
decides to use its Shieldwall SAGA ability. This adds +1 to the Levies
Armour for this melee (right, it's unlikely that these Levies have shields,
but hey, let's consider that they adopta Saxon-ish defensive posture!).
O The Viking player roffs now his Attael< Dice against the Armour of the
Levies (three, increased to four with the Shieldwaff ability). He needs 4s
and with his 12 Attack Dice gets six hits, an average roll.
The Saxon player rolls his two Attack Dice simultaneously, needing ss.
He scores one hit
Now both roll their Defence Dice. No side has any additional Defence Die
or Defence bonus, so both need to roll 5s with the same number of dice
as the number of hits taken. The Viking player cancels his hit, but the
Anglo-Danish only manage to cancel two hits, so takes four casualties.
Four Levies are removed from the combat by the Anglo-Danish player
and both sides take a FATIGUE. Now, because they lost, the Levies must
disengage.
The activation of the Viking Hearthguard is now over, but not the tum!
You can see above the FATIGUE tokens that have been placed near the
Vikings and the Saxon levies.
The Viking player is still in his Activation phase. Now he discards a die
from his Hearthguard Activation box and announces that he activates
the Hirdmen once again, this time to engage the Anglo-Danish Huscarls.
The Anglo-Danish player doesn't see anything he can do to react so the
Viking are moved in contact with the Huscarls and a new melee phase
starts, with the following situation:
The Vikings get once again 12 Attack Dice, as all their Viking are engaged
or within VS of an engaged Saxon. The Anglo-Danish have one model
not within VS of an engaged Viking model so only have 6 Attack Dice.
Their Warlord is within VS of an engaged Viking, but being a separate
unit, does take part in the melee.
The Anglo-Danish player must now choose if he wants to reduce his
Attack Dice to gain some Defence dice. He can take half his Attack Dice
pool and get one Defence Dice per every two Attack Dice taken off. He
chooses to reduce his Attack pool and gains two Defence Dice.
The Viking now unleashes his Battle Board ability. He starts by using the
FRIGG SAGA Ability and discards the relevant die. This gives him one
extra Attack Die and removes one FATIGUE from his unit Well done! He
then uses the UUR ability, that will allow him to re-roll any failed Attack
Die Finally, he spends the FATIGUE token of the Huscarls to gain one
Armour for this melee
Now the Anglo-Danish player uses his Battle Board abilities. lt is the time
to use that lords of Battle ability. He can choose to receive Attack or
Defence Dice, or a mix of both. Fearing the Fury of the Northmen, he
goes for the three Defence Dice (he put these three dice near him to
remind him to add them to his Defence roll.) The Anglo-Danish player
doesn't want to use the second FATIGUE of the Hirdmen, as he is
confident that his Huscarls are more than a match for the Vikings as it is
now. Also burdened by a FATIGUE, the Vikings will be vulnerable when it
comes to the Anglo-Danish player's tum
8oth players roU their Attack Dice. The Viking player scores only three
hits with his thirteen dice against the Armour of 5 of the Huscarls, who
themselves seore one hit with their four Attack Dice against the Armour
of6 of the Vikings (five increased to six with the spent FATIGUE). But the
Viking gets a re-roU of the failed attacks, and this time, scores another
four hits, for a result of seven hits.
O They must now defend themselves. The Viking gets one die saving a
Hirdman on a roU of 5 or more, and the Anglo-Danish get 12 dice (7 hits
+ 2 defence dice from sacrificing Attacks + 3 defence dice for Lords of
Battle) to cancel hits on ss. The Viking fails to cancel the hit, and the
Anglo-Danish cancels five hits resulting in one casualty for the Vikings
and two for the Anglo-Danish. 8oth take one FATIGUE, and the AngloDanish have been pushed back. O
The Viking has one aetivation left and moves his Warlord doser to the
fight safely behind his Hirdmen, preparing his next tum. This is the
Warlord's second activation this turn and so he gains one fatigue. With
no activation left, his turn is now finished with his Hearthguards
dangerously close to the Anglo-Danish Warlord. But that is another
story.
Now that you have a firm grip on the way the r ules work, it's
For your first gam es, we st rongly recomm end you to start
time t o learn a bit more about t he war bands t hat you w ill lead
on the path of glory. This chapter deals with t he organisation of
YOUR
~V.ARJB\A\ND
Your w arband is the collection of figures that you w ill play with
on the table. They are bought using points. The st andard size
of a warband in SAGA is 6pt s, meaning that you w ill have six
plus a Bat tle Board and sorne special rules for their fighters.
We w ill be publishing Warbands for new factions in the f uture,
delving f urther into the age of Vikings.
YOUR W.ARJLORD
At the head of your warband stands your
Warlord. As your alter-ego in the game, he
comes free and doesn't cost any points,
unless yo u select one of the legendary leaders
described in the He roes of the Viking
Age chapter (page 45 ).
As
we
explained
earlier,
All Warlords also have a set of special rules that are described
below for the sake of convenience.
RESILIENCE
Warlords are hard nuts to crack, and will endure punishment
beyond any otherwarrior. Usuallythey are al so accompanied
by retainers ready to sacrifice themselves to protect their
lord and quite rightly too.
To represent this, Warlords ignore the first non-cancelled
hit they suffer in each shooting attack or melee phase. That
means that to kili a Warlord, yo u must inflict at least two hits
on him in a single phase. Note that the first one is ignored
in EACH shooting or melee activation. lf yo u Warlord is shot
at and suffers only one hit, he is safe. lf later in the turn he is
shot at again and again suffers one hit, he is not removed as
casualty. The two un-cancelled hits must be inflicted by the
same source in the same activation.
Also, if a Warlord suffers two or more hits in an activation
either by Shooting or in Melee (and hence should be
removed as a casualty,) you may eliminate a friendly nonLevy figure within VS of the Warlord instead of taking out
the Warlord as a casualty. This represents the loyal retainers
jumping in the way of the missile, or pushing the Warlord
aside at the last minute and dying a martyr. Or, given the
way so me people play, the Warlord taking one of his soldiers
and putting him in harm's way!
Example: your Warlord is shot at by sorne nasty crossbowmen. He suffers
four hits and only rnanages to cancel one of them with his Defence roll. lhe
first of these three hits is autornatically cancelled by the Resilience ability, but
if he wants to live another day, your Warlord will have to find two non-levies
figures within VS. One won't suffice! Somedays, it's a hard job to be the
retainer of a boldWarlord!
DETERMINA TI ON
We expect Warlords to be the most active combatants of
their warbands, leading their m en to victory... or death!
Once per turn a Warlord can be activated for free, and
t hat activation doesn't consume any SAGA dice. This free
activation can be combined with the "We Obey" special rule
below to activate a unit with the Warlord.
WEOBEY
Warlords are charismatic characters who lead their men
to glory or to death, and as befits such leaders, Warlords
benefit from the following special rule in SAGA.
Once per turn, when a Warlord is activated, if you chose a
Movement activation, you may also simultaneously activate
any one f r iendly unit within S of the Warlord. That unit must
then be activated for Movement and may not use this "free"
activation to shoot or rest.
SIDE BYSIDE
Ragnar speaks ...
WARLORD'S PRIDE
YourWarford has been brought to the battleiield to defeat the
enemy leader. During the Dark Ages, religion, codes of honour
and cultural norrns all meant that great attention was given to
proper behaviour and heroism was a unequalled virtue.
In SAGA this translates as the following rule:
lfwhen yo u actvate yourWarlord fora Movement and he is able
to engage the enemy Warlord in melee with that movement,
he must do so. You have no choice on that matter.
_,
Ragnar speaks ..
The Warlord is the best jighter at your
disposa/. He aetivates for free, he endures
pain like no other, he is obeyed when
ordering his so/diers to follow him
and he wi/1 jump at the throat of the
enemy Warlord as soon as possible.
You feel powerfu/ don't you? We/1, just
remember that in sorne scenarios the
death of your Warlord ends the Game .
And l'm pretty sure that if you forget that, your opponent
will be al/ too ready to remind it to you...
'.
YOUR RJETAJNJER
Now that you have your Warlord ready for action, it is about
time to get him a retinue of faithful followers.
Retainers, as we collectively call them, come in three different
classes: Hearthguards, Warriors and Levies.
Hearthguards
Hearthguards are of course the most powerful
retainers you will ha ve in your warband, but
they are a rare breed of m en, so don't expect
to have many of them.
Hearthguard have a Movement of Mandan
Armourof5.
1pt = 4 Hearthguards
=8 Warriors = 12 Levies
Warriors
Warriors form the bu lk of the forces of the
Viking Age and, when properly led, can be
tough fighters. They widely available so w hat
they lack in t raining they make it up with
numbers.
Ragnar speaks.
As you might have guessed by now,
am the Warlord of a mighty warband of
Warriors of Odin. l've got my six points
to spend on Norwegian retainers and 1'11
have to se/ect them carefu//y if 1want my
SAGA to be fegendary...
LEVIES
Levies are usually only called on in t ime of
emergency, though sorne Warlords like their
shooting abilities. Usually Warlords do not
muster them, but when that happens they are
so happy to serve that they gather in masses you can have plenty of them if that's your kind
ofthing!
Levies have a Movement of Ml and an
Armour of 3 They never count as units
for the purpose of generating SAGA dice
at the start of the turn.
my Longship.
The fast point wi/1 be spent on sorne bow-armed Levies. Just
in case we need sorne missifes real/y. One point gives me 12
Levy modefs.
A bit too many for my taste, but we can stilf fet them starve
if they pmve too annoying.
Th is gives me 40 Retainers for my warband. Nota bad start,
now it' s time to feave my hall and take to the sea...
Once you have selected the figures that will f orm your
Warband, the last step is to organise them into fighting units.
Your retainers may be split into units with the follow ing
restrictions:
- No unit can have less than 4 figures.
- No unit can have more than 12 figures
- All models within a unit must be of the same class .
- lf a choice of equipment is available, all models within a
single unit must have the same equipment (see the chapters
detailing the Warriors of the Viking Age).
- The Warlord is always a unit of his own and may not be
included in any other unit.
- Sorne lists offer sorne options to certain classes and it is at this
point that you choose which option you w ill take advantage of.
You will see that the way that your models are organised is
very important in SAGA. Big units are usually more effective in
com bat, and you will need less SAGA dice for your activations
but too few units and that can leave you w ith less SAGA dice
to roll at the start of the turn. Al so yo u w ill start to lose SAGA
dice as you lose units. In the end, it depends on your gaming
style and experience. Some players will prefer large units while
others will go for loads of small ones. The choice is yours.
JFACTJlON RUJLE
One unit of Viking Hearthguard exactly 4 models strong may
be designated as Berserkers. Each Berserker model generates
4 Attack Dice in melee (instead of 2 for other Hearthguards)
but has their Armour reduced to 3
Viking Warriors and Warlords have no special rules.
Vikings Levies are armed with bows or slings.
1FAC1LJ[0N RULlE
'integrated' freely with the locals and within two generations, the
colonists were undistinguishable from their Frankish neighbours.
Viking traditions did still survive though in many of the laws of the
Duchy and in its language. lt is said that the Normans kept too
their lust for new land and conquest, witness their expeditions in
England and Sicily.
The Duchy was ruled by a Duke, the first being Rollo. They were
assisted by Comes (Counts) and Barones (Barons,) and below them
lFACllllON RUlLJE
Sorne Anglo-Danish units may be armed with double handed
Dane axes. They are subject to the following rules
- When engaged in melee, a unit with double handed Dane
axes will not use its shields and so suffers a - 1 penalty to its
Armour value. Hence, if t he unit has an Armour of 5, it counts
as having an Armour of 4.
- Attack rolls made by a unit equipped w ith double handed
Dane axes gets a +1 bonus. To hitan Armo ur 4 unit, you'll only
need 3s. This makes the enemy easier to hit in melee.
Anglo-Danish Warlords have double handed Dane axes.
Anglo-Danish Hearthguard may be armed w ith double handed
Dane axes. The models should actually be equipped with large
double handed weapons as t o make it clear to your opponent!
They are considered to fight w it h their axes at all times, so t he
benefits and drawbacks highlighted above apply all the time. lf
they ar e equipped w ith spears, swords or any other weapons,
they are not subject to any special rules.
Anglo-Danisn War riors have no special rules.
Anglo-Danish Levies are equipped wit h bows or slings.
The
plctions: Wclsh
JFACTION RUJLJES
Most Welsh units will have the option to be fielded mounted.
Mounted units are subject to sorne special rules that are
described here for convenience:
- The Movement of mounted units is increased to L but
reduced toS when moving from, through or into an uneven
ground.
- Mounted units may never enter a building but they can
engage in melee any unit occupying a building in t he normal
manner.
- The Armour of mounted units is reduced by one when
resolving a shooting attack targeting them. So any unit
targeting a mounted unit will hit them easier.
- Mounted units never benefit from any kind of cover, in
me lee or shooting.
Apart from the restrictions mentioned above, mounted units
behave like ordinary units. lf a unit starts the game mounted,
it must remain mounted f or the whole game and may never
dism ount.
Welsh Warlords are equipped with javelins. They may be
mounted on horses (ponies actually, but only their opponents
w ill call them that.)
Welsh Warriors and Hearthguard are equipped w ith javelins,
but dueto their lack of armour and protection, they have their
Armour value reduced by one against enemy shoot ing (Welsh
Hearthguard count as having an Armour of 4 against shooting,
and Welsh Warriors count as having an Armour of 3 against
shooting).
At the bottom of -th military hierarchy are the Bonnedig uotried youths andpeasants. They could be used to harass the
enemy and acquire eJCQer{ence without risking their life in hand
taiJand combat. Thesec~e_asant free m en are the Levies in your
force.
3 for Hearthguard).
VllKlNG
Harald Hardrada, King of Norway
Harafd Sigurdsson, known as Harald Hardrada was the King of
Norway until his death at the Battfe of Stamford Bridge. In his youth
he travefled to the fands of the Rus and took part in the war against
The Potes befare moving to Constantinopfe where he served the
Emperor in the inner circle of his bodyguard, the Varangian Guard. In
1042 he returned to his homefand to claim his title of King of Norway
and waged war until the crown befonged to him. Driven by a cfaim
on the English crown, in 1066 he invaded Engfand and faced Harofd
Godwinson at Stamford Bridge. There he met his fate, and his death
herafded the end of the Viking Age.
ANGrlLO- DANJ[H
Harold Godwinson,
Last Anglo-Saxon King of England
Harold Godwinson was Ear/ of Wessex when Edward the
Confessor died. The Witan supported his claim to the throne and
proclaimed him King of England. This coronation was the spark
that put frre to England, triggering two invasions, one from
the North by the Norwegians and one from the South by the
Normans. After defeating the Vikings at Stamford Bridge, Harold
moved south and faced William the Bastard at Hastings, where
he was killed, by an arrow in the eye according to the legend and
Norman propaganda.
NORMA\N
William the Bastard, Duke of Normandy
William was the only son of of Robert 1, Duke of Normandy and
although illegitimate was designated as heir of the Duchy. At the
death of his father he struggled against potentia/ usurpers but
demonstrated quite early a maturity in judgement and poltica/
skills that let him secure his position against his rivals, even
the King of France. He claimed he was promised the throne of
England by the exiled king Edward, and upon Edward's death ,
William decided to c/aim the kingship. He built a fleet to invade
England and take the crown from the head of Harold. At Hastings
in 1066 he frnally fulfrlled his destiny.
lvo Taillefer
lvo Taillefer both stepped out onto and disappeared from the
stage of History quite quickly. At the battle of Hastings, he asked
William if he could be the one to give the first strokes to the
English. William agreed and Taillefer galloped off in the direction
of the English line, singing the Song of Roland. Apparently this
sight provoked the Saxons and a challenge was called out. The
warrior that went out from the shieldwall was quickly killed.
Taillefer then charged the mass of startled Saxon warriors, and
for a short time breached the shieldwall befare being dragged
from his horse and hacked to pieces.
Herald, minstrel or jester, Taillefer is to this day a symbol of
bravery.
WIEJLJH[
Maredudd ab Owain, King of the Britons
Maredudd ab Owain was king of Deheubarth and conquered
Gwynedd and Powys. For most of his reign, he fought against
the Viking invaders and launched raids against his Mercian
neighbours. History remembers him for his habit of paying a
ransom of a penny for each head of his subjects that was cap tu red
by the Vikings.
~VORD
JFOR JH[J[]PUE
Saga abitities
Fear not death, for the hour of your doom is set and none may escape it.
Volsunga's Saga
Njal's Saga
Gr lENJERllC AlB\lUUTlllE
These abilities, in boxes of this colour, are shared
Activation abilities
All factions have three boxes that allow them to actvate
respectively Hearthguard/Warlords, Warriors or Levies. They
are used during the Activation phase, by discarding one die
f rom the box and immediately activating one of the relevant
units to Rest, M ove or Shoot.
Activation Pool
All factions have this box. lt is a useful tool to prepare for a
turn of intense activity. To be used, place one die in this box.
This die is always the rarest symbol. During any Order Phase,
including the one in which the die was placed he re, the die may
be discarded to roll two extra-dice, resulting (if your maths are
not too rusty) in a net gain of one SAGA die. Doing this twice
could se e yo u using all eight available SAGA dice.
Combat Pool
All factions have this box, though under different names. Each
die placed in this box may be discarded to add dice when
fighting the enemy. Some factions may only use these dice
in Melee, others may use them in Melee or during a Shooting
action (indicated in the later case as Melee or Shooting). Also
the text in the ability box indicates if the gained dice are Attack
Dice or Defence Dice or if the choice is left to the player. You
will ha ve noted that the effects of this ability depend on the side
of the dice that was discarded, with some symbols generating
more Dice than others.
lFACTllON Jp>JECJUFllC
AlfUlUTlllE
All these abilities, in boxes of this colour,
VJ[JKlNG 1\JB\J[JLJ[l['J[]E
Njord
Used during your Activation Phase.
Asgard
Used during Step 2) of the resolution of the enemy's
Shooting
When you wantto usethis ability, simply discard the die. Remove
one FATIGUE from your Warlord and one FATIGUE from every
Thor
Frigg
Used during Step 3) of any Melee.
This ability will drive you r enemy mad! During the SAGA
abilities step of the me lee, discard this die, gain one Attack Die
and immediately remove one FATIGUE from any one of your
units engaged in this me lee. lf you are the attacker, bingo! The
opponent won't be able to spend that FATIGUE point. lf you
are the defender, it is less useful but at least you won't finish
that melee with a big pile of FATIGUE.
Heimdal
Odin
Used during the enemy's Activation Phase, when he
Ullr
Used during Step 3) of any Melee.
Another simple SAGA ability. Discard these two dice during
the SAGA abilities step of the melee phase. When it comes to
rolling to hit, you will be able to re-roll any die that failed to
score a hit. Basic. Neat. Simple. Viking.
Loki
Used at any time during your Orders Phase.
As treacherous as its name suggests. Discard the two dice at
any point during the Orders Phase, target an enemy unit of
Warriors or Levies reduced to three figures or less, and remove
all the surviving models from the game. This unit does not count
as having been killed in melee for the sake of the attribution of
FATIGUE. Quite useful to get rid of that tiny Warrior unit that is
lurking bebi1:1d a wood!
Val halla
Used during Step 3) of any Melee.
Really a ladder to the dining hall of the Otherworld for sorne
of your retain ers! During the SAGA abilities step, sacr ifice up
Noble Lineage
Used during your Order Phase.
This ability can be used with any die. This might not grab your
attention at first but it is one of the most useful abilities an
Attack Dice per sacrificed model (f our if the die discarded was
the one shown on this ability text on the Battle Board). These
models will already have generated their Attack Dice earlier in
this phase, and their sudden sacrifice doesn't mean that you
will lose the dice they generated! Don't go mad with this ability
as you are still limited to a number of bonus Attack Dice equal
to the number the unit generated dur ing Step 1) of the Melee.
Models sacrificed count as casualties inflicted by your opponent
in melee to determine which side w ill have to disengage.
or all SAGA dice you rolled this turn (apart from, that is, the
dice paid to actvate this ability.) Hence it should almost always
be the first ability you will use during your Order Phase. Say
helmets which can then be used to get more SAGA dice using
the Activation Pool ability. Alternatively, you may discard this
die to choose one of the other SAGA die rolled this turn and
change its faceto whatever symbol you want, allowing you to
Ragnarok
Used at any time during your Orders Phase.
lntimidation
Usually useful when most of your units are el ose to the enemy
and you want to play a decisive turn.
activated a unit.
Disca rd these dice at any point during your Orders Phase. For
the rest of your turn, all enemy units have their Armour reduced
by one (although you may not lower your opponent's Armour
below 2,) against shooting and in melee. Expensive if you have
only one unimportant melee planned, devastating if most of
your units are able to engage in melee this turn!
Ragnar speaks...
There are two things that the Vikings
are good at: crushing the skulls of their
enemies with bags fu/1 of Attack Dice and
getting rid of Fatigue. Without any real
reacting or manoeuvring SAGA abilities
at their disposal they usual/y prefer
quick games, rushing their enemies
using their FATIGUE removal abilities
befare engaging in melee. lf the game
lasts for too long, especially against missile heavy warbands,
they wi/1 suffer the consequences, and won't be able to pick
fights on their own terms.
Note that you only cancel the activation of a single unit but
that this activation doesn't necessarily have to come f r om the
\1
~
'
The Push
Unforgiving
This is quite illustrative of the mid-term abilities of the AngloDanish. lt won't be that helpful right after being used, but
will prove fruitful in t he forthcoming turn(s) as it can severely
handicap the enemy. You use it at the sa me time as all your
other Melee abilities, and its effects are resolved right after
t he melee. lt adds one additional FATIGUE (two if you used a
helmet to actvate it) to all enemy units involved in this melee.
Shieldwall
Used during Step 2) of the resolution of the enemy's
Shooting or during Step 3) of any Melee.
A simple but highly efficient ability. lt gives a one point bonus
to the Armour of your unit, either when shot at by an enemy,
or fighting in me lee. Remember that 6 is the maximum Armour
a unit can have.
Trapped
An expensive ability, but its use can be decisive and provide
a pivotal point of the battle. You discard t he two dice and
immediately place one FATIGUE onto three different enemy
units of your choice on the board. No unit may receive more
than one FATIGUE w ith this ability, but it is still especially useful
if you planto engage these units in melee as this FATIGUE will
be available to be used during the turn.
Hard as lron
Used during Step 3) of any Melee.
This ability needs two axes to be activated. During Step 5)
of the Melee, the Anglo-Danish player will be able to re-roll
any die that did not cancel a hit (so dice with results below 5
if his unit was in the open, 4 if in cover)_ lt might appear a bit
expensive but if this abilit y saves the lives of a couple of your
Huscarls, you won't think that again!
Please note that you cannot remove more than one FATIGUE
from a unit to kili more than two figures. This is a one shot
ability: one FATIGUE, two kills. Period ( until the next turn!).
Sorne Anglo-Danish players think t hat this ability, if properly
used, can win battle on its own. Well, we will let you decide
that for yourself!
Lords of Battle
Used during Step 3) of any Melee.
Stubbornness
Used during Step 3) of any Melee.
An ability that only needs one die to be activated, and is
potentially very effective. When you use it, you immediately
gain one Attack Die. Then for every FATIGUE on the enemy
unit(s) you gain an additional Attack Die. lf facing more than
one unit (saya Warlord and another unit) you will gain one die
per FATIGUE on these units (so if the enemy Warlord has one
FATIGUE and the other unit has two, you will gain three dice,
four dice if we take into account the first one granted by this
ability). The FATIGUE may still be used as usual, as this ability
doesn't spend any fatigue. Very useful as a lot of Anglo-Danish
abilities can put FATIGUE on enemy units!
Exhaustion
Used at any point during your Orders phase.
A nasty one! Basically it consumes a die to kili two enemy
figures. But the unit must be Exhausted (i.e. have reached its
FATIGUE limit). This is not easy, as a clever opponent willlimit
Activations to avoid unit Exhaust ion. Fortunately, the AngloDanish are quite good at exhausting their foes. You need to
plan ahead. At the end of your turn, ensure to have a couple of
abilities ready that will add FATIGU Eto the enemy (Unforgiving,
Lords of Battle). When me lee starts use these abilities toen su re
that your opponent will be punished this turn. Avoid spending
enemy FATIGUE where possible. For example, if you are fighting
an enemy unit, and use the Unforgiving ability -with a helmetthe unit w ill gain three FATIGUE in a single round of melee.
Any unit except Warlords and Hearthguard will be exhausted
by a single round of melee. Then in your turn use Exhaustion
to kili two figures. Might be a bit pricey for simple Warriors or
Levies, but killing two Hearthguars with a single SAGA die is
just brilliant!
Ragnar speaks...
The Anglo-Danish are not poor in combat
abilities, but they do excel in defence.
Using their abilities to pi/e up FATIGUE on
their enemy's units, they generalfy start
the game quite passively, waiting for
their opponent to make mistakes that
they wi/1 exploit. An unaware opponent
wi/1 soon find that his units are getting
Exhausted at a pace that he can't control,
and it is usualfy the perfect time for the Anglo-Danish to
/aunch their counter-offensive and shatter their foes when
they are at their weakest. Hurrah!
Terrified
Used during your Activation phase.
Charge!
Aimed Volley
paying for the activation of that unit) and if your unit engages
in melee, the enemy engaged immediately gains a FATIGUE.
This FATIGUE is gained once the movement to engage melee is
resolved, i.e. when your models have finished their movement.
This is especially useful if this FATIGUE exhaust s the enemy unit,
as Exhausted units only generate half their normal number of
Attack Dice.
Please note that you do not need to designate any enemy unit
when you activate your unit, just tell the opponent which of your
units will be activated by the Terrified ability and let him react if
he can with so me Activation/Reaction abilities.
A good ability as the Norman can have quite a few units equipped
your unit is notable to engage any enemy unit in melee, then the
FATIGUE is not added to the enemy unit.
with ranged weapons. The dice are discarded during the SAGA
abilities step of shooting, and when it comes to rolling Attack
Dice yo u will be able to re-roll any die that failed to hit its target
(i.e. rolled less than the Armour of the targeted unit). The ability
is not the cheapest one, but shooting isn't risky and you won't
lose any figures in the process, unlike melee. Using this ability
on your 8 model strong crossbowmen unit will bring tears to the
eyes of your opponent.
Crushed
Used during Step 3)
of any Melee.
A terrifying ability. Discard t hese dice during the SAGA ability step
of the melee. Then resolve the melee as usual. lf at Step 4) of the
melee (attack rolls) your unit has inflicted at least twice as many
hits than it has taken, each hit it has scored against an enemy
unit becomes two hits on the target unit (basically doubling the
number of hits inflicted).
Only the hits inflicted and suffered by the unit this ability is
played on count. So if you are fighting side by side with another
of your units, the hits taken and inflicted by your other unit are
disregarded in this calculation.
Al so don't forget this is hits not kills. Nasty.
Gallop
Used during your Activation phase.
A simple ability that can shatter all your opponent's best laid
plans. The dice are used to pay for the activation of a mounted
unit w hich can then Move with that activation. For t his
movement,) he unit gains an extra distance of move (that still
applies ifthe unit moves in uneven ground) and can go through
friendly models and the gaps between friendly mod~s that are
usually impassabe. This movement mayalso be us~to_-engage
an enemy unit in melee. ...
/ -
Massed Volley
Pursuit
Discard the die during the Abilities step of a melee and hope
that the combat ends with the enemy disengaging. lf an enemy
unit is forced to disengage then one of your mounted units in
the melee can be immediately activated for a movement. This
activation does not generate a Fatigue and is ideal to pursue
your opponent and even to engage in another melee.
Storm of Arrows
Used during your Activation phase.
Force your opponent to fight in the shade. The ability looks very
expensive, but depending on the composition of your warband
it can become very handy. lt activates ALL your units equipped
with ranged weapons and they immediately perform a Shooting
activation. When this ability is used, you may activate the
relevant units in any order, and do not need to announce what
their targets will be. Just pick one, resolve its shooting, then
m ove to another one, etc. .. As an added benefit the units that
are activated will not take any FATIGUE for this activation, even
if it is not their first movement/shooting of the turn.
DexAre
Used during Step 3) of any Melee invo/ving your Warlord
A terrific ability that will need your Warlord to join the Melee.
During the SAGA abilities step of the melee, discard this dice to
gain five Attack Dice and allow your Warlord to re-roll any missed
Attack ro lis. As the Warlord generates five Attack Dice this ability
alone means that he will reach his maximum amount of Attack
Dice (as you can not gain more additional Attack Dice than you
have basic attacks.). This powerful ability comes with a price:
your Warlord will gain three FATIGUE during the melee, during
Step 7) and that comes in addition to the normal FATIGUE gained
during a me lee. But who ca res if the enemy Warlord is dead?
Stamping
Used during Step 3) of any Melee involving one of your
mounted units fighting only against enemy foot Warriors
or Levy.
Another ability that may only be used on mounted units. These
dice are discarded during Step 3) of the melee. lmmediately
eliminate one Warrior or two Levies amongst the models you
are engaged against. Quite a good way to ensure that you will
kili all enemy models in this fight!
~VJEJL JH[
AJB)][JLJ[1['J[JE
A Holy Ground
A good ability that w ill save you loads of dice for your other
abilities. When discarded these dice actvate ALL your units of
Warriors and Levies, though non e of them can engage me lee
with this activation. The activation is mandatory, so for each
one you must decide if it is going to move, shoot or rest. You
cannot decide not to actvate one of these units for w hatever
reason. You choose the order in which these activations w ill be
resolved and they all count as standard activation for the sake
ofFATIGUE.
equipped units.
A powerful ability. Discard this die duringthe SAGA abilities step
of a shooting activation to reduce your target enemy's armour
by one and then get to reroll any failed Attack Die (i.e. that
did not roll at least equal to the enemy's modified Armour.) lt
may only be used by a unit with javelins. After shooting, the
unit gains one FATIGUE, that comes in addition to any normal
FATIGUE this activation could have generated.
WarDance
Used during Step 3) of any Melee.
Flexible, the War Dance ability lets you chose how many bonus
combat dice you want. During the SAGA abilities step of the
melee, you may add up to three FATIGUE to the unitto gain one
Attack and one Defence per FATIGUE added. Really effective as
few combat abilities grant Attack AN D Defence Dice. The risk is
you may finish the melee with an exhausted unit.
Ambush
Used during Step 3) of ny Melee.
Very effective, this ability may only be used when all models of
your unit are in uneven ground. The unit gains three Attack Dice
and three Defence Dice, making that ability one of the most
powerful combat ability in SAGA. But because your opponent
will see this ploy coming, you won't use it that often. Usually,
the ability being active (with dice placed in the box) means that
the enemy won't engage any of your units in uneven ground,
leaving yo u more time to harass him w ith your pointy javelins!
Taunting
Used at anytime during your Activation Phase
At first sight this ability won't be that effective. Basically it
activates an enemy unit (nota Warlord though) and that unit
must move to get as close as possible to one of your units,
engaging it in melee if possible. Yo u might as k why the hell yo u
would actvate an enemy unit?
Well, think of a nasty band of Huscarls sitting behind a wall
(heavy cover). You did not achieve anything with your javelins
(well with an Armour of 6 against shooting and cancelling the
hits cm 3s, no surprise -here). Perhaps you can taunt them out
- oL their nice safe "j)OSitlon? What about taunting them into
.... ......
sorne uneven gro.und
(... :.lJ
Ragnar speaks...
the scenc\Rios
Length of the game tells you what conditions end the game.
objectives and will put your tactical ski listo the test!
You will find six standard scenarios, numbered from one to six,
.....
The Type explains how the terrain item is dealt with (se e Chapter
30, Terrain). The Maximum number, as its name suggests, is the
- Starting with the player that has the most scenery items to
lay out (in case of tie, each player rolls a die and the highest
Max
Number
06
Location
1-2
3-5
Size
Wood
lL
Brushes &
cropfields
lL
Rocky
Ground
orStone
circle
Building
Ml
Large
Building
lL
Elevation
IL
Steep
Elevation
lL
Marsh
lL
Please note that any scenery that cannot be deployed on the table is
discarded without effect
Example: Darren and Andy are ready for ther weekly grudge match.
They both secretly wrte down how many terrain features they want for
the game. Darren goes for three and Andy fortwo, leaving us with a final
result of three scenery items (the average result between ther choces,
rounded up). Darren gets to chose two of these items and Andy one.
Darren starts by deciding what scenery features he wants. He goes for
a Large Building and a Wood. Andy would have /iked to pick a Large
Building but as they are limited to one, he has a moan and then has to
chose another tem, final/y deciding on a patch of rocky ground.
Darren starts by rolling 106 for his first tem. He ro//s a 2, meaning that no
part of the building may be set withn L of any table edge. He places the
church somewhere in the middle of the table, as, so far, the deployment
zone have not been rolled for. Then he takes hs second tem and ro//s a
1 for t, meaning that the wood wi/1 be deployed within L of one of the
four comers of the table. He puts t somewhere on the rightmost comer
of the battlefield.
Now ts final/y Andy's tum for his scenery pece. He ro//s a 6, meanng
that the rocky ground wi/1 st rght in the mddle of the battlefield.
The terran s now set up, and the players wi/1 rol/ to determine who wi/1
be able to chose the table edge for his deployment
VJICTORY JPOl'NT
So me scenarios needs to determine how many Victory Points
players have scored. Victory Points (VPs) are awarded for
killing enemy figures and for so me specific scenario objectives.
The later are always covered by the scenario, so we will only
loo k here at how many VPs are awarded for slaughtering the
enemy.
VPs you have gained are based on the number of enemy
figures yo u have killed at the end of the game.
For every Hearthguard you have killed, you earn one VP.
- For every two Warriors you have killed, you earn one VP.
- For every three Levies you have killed, yo u earn one VP.
- lf the enemy Warlord has been killed, you earn three VPs,
four VPs if it was a Hero of the Viking Age.
Note that the Levies orWarriors do not need to comefrom the
same unit. You just add up the number of Levies or Warriors
you have killed in total to determine the VPs they give you.
Killing five Levies will only give you two VP, as would killing
three Warriors
As usual all fractions are rounded up.
Example:. lf you end the game having killed nine Warriors, ten Levies
and three Hearthguard, you have scored 12 VPs (jive for the Warriors,
four for the Levies and three for the Hearthguard).
Ctash Of waR(oRds
A battlefield ... Two mighty Warlords eager to settle their dispute with steel. Rivalry,
honour, greed or vengeance, the reasons for this quarrel have been lost in the mists of time.
Who cares? SAGAs are writ ten by the winners ...
DEPLOYMENT
LAYOUT
The game is played on a 48" x 36" t able.
The scenery is arranged according to the
rules described in t he introduction of t his
chapter.
Roll to see who starts deployment (in case of a draw, the player wit h the
most impressive facial hair wins.) The winner deploys his Warlord within lL
of a long table edge of his choice. His opponent then deploys his Warlord
within JL of t he opposing table edge followed by his Levies, again within lL
of t hat table edge.
The first player then deploys his Levies and then all his Warrior units within
L of his table edge. His opponent then places all his Warriors and then his
Hearthguard units within L of his table edge.
Finally the first player deploys his Hearthguard units within
opposing table edge.
of the
The pi ayer that scores the highest result on a D6 now starts the game.
VICTORY CONDITIONS
A player wins if he kills the enemy Warlord. lf both Warlords are taken out as casualty at the same time (as can happen in a
melee) the game ends with a draw. lf six turns have been played without a Warlord being killed, tot al up Victory Points (as
described in the introduction of this chapter). The pi ayer with the higher score is the winner. lf both players have the same total,
the game ends with a draw.
Between the warbands stands a river. Fighting for the control of fords or bridges
play an important part of the SAGAs of the Viking Age.
And today tradition will be enforced and the river will flow
with the blood of the defeated ...
LAYOUT
DEPLOYMENT
In the middle of the table, running f rom a short table edge to the opposite short
table edge runs a river. lt should be between and Ml in w idth.
At lL at from the right of the centre of the river there is a ford ora bridge, betw een
and Ml wide.
At lL at from the left of the centre of the river, there is a second ford or bridge,
between and Ml wide.
The river is impassable except at the fords/bridges w hich count as open terrain. See
picture below
~(--~):
~~(---~)
The rest of the scenery is arranged according to the rules described in the introduction
of this chapter. No scenery may be placed w ithin of the river or the fords/br idges.
Scenery that may not be placed dueto this restriction is discarded wit hout effect
VICTORY CONDITIONS
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... ).
DEPLOYMENT
LAYOUT
The game is played on a 48" x 36" table.
Roll a 06 to see who goes first (in case of a draw, the player
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 have 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 dow n at the end of each players turn).
At the end of the 8th turn, the player that seored 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.
DEPLOYMENT
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.
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 ed. 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 killed, 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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-.,., ,. - .
- . -!'
~"
~
>
' ( -
,.,..
'
-.
.,
'
,.
) r;,_
-:.
f.((.-.. ~--
. -.
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... "-
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l ' ..
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.
DEPLOYMENT
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) w ithin M and lL of any long table edge and at least L away
from any side table edge. No building may be placed w ithin 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.
SPECIAL RULES
In this scenario, one of the players will defend his village and the other player will be the attacker. Each piayer 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 piayer 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 s~{urns, 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
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 rolis three Atta ek Dice in melee and may never benefit orbe targeted by SAGA abilities. They move M like foot
units and may never enter uneven 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.
DEPLOYMENT
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.
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.
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 used to build up the warbands. We do
not recommend playing multi-player games with more than six
point warbands.
JP>OllNT l~ATTJLJE
Homeland: the Defender may deploy five bui ldings and not
three as described in the scenario.
Me lee
Discard this die to immediately
remove one FATIGUE from any
one of your units engaged in this
melee. Gain 1 Attack die.
'7 )
Activation/Reaction
Discard these dice when an enemy
unit is activated for Shooting.
Change that activation into a
Movement activation.
'7 ).
Shooting 1Reaction
Discard one die to gain one
Attack or Defence Die (two
Attack or Defence dice if the
discarded die was a
'7 )
Activation 1Raction
!
Discard ooe die to actvate
a unir of Hearthguard
or a Warlord.
Hi)
Shooting
Activation
D iscard one die to gain
one Attack. Die ( two Attack
Dice if the discarded
die wasa Hi )
CHILDREN
OF THE LAND
Discard one of these die
to actvate a unit of
Hearthguard ora Warlord.
Activation 1Reaction
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 1Reaction
Discard one die to actvate
a unit of Levies.
STRENGTH LIES
IN NUMBER
Discard one die to roll
two extra SAGA dice.
THE DE'ADLY
STRIKE
Discard one die to gain
one Attack Die (two Attack
Dice if the discarded
diewasa ~ )
ANSWERING THE
CALL
Shooting
Discard this die. May only be used
when shooting "~th 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