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Random Saga Battles

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Random Scenario Generator for Saga.Courtesy of the Saga Forum
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RSBv3.0 1 Random Saga Battles - RSB version 3.0 by Ray Trochim On page 7 of the rules it states that SAGA is a scenario-based game, but it can get very dry and dull when players keep using the same ol’ faction game after game with the magical ability to modify their warband after learning which scenario will be played. Random Saga Battles (RSB) is designed to introduce some mystery, anticipation, excitement, and Fog of War into your SAGA games. For instance, which faction will face which faction? (the mystery and anticipation) Which scenario will be played? (the excitement) And of course, Fog of War because players will have to build and organize their warband before they know which scenario will be played. So, let us begin: Step One: Players will have to agree if they would like to use heroes of the Viking age, or not. If players cannot agree or they do not have a preference, then the default is “No”, which means none of the heroes of the Viking age can be used when building their warband. Step Two: First decide who is Player-A and who is Player-B (being Player-A does not mean you will move first). Then both players secretly select five (5) factions of their choice (but not the Vikings) from the rule book and the first two Saga supplements – Normans, Anglo-Danish, Welsh, Anglo-Saxons, Bretons, Jomsvikings, Scotts, Franks, Irish, Norse-Gaels, Strathclyde. Players reveal their selections simultaneously and write their five faction choices in the five blanks below. Note that the Vikings are always number one on the list since after all it is the age of the Vikings! Player - A Player - B 1 Vikings 1 Vikings 2 2 3 3 4 4 5 5 6 6 If both players agree, then they may secretly select 3 or secretly select 4 factions of their choice and randomly determine which faction they will be playing. This limits the mystery and variety of their games, but might be more manageable for gamers with smaller figure collections. Step Three: Both players roll one six-sided die and consult their faction list to see which faction they will be playing for this game. Once the factions have been determined, both players begin to build and organize a standard six-point warband. Building and organizing your warband is done in secret. Step Four: Once both players have finished building and organizing their warbands, they simultaneously reveal them to each other and begin gathering the figures needed to play Saga. Note that you cannot reorganize your warband after you have revealed it to your opponent. Step Five: Randomly select a scenario. There are nine different RSB scenarios. Since I have never seen a nine- sided die, a player will need to roll a six-sided die twice. Once to determine the list to use, and once to determine the scenario to play. 1 & 2 use list A 3 & 4 use list B 5 & 6 use list C 1-2 The Encounter 1-2 Escort and Protect 1-2 King of the Hill 3-4 We Shall Fight Here 3-4 Crossing Paths 3-4 Fight for Control 5-6 Delay the Attacker 5-6 Battle at the Ford 5-6 War Trophy Step Six: Begin playing SAGA: Dark Age Skirmishes!
Transcript
Page 1: Random Saga Battles

RSBv3.0 1

Random Saga Battles - RSB version 3.0 by Ray Trochim

On page 7 of the rules it states that SAGA is a scenario-based game, but it can get very dry and dull when players keep using the same ol’ faction game after game with the magical ability to modify their warband after learning which scenario will be played. Random Saga Battles (RSB) is designed to introduce some mystery, anticipation, excitement, and Fog of War into your SAGA games. For instance, which faction will face which faction? (the mystery and anticipation) Which scenario will be played? (the excitement) And of course, Fog of War because players will have to build and organize their warband before they know which scenario will be played. So, let us begin:

Step One: Players will have to agree if they would like to use heroes of the Viking age, or not. If players cannot agree or they do not have a preference, then the default is “No”, which means none of the heroes of the Viking age can be used when building their warband.

Step Two: First decide who is Player-A and who is Player-B (being Player-A does not mean you will move first). Then both players secretly select five (5) factions of their choice (but not the Vikings) from the rule book and the first two Saga supplements – Normans, Anglo-Danish, Welsh, Anglo-Saxons, Bretons, Jomsvikings, Scotts, Franks, Irish, Norse-Gaels, Strathclyde. Players reveal their selections simultaneously and write their five faction choices in the five blanks below. Note that the Vikings are always number one on the list since after all it is the age of the Vikings!

Player - A Player - B 1 Vikings 1 Vikings

2 2 3 3 4 4 5 5 6 6

If both players agree, then they may secretly select 3 or secretly select 4 factions of their choice and randomly determine which faction they will be playing. This limits the mystery and variety of their games, but might be more manageable for gamers with smaller figure collections.

Step Three: Both players roll one six-sided die and consult their faction list to see which faction they will be playing for this game. Once the factions have been determined, both players begin to build and organize a standard six-point warband. Building and organizing your warband is done in secret.

Step Four: Once both players have finished building and organizing their warbands, they simultaneously reveal them to each other and begin gathering the figures needed to play Saga. Note that you cannot reorganize your warband after you have revealed it to your opponent.

Step Five: Randomly select a scenario. There are nine different RSB scenarios. Since I have never seen a nine-sided die, a player will need to roll a six-sided die twice. Once to determine the list to use, and once to determine the scenario to play.

1 & 2 use list A 3 & 4 use list B 5 & 6 use list C 1-2 The Encounter 1-2 Escort and Protect 1-2 King of the Hill 3-4 We Shall Fight Here 3-4 Crossing Paths 3-4 Fight for Control 5-6 Delay the Attacker 5-6 Battle at the Ford 5-6 War Trophy

Step Six: Begin playing SAGA: Dark Age Skirmishes!

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Setting the Scenery for RSB (Random Saga Battles) The scenarios are played on a 4xL by 3xL playing area. Scenery can either be laid out in a mutually agreeable manner, laid out by a third neutral party, or by using the simple procedure below.

Step One: Both players secretly choose a number from one to five. Players reveal their numbers simultaneously. Their numbers are added together and then divided by two (round up as usual). This gives the number of scenery items to use for the game. Each player will set up an equal number of scenery pieces. If the number of scenery pieces is odd, then the player who has chosen the highest number gets the right to lay out the extra scenery item.

Step Two: Starting with the player who has chosen the highest number – in case of a tie, roll a die – players alternate picking one terrain item from the RSB Terrain Table below and placing it in the play area by rolling a six-sided die and checking the RSB Location Table below.

RSB Terrain Table RSB Location Table Scenery Item

Type and Cover Max#

Max/Min Size

D6

Location within the play area

Wood High Area Terrain, Soft Cover, Uneven Ground

3

L/M

Brush & Crop Field

Low Area Terrain, Soft Cover, Uneven Ground

2

L/S

1-3

With at least a part of the scenery item within L of one of the four corners.

Rough/Rocky Ground

Low Area Terrain, Hard Cover, Uneven Ground

1

L/S

Building High Area Terrain, HardCover, Uneven Ground

2

M/S

4

With at least a part of the scenery item within M of one of the long edges.

Large Building

High Area Terrain, HardCover, Uneven Ground

1

L/M

Elevation High Area Terrain, No Cover, Open

1

L/M

5

With at least a part of the scenery item within M of one of the short edges.

Steep Elevation

High Area Terrain, No Cover, Uneven Grnd

1

L/M

Marsh/Soft Ground

Low Area Terrain, No Cover, Uneven Grnd

1

M/S

6

With at least a part of the scenery item within L of the center of the play area.

Optional Random Terrain Placement: If both players are in agreement, then instead of rolling a six-sided die and using the RSB Location Table above, players can roll a twelve-sided die for the placement of scenery items. The playing area is divided into twelve equal L x L squares with each square being allocated a number from one to twelve - see diagram at right. The players simply roll a twelve-sided die, and the scenery item is placed anywhere within that corresponding square, but should not overlap into another square if possible. You re-roll up to twice any die that indicates a square that already has a scenery item placed in it. Any scenery item that cannot be placed in the play area is discarded without effect. Players ignore the restriction of no scenery items being placed within M of each other since this might be difficult to do at times when placing L sized scenery items in adjacent squares.

Note: Some scenarios may prohibit a scenery item from being placed in a square due to restrictions.

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#1 The Encounter Layout: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2 with the exception that “Building” and “Large Building” cannot be a choice of scenery items for this scenario. No scenery may be deployed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27). After the scenery is set up, place five victory objectives exactly as shown on the map diagram for this scenario. Note that two of the objectives are marked “A” and two are marked “B”. They are player A’s and B’s victory objectives, and reside on the opposite side of their respective starting long edges. The center victory objective is neutral.

Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within L of their long edge, but not within M of a short edge (see map diagram).

Units are deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

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Special Rules: For this scenario you will need five victory objective pieces. These can be of any size and can be anything that the players want them to be. The only guideline is that they must have a very clear defined center point to measure from, and cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a sword in a stone, a wooden barrel of ale, a bag of gold, a sacred stone, a treasure chest, a golden idol, important ancient scrolls, or anything similar should work just fine. Both players will also need a couple of control markers. These can be something simple like flags or banners, but they can be anything the players would like to use to note having control over a victory objective.

Victory Conditions: Skillful maneuvering and controlling victory objectives is the key to winning this scenario.

When you start your turn and before you roll your saga dice, check to see if any of your units are within VS (measured to the center point) of the neutral victory objective and/or to any of your own victory objectives. If so, you control that victory objective if there are no enemy units within VS of the same victory objective. You get +1 victory point for each victory objective you control at the start of your turn (a maximum of three: the one neutral and your own two). You do not need to keep a unit within VS of a victory objective to maintain control once you control it. Mark the victory objective with one of your control markers to show that you control it. You can only control your own victory objectives and the neutral one. You cannot control your opponent’s victory objectives, but you can remove his control marker if one of your units is within VS of his victory objective at the end of your turn. Contested victory objectives – both players have a unit within VS of the same one – cannot be controlled, and any control markers are removed immediately.

When you start your turn check to see how many victory objectives your opponent controls. Remember, contested victory objectives do not count. For each victory objective your opponent controls, you roll one less saga die. For example, if your opponent controls one, you roll one less saga die. If he controls all three – his own two plus the neutral – you roll three less saga dice. However, a player is always allowed to roll at least one saga die if he has at least one unit.

The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Optional Additional Victory Conditions: If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed simultaneously, which can happen in a melee, the game ends with a draw.

Optional Length of Game: For a more planned game, players may like to try playing this scenario so that the game last for seven (7) turns instead of six (6). At the end of game turn seven, roll a D6 as normal.

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#2 We Shall Fight Here Layout Option #1: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2, except both players secretly choose a number from one to six (and not one to five). No scenery may be placed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Layout Option #2: Both players still secretly choose a number from one to six (and not one to five), but use the Optional Random Terrain Placement described in this document on page 2. Also, ignore the restriction of “No scenery may be placed within M of any other scenery item” since this might be difficult to accomplish at times when placing L sized scenery items in adjacent squares. If the players do not have a twelve-sided die, they can simply use two six-sided dice of different colors, or roll one six-sided die two different times. One die is the standard one to six, and the other die is High/Low. For the High/Low die, 1, 2, 3 is Low (+0), and 4, 5, 6 is High (+6). For example, if you roll a “2” on the standard die, and a “5” on the High/Low die, your number is “8” (2, +6).

After all the scenery is set up, one of the players rolls 2xD6 and adds them together. The victory objective marker is placed in one of the seven corresponding centerline locations as shown on the map diagram for this scenario.

Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: After the scenery is setup, one of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram for details.

The first player deploys his Warlord within his deployment zone. His opponent then deploys his Warlord and his Levy units within his deployment zone. Next, the first player deploys all his Levy and Warrior units within his deployment zone. His opponent then places all his Warrior and Heathguard units within his deployment zone. Finally, the first player places his Heathguard units within his deployment zone.

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Special Rules: For this scenario you will need one victory objective marker. This can be of any size and can be anything that the players want it to be. The only guideline is that it must have a very clear defined center point to measure from, and it cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a sword in a stone, a small stone statute, a golden idol, a treasure chest, important ancient scrolls, etc. should work just fine.

Victory Conditions: When you start your turn, and before you roll your saga dice, check to see if any of your units

are within VS (measured to the center point) of a victory objective. If so, you get +1 victory point if there are no enemy units within VS of the same victory objective – the victory point is uncontested.

At the end of the game, you get +1 victory point for each enemy Heathguard, Warrior, and Levy unit that was wiped out during the game. Remember, building and organizing your warband is done before a scenario is selected.

You get +2 victory points for killing your opponents Warlord, and if the enemy Warlord was a hero of the Viking age, then it is worth +3 victory points.

The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Optional Game Length: To express a sense of urgency, players may like to try playing this scenario so that the game last for five (5) turns instead of six (6). At the end of game turn five, roll a D6.

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#3 Delay the Attacker Layout: The game is played on a 4xL by 3xL playing area. Both players secretly choose a number from one to six. Players reveal their numbers simultaneously. Their numbers are added together and then divided by two (round up as usual). This gives the number of terrain pieces to use for the game. Starting with the player who has chosen the highest number – in case of a tie, roll a die – alternate picking a terrain item from the RSB Terrain Table on page 2 of this document, but do not place terrain in the play area.

After the number, type, and size of terrain pieces have been determined, one of the players rolls a D6. On a roll of 1-3, Player-A is the defender, and on a roll of 4-6, Player-B is the defender. The defender now sets up all the terrain by choosing the pre-selected scenery items one at a time and rolling a D6 for placement according to the RSB Location Table on page 2 of this document. No scenery may be deployed within M of any other scenery item, and the defender may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect.

After all the scenery is set up, the attacker then gets to choose which long edge he would like to deploy his forces, and the defender deploys on the opposite long edge. After the attacker has chosen which side to start on, the defender now places three victory objectives anywhere within L of his long edge, but not within M of his long edge or M of a short edge – see the map diagram for this scenario. Victory objectives may be placed inside of terrain, but multiple victory objectives cannot be placed within the same scenery item (only one per scenery item). Once all three victory objectives have been placed, the attacker then picks any one of the three and removes it from the playing area. The two remaining victory objectives are the ones the defender will need to defend.

Warning – placing victory objectives close together might make it easier for the attacker to claim them at the same time.

Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 6 is rolled (not 5 or 6), the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Attacker’s Advantage: The burden mostly falls upon the attacker. At the start of the attacking player’s turn, and right after the initial Saga dice are rolled, the attacking player may pick one or two Saga dice and re-roll them. The choice to re-roll one or two Saga dice must be decided before any of the dice are placed on the Battle Board or spent/used in any other way. The player is not forced to re-roll the Saga die, and may choose not to do so at all.

Deployment: The defending player deploys all his units first and must deploy all his units within L+M of his long edge, but not within M of a short edge (see map diagram). After the defender is finished deploying, the attacking player deploys all his units within M of his long edge, but not within M of a short edge (again, see map diagram). The attacking player moves first, and use the optional rule on page 26 of The Raven’s Shadow supplement.

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Special Rules: For this scenario you will need some victory objective pieces. These can be of any size and can be anything that the players want them to be. The only guideline is that they must have a very clear defined center point to measure from, and they cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a sword in a stone, a wooden barrel of ale, a bag of gold, a damsel in distress, a golden idol, treasure, important ancient scrolls, or anything similar to this should work just fine.

Victory Conditions: At the start of the attacking player’s turn and before the attacker rolls saga dice, the attacking player checks to see if any of his units are within VS (measured to the center point) of a victory objective. If so, the attacking player may claim that victory objective if there are no enemy units within VS of the same victory objective – the victory objective is uncontested. Claimed victory objectives are removed from the game. Once the attacker claims the two victory objectives, the game ends and it is a victory for the attacker. If by the end of the scenario the attacker can only claim one victory objective, it is a draw. If the attacker claimed no victory objectives, then it is a victory for the defender.

Competitive Play: Both players take turns playing the attacker (this scenario is played twice) keeping the same terrain setup. Remember that the attacker gets to choose which long edge to start from (deploys), and then the defender gets to place the victory objectives. There is no turn limit. Play continues until the attacker can claim both victory objectives, at which point the game ends. The player that can claim both victory objectives in the fewest number of turns is the winner.

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#4 Escort and Protect Layout: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2. No scenery may be placed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Length of the Game: The game lasts for a maximum of twelve (12) turns, or until any two baggage pieces have left the playing area (see victory conditions), or all the baggage pieces have been destroyed.

Deployment: After all the terrain is setup, one player rolls a D6. On a 1-3 Player-A is the escorting player. On a 4-6 Player-B is the escorting player. The escorting player must reduce their warband to four (4) points (their choice as to what to remove). After they reduce their warband, they are allowed to reorganize it. The escort player also receives three baggage pieces. See the special rules.

The escorting player gets to select which long edge to start the game on and deploys all his units within L of the long edge that he selected, but not within M of a short edge. The attacking player of course will start the scenario on the opposite long edge of the playing area.

The escorting player now deploys all three baggage pieces within M of his long edge, but not within M of a short edge. Each baggage piece must be deployed within M of another baggage piece. Once the game starts, this M restriction is ignored.

After the escorting player has finished deploying, the attacking player deploys all his units within M of his long edge of the playing area, but not within M of the short edge.

The escorting player starts the game, and use the optional rule on page 26 of The Raven’s Shadow supplement.

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Special Rules: For this scenario the players will need three baggage pieces – treasure wagons, livestock, supply wagons, groups of civilians, ale/beer wagons, or anything that deserves the protection of the escorting warband. Each of these baggage pieces should be based singly on a base at least 5cm wide and 8-10cm long.

The baggage pieces themselves do not generate Saga dice, but the escorting player adds two Saga dice to their total (up to a maximum of six Saga dice as normal) at the start of his orders phase if at least one baggage piece still remains in play. A baggage piece may be activated by using the Warlord’s “we obey” special rule, or it may be activated using a Saga die as if it were a Hearthguard unit (but with a fatigue limit of three) and move M like foot units. Baggage pieces may never enter uneven ground or buildings. Baggage pieces have an Armor of 5 in melee and an Armor of 6 against shooting. They also cancel the first hit suffered during a shooting or a melee in the same way as Warlords do with their Resilience rule. Baggage pieces roll three Attack Dice in melee and may never benefit or be targeted by Saga abilities.

A baggage piece will need to stay within L of a friendly escorting unit (Warlord, Hearthguard, Warrior, or Levy) if they wish to move without being penalized. If a baggage piece is not within L of a friendly escorting unit when it is activated for movement, it will gain one fatigue immediately after moving. Should this be a second activation for the baggage piece, than it will gain a total of two fatigues: one for the second activation and one for starting its move outside L of a friendly escorting unit. Baggage pieces have a fatigue limit of three (3). While not mandatory, it would be wise for the escorting player to keep one or more of his units within L of his baggage pieces. Victory Conditions: If the escorting player manages to move at least two baggage pieces out of the play area via the long edge opposite to his own starting edge, the escorting player wins. To leave the playing area, a baggage piece just needs to finish its movement in contact with the long edge. By the end of the game, if the escorting player manages to move only one baggage piece out of the play area, the game ends in a draw.

If the attacking player manages to destroy all three baggage pieces, or prevents his opponent from moving one or two baggage pieces out of the play area by turn twelve (12), the attacking player wins.

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#5 Crossing Paths Layout: The game is played on a 4xL by 3xL playing area. In the center of the playing area, place one wood terrain piece approximately L in size. The rest of the scenery is arranged according to the procedure as described in this document on page 2, except both players secretly choose a number from one to four (not five). No scenery may be deployed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Length of the Game: The game lasts for seven (7) turns. At the end of game turn seven, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram below for more details.

The second player deploys his baggage piece first within his deployment zone. After that, the first player deploys his baggage piece within his deployment zone. Units are now deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

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Special Rules: For this scenario the players will need at least two baggage pieces (four if using the alternative) – treasure wagons, supply carts/wagons, livestock, groups of civilians, ale/beer wagons, or anything that deserves the protection of your warband. The baggage pieces should be based singly on a base at least 5cm wide and 8-10cm long.

Each player receives one baggage piece and adds it to their 6 point warband. The baggage piece does not generate any saga dice for your warband. Instead, each turn your baggage piece is given one free activation. Also, once per turn your baggage piece may be given a second activation (and no more) using a Saga die as if it were a Heathguard unit, or using the Warlord’s “we obey” special rule. Baggage pieces have a fatigue limit of two (2). Baggage pieces move M like foot units and may never enter uneven ground or buildings. Baggage pieces have an armor of 5 in melee and an armor of 6 against shooting, and they cancel the first two hits suffered during a shooting or a melee in a similar way as Warlords do with their Resilience rule. Baggage pieces generate no attack dice in melee and may never benefit or be targeted by Saga abilities.

Victory Conditions: If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed

simultaneously, which can happen in a melee, the game ends in a draw.

You get two victory points for eliminating your opponent’s baggage piece or one victory point if your opponent’s baggage piece is still in the playing area when the game ends.

You get three victory points if you get your baggage piece off the opposite side of the playing area. To leave the playing area, a baggage piece just needs to finish its movement in contact with the long edge.

If both players were able to get their baggage pieces off their opposite sides, a bonus of one victory point is awarded to the player that exited theirs on an earlier game turn. If both exited their baggage pieces on the same game turn, no bonus is awarded. Remember, a game turn is comprised of Player-A’s turn and Player-B’s turn. So 7 game turns is actually 14 player turns.

At the end of the game, you get +1 victory point for each enemy Heathguard, Warrior, and Levy unit that was wiped out during the game. Remember, building and organizing your warband is done before a scenario is selected.

The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Optional Length of Game: To express a sense of urgency, players may like to try playing this scenario so that the game last for six (6) turns instead of seven (7). At the end of game turn six, roll a D6.

Optional Scenario Alternative: If both players are in agreement, each player receives two baggage pieces for this scenario instead of one.

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#6 Battle at the Ford Layout: The game is played on a 4xL by 3xL playing area. In the middle of the play area, running from short edge to the opposite short edge, is a river. The river should be approximately S in width and placed as shown on the map (see below). After the river is situated, place a bridge or ford at a distance of L from the left and right of the centerline (see map diagram). Players can use any bridge or ford terrain piece they have available or even felt patches, but the intent is that the bridge or ford is only wide enough so that only four foot models or three mounted models can fit widthwise. The River is impassable except at the bridges/fords, which count as open terrain (no cover).

The rest of the scenery is arranged according to the procedure as described in this document on page 2, but no scenery item may be placed within VS of the river or within M of the bridges/fords. You may re-roll once any die that indicates a location where the scenery cannot be placed. Any scenery item that cannot be placed in the play area is discarded without effect. After all the scenery is set up, players place two victory objective markers. They are placed at a distance of M from the long edge along the center of the play area as shown in the map diagram for this scenario.

Length of the Game: The game lasts for six (6) turns. At the end of game turn seven, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram for this scenario for more details.

Units are deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

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Special Rules: For this scenario each player will need a victory objective marker. This can be of any size and can be anything that the players want it to be. The only guideline is that it must have a very clear defined center point to measure from, and it cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a flag or banner, a sword in a stone, a wooden barrel of ale, a bag of gold, a golden idol, treasure, important ancient scrolls, etc. should work just fine. Victory Conditions:

When you start your turn and before you roll your saga dice, check to see if you control your victory objective that is on the other side of the river. You control your victory objective if you have at least one unit within VS of it, and there are no enemy units within VS of it. Once you control your victory objective, the game is over and you win.

If by the end of the game no one has been able to control their victory objective, then you calculate victory points. You get +1 victory point for each of your units (Heathguard, Warrior, or Levy) that stand fully on the enemy side of the river (not on/in the bridge/ford). You get +2 victory points if your Warlord stands on the enemy side of the river, but only +1 victory point if your Warlord is a hero of the Viking age. The player with the most victory points wins.

If the victory points are tied, then the player that has the higher number of figures on the enemy side of the river is the winner. In the event that both players have the same number of figures, then it is a draw. Optional Game Length: For a more planned game, players may like to try playing this scenario so that the game last for seven (7) turns instead of six (6). At the end of game turn seven, roll a D6 as normal.

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#7 King of the Hill Layout: The game is played on a 4xL by 3xL playing area. Place a hill (high area, no cover, open) in the center of the play area that is approximately 2xL wide by 1xL deep, and then place one victory objective in the center of the play area exactly as shown in the map diagram for this scenario. The rest of the scenery is arranged according to the procedure as described in this document on page 2, except that “Elevation” and “Steep Elevation” cannot be a choice of scenery items for this scenario. Scenery items may be placed on the hill*, or in such a way as to overlap the hill, but scenery items cannot be placed within M of the victory objective in the center. Also, no scenery may be placed within M of any other placed scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect.

*a marsh and hill combination should be considered a strange grouping.

Length of the Game: The game lasts for five (5) turns. At the end of game turn five, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram below for more details.

The first player deploys his Warlord within his deployment zone. His opponent then deploys his Warlord and his Levy units within his deployment zone. Next, the first player deploys all his Levy and Warrior units within his deployment zone. His opponent then places all his Warrior and Heathguard units within his deployment zone. Finally, the first player places his Heathguard units within his deployment zone.

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Special Rules: For this scenario you will need a victory objective piece. This can be of any size and can be anything that the players want it to be. The only guideline is that it must have a very clear defined center point to measure from, and it cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like the crown to the kingdom, a sword in a stone, a stone pillar, a pile of gold and gems, a golden idol, a treasure chest, a fluffy little rabbit, important ancient scrolls, or anything similar should work just fine.

Also, for this scenario players will need some specific terrain pieces. In this case one large hill that is approximately 2xL wide and 1xL deep. As an alternative, players can use felt (either one large piece or several smaller pieces) to mark the area of the hill. Players can even use a piece of string or yarn to mark out the area of the hill if needed. Victory Conditions: Keeping your Warlord near the action and protected is the key to winning this scenario. Also, don’t forget about the Warlord’s Pride rule on page 38.

If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed simultaneously, which can happen in a melee, the game ends with a draw.

Starting on game turn two (2) and continuing until the end of the game, check each turn to see if your Warlord is on the hill at the end of your turn. If your Warlord is not on the hill by the time you finish your turn, the game ends and your opponent is the winner – he is the king of the hill.

If the game ends because of the turn limit, then the player whose Warlord is closest to the victory objective is the winner.

Warlord’s Pride If when you activate your Warlord for a movement and is able to engage the enemy Warlord in melee with that movement, he must do so. You have no choice on that matter. (p.38)

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#8 Fight for Control Layout : The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2, except both players secretly choose a number from one to six (and not one to five). No scenery may be placed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Once all the scenery is setup, the players place three victory objectives along the centerline running from short edge to short edge. One each is place within M of the short edges, and another is placed directly in the middle. See map diagram for this scenario for exact details.

Length of the Game: The game lasts for five (5) turns. At the end of game turn five, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: After the scenery is setup, one of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement. The deployment zone for both players is the area within L of their long edge, but not within M of a short edge. See the map diagram below for more details. Units are deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

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Special Rules: For this scenario players will need three victory objective pieces. These can be of any size and can be anything that the players want them to be. The only guideline is that they must have a very clear defined center point to measure from, and cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a well, a sword in a stone, a wooden barrel of ale, a bag of gold, a damsel in distress, a crystal skull, a golden idol, a treasure chest, important ancient scrolls, etc. should work just fine. Both players will also need a couple of control markers. These can be something simple like flags or banners, but they can be anything the players would like to use to note having control over a victory objective. Victory Conditions:

When you start your turn and before you roll your saga dice, check to see if any of your units are within VS (measured to the center point) of any of the victory objectives. If so, you control that victory objective if there are no enemy units within VS of the same victory objective. You do not need to keep a unit within VS of a victory objective to maintain control once you control it. Mark the victory objective with one of your control markers to show you control it. Contested victory objectives – both players have a unit within VS of the same one – cannot be controlled, and any control markers are removed immediately.

When you start your turn, check to see how many victory objectives you control and how many your opponent controls. Remember, contested victory objectives do not count. If your opponent controls more victory objectives than you, then you roll one less saga dice for each victory objective more that he controls. For example, if your opponent controls one and you control one, then no effect. If he controls two, and you control one, then you roll one less saga dice. If he controls all three, you roll three less saga dice. However, a player is always allowed to roll at least one saga die if they have at least one unit.

The player that currently controls the most victory objectives at the moment the game ends wins the scenario. In case of a tie, it is a draw. Optional Additional Victory Condition:

If you can control all three victory objectives, the game immediately ends and you are declared the winner.

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#9 War Trophy Layout Option #1: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2, except both players secretly choose a number from one to six (and not one to five). No scenery may be placed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27). Layout Option #2: Players still secretly choose a number from one to six, but use the Optional Random Terrain Placement described in this document on page 2. Also, ignore the restriction of “No scenery may be placed within M of any other scenery item” since this might be difficult to accomplish at times when placing L sized scenery items in adjacent squares. If the players do not have a twelve-sided die, they can simply use two six-sided dice of different colors, or roll one six-sided die two different times. One die is the standard one to six, and the other die is High/Low. For the High/Low die, 1, 2, 3 is Low (+0), and 4, 5, 6 is High (+6). For example, if you roll a “2” on the standard one to six die, and a “5” on the High/Low die, your number is “8” (2, +6). After all the scenery is set up, the players place two victory objective markers on their side of the play area. The victory objective markers are placed at a distance of M from the long edge and a distance of L from the short edge as shown in the map diagram for this scenario. The two victory objectives that the players have placed within their own deployment area are what they are trying protect, but at the same time, they are trying to take the enemy’s victory objective. Length of the Game: There is no time limit. The game lasts until one of the players has won the scenario. See the victory conditions for full details. It would be uncommon, but any other result is a draw. Deployment: One of the players rolls a D6. On a 1-3 Player-A is the first player, and on a 4-6 Player-B is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement. The deployment zone for both players is the area within L of their long edge, but not within M of a short edge. See the map diagram for this scenario for more details. Units are deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

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Special Rules: For this scenario you will need four victory objective pieces. These should be flags, pennons, or war banners appropriate for the factions being fielded. Otherwise, any flag, pennon, or war banner fitting to the age of the Vikings should work just fine. Victory Conditions: When you start your turn and before you roll your saga dice, check to see if any of your units are on top of or next to (within ½VS, measured to the center point) a victory objective that the enemy is trying to protect. If so, that unit can take the victory objective. It does not matter if enemy units are near. The victory objective stays with that unit until the unit is wiped out or is defeated in melee. If the unit gets wiped out (melee, shooting, or other), the victory objective is dropped in the center were the unit was wiped out. If the unit gets defeated in melee, the victory objective is dropped in the center where the two units had made contact in melee. Players cannot use their units to pick up the victory objectives that they are trying to protect, or move them in any way. A victory objective must remain were the enemy drops it. Also, a unit carrying a victory objective cannot transfer it to another friendly unit. They alone must carry the burden until wiped out or defeated in melee. Once one of your units carrying a victory objective exists off your long edge of the playing area, the game ends and you win. Any other result is a draw. Optional Victory Conditions: If both players are in agreement, the game ends only after a player can leave the playing area with both enemy victory objectives. Caution, this can make for a much longer game.

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Six Random Factions:

Player - A Player - B 1 Vikings 1 Vikings

2 2 3 3 4 4 5 5 6 6

Player - A Player - B 1 Vikings 1 Vikings

2 2 3 3 4 4 5 5 6 6

Four Random Factions:

Player - A Player - B 1-3 list A 4-6 list B 1-3 list A 4-6 list B 1-3 1) 3) 1-3 1) 3) 4-6 2) 4) 4-6 2) 4)

Player - A Player - B 1-3 list A 4-6 list B 1-3 list A 4-6 list B 1-3 1) 3) 1-3 1) 3) 4-6 2) 4) 4-6 2) 4)

Three Random Factions:

Player - A Player - B Player - A Player - B 1-2 1) 1) 1-2 1) 1) 3-4 2) 2) 3-4 2) 2) 5-6 3) 3) 5-6 3) 3)

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Crescent and the Cross with RSB One of the questions you might ask is, “Can we use RSB for Crescent and the Cross?” Well, since SAGA: Crescent and the Cross and SAGA: Dark Age Skirmishes basically use the same game mechanics, I would like to say, “Yes you can”. However, RSB was originally setup and tested for SAGA: Dark Age Skirmishes, and as a result, the scenarios have been given a Dark Ages feel to them (more or less). That being said, even though RSB has not been tested using the six factions found within the wonderful pages of the Crescent and the Cross rule book, it does not mean that players are discouraged from trying it. In fact, I even encourage this, but I think some of the scenarios might need to be given more of a “Crusades” feel. Certainly the terrain will have to be different. Just follow the same steps, but for step two of the procedure, use the following:

Player - A Player - B 1-2 Crusaders 1-2 Saracens

3-4 Milites Christi 3-4 Mutatawwia 5-6 Spanish 5-6 Moors

The Bonus Scenarios On the following pages you will find several bonus scenarios. These bonus scenarios are not part of the RSB system and are played as separate scenarios. Simply put, they are extra scenarios that the players might find interesting and enjoyable. They are meant to give the players many more hours of entertainment on top of what RSB has to offer. One of the scenarios, “Three for All”, is a three-player scenario and requires three participants to play.

As for which factions the players will use for these bonus scenarios, well, I’ll leave that up to the players to decide. As for which bonus scenario the players should play, again I’ll leave that up the players to decide.

Could the players add some mystery, anticipation, excitement, and Fog of War to the bonus scenarios? Certainly they can, and with ease. One thought is that once the players have decided (random or by choice) which factions they will be using for their game, they follow steps four and five on page 1 of this document, but use the following table when determining which scenario to play.

Roll one D8 (eight-sided die) Scenario 1 Ambushed in Camp 2 The Warlords 3 The Challenge 4 Sacred Forest 5 Burn it Down 6 Into the Slaughter 7 The Bridge 8 War Trophy (RSB#9)*

* or the players can roll again.

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Ambushed in Camp - Bonus Scenario #1 Layout: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2. No scenery may be deployed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect.

After the terrain is setup, but before starting the scenario, both players secretly bid how many turns it will take them to eliminate all defending units – not including the Warlord. Their bids should be reasonable and not exceed 12 turns if possible. Their bids are secretly written down and revealed at the same time. The player with the lowest bid becomes the attacker while the other player becomes the defender. In case of a tie, the attacker is chosen randomly.

Length of the Game: The game lasts for a predetermined number of turns chosen by the attacker. See “Layout” above.

Deployment: The defender must deploy all of their units first. The defender can deploy units anywhere in the middle of the playing area, but not within M from any long edge or within L of any short edge (see the diagram below for more details about the defenders deployment area). Also, the defender must deploy all of his units within his deployment area at the start of the game and may never keep any units off-table (i.e. Strathclyde) or bring new units into play by any means. Once all the defending units are deployed, place two fatigue markers on each defending unit (This represents their state of unpreparedness rather than actual fatigue).

Each of the attacker’s units receives one free move for deployment. See the special rules for more details.

The attacker moves first in this scenario, and you never use the optional rule on page 26 of The Raven’s Shadow supplement for this scenario.

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Special Rules: Each of the attacker’s units receives a free activation to enter the play area during setup. These free pre-game activations may never be cancelled in any way. All of the attacker’s units must enter during this setup procedure. Any units the attacker chooses not move into the play area are permanently removed from the game.

The attacker’s mounted units (if any) must enter the play area by one of the short edges, and will measure their movement from any point along that edge. The attacker’s foot units may enter the play area via any table edge (short or long) and will measure their movement from any point along that edge. When entering the playing area, the attacker’s units cannot move within VS of an enemy model.

At the very start of the attacker’s turn, and before determining how many Saga dice will be rolled, the attacker may bring back into play one unit. The attacker can only do this once per turn. The unit that is brought back into play is created using casualties from the attacker’s warband, and must be made up of between four to twelve figures of all the same type and equipment – figures removed as casualties must keep their original equipment options (double handed Dane axes, bows or slings, crossbows, javelins, etc.). Only hearthguards, warriors, and levies may be brought back into play. Warlords, Swords for Hire, any special unit (e.g. Curadidh), or any sort of mercenaries may not be brought back. Also, units that are limited in that faction’s rules (e.g. Norman Crossbowmen) may not be brought back. Any unit that is brought back becomes immediately available as a unit for the attacker’s warband and generates Saga dice as normal.

Units brought back into play from casualties enter the playing area under the same constraints as outlined for the attacker entering the play area above. They enter when activated, and any units the attacker chooses not move into the play area are permanently removed from the game.

Victory Conditions: The victory conditions are simple. If by the end of the game there is at least one defending levy, warrior, or hearthguard unit (even if it has only one figure remaining), the defender wins. The defender’s Warlord does not count towards victory conditions. If at any point during the game there are no defending units (except for the defender’s Warlord) in the playing area, the attacker wins. Remember, the number of turns a game will last was predetermined by the players.

Optional Victory Conditions: If during any turn the attacking Warlord is eliminated but the defending Warlord is still in play, the game stops and ends in a draw. If both Warlords are killed simultaneously, which can happen in a melee, the game continues as normal, but without the Warlords.

Competitive Play: Both players take turns playing the attacker using the same terrain setup. There is no turn limit. Play continues until the attacker wipes out the defender, at which point the game ends. The player that can wipe out the defender in least number of turns is the winner.

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The Warlords - Bonus Scenario #2 Layout Option #1: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2. No scenery may be placed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Layout Option #2: Use the Optional Random Terrain Placement described in this document on page 2. Also, ignore the restriction of “No scenery may be placed within M of any other scenery item” since this might be difficult to accomplish at times when placing L sized scenery items in adjacent squares.

After all the scenery is set up, the players place two victory objective markers about L apart from one another halfway between both long edges as shown on the map diagram for this scenario.

Length of the Game: The game lasts for five (5) turns. At the end of game turn five, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 he is the first player, and on a 4-6 his opponent is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within L of their long edge, but not within M of a short edge. See map diagram below for more details.

The first player deploys his Warlord within his deployment zone. His opponent then deploys his Warlord and his Levy units within his deployment zone. Next, the first player deploys all his Levy and Warrior units within his deployment zone. His opponent then places all his Warrior and Heathguard units within his deployment zone. Finally, the first player places his Heathguard units within his deployment zone.

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Special Rules: For this scenario you will need two location markers. These can be of any size and can be anything that the players want them to be. The only guideline is that it must have a very clear defined center point to measure from, and it cannot be overly decorated so that players cannot place figures on or near the location marker. Something simple like a stone alter, a sacred stone, a fluffy little rabbit, a wooden barrel, a rock, a wooden chest, or anything else similar should work just fine. Victory Conditions:

If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed simultaneously, which can happen in a melee, the game ends with a draw.

Starting on game turn three and continuing until the end of the game, check to see if your Warlord is within M of either victory objective. This is done before you roll your saga dice. If your Warlord is not within M of either victory objective, the game ends and you lose the scenario.

If by the end of the game both Warlords survive and remained within M of either victory objective, then a player is awarded a number of victory points for eliminating enemy figures. Hearthguard figures are worth 1/4, warrior figures are worth 1/8, and levy figures are worth 1/12 of a victory point. For example, eliminating eleven enemy warrior figures will award a player 11/8 of a victory point, or +1 and +3/8. The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Note: Because checking to see if a Warlord is within M of a location marker is done at the very beginning of a player’s turn, a player can win this scenario on or after turn three if they can force the enemy Warlord to make a disengaging move farther away than M from the location markers, or prevent the enemy Warlord from getting within M of either location marker.

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Three for All - Bonus Scenario #3 (Requires three players) Layout: Before players setup this scenario, they will need to decide if they will use a 6 point or a 4 point warband. The players will also need a play area of approximately 3.5xL by 3.5xL or larger. As best as the players can manage, they start by place a victory objective in roughly the center of the play area, and then mark out three deployment zones at 60 degree angles (0°, 60°, 120°) that is L from the victory objective in the center. Feel free to use the accompanying scenario map as a guide to help setup the playing area. After the play area is ready, players randomly determine (roll a die or draw straws) which deployment zones will be theirs. After that is done, each player will be allowed select 0, 1, or 2 scenery items as described in this document on page 2 with the exception that “Building” and “Large Building” cannot be a choice of scenery items, and the maximum size of all scenery items selected will be M. Also, ignore the maximum number of scenery items listed on the chart. For example, if all three players pick two M sized woods each, then there will be six M sized woods in the play area (not a max of three). After randomly determining which player will pick first, second, and third, the players alternate picking one (or none) terrain item and then placing it within the play area. A player’s scenery item must be placed within L of their deployment zone, and no scenery item may be placed within S of any other scenery item. Also, no scenery item may be placed within M of the victory objective. After the scenery is set up, the players randomly determining which player will be first to move, second to move, and third to move.

Length of the Game: The game lasts for six (6) turns for a 6-point warband and five (5) turns for a 4-point warband. At the end of game turn six (or five), roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

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Deployment: The first player to move deploys all his forces first within his deployment zone. The second player to move then deploys all of his forces, and finally the third player to move deploys all his forces within his deployment zone. Use the optional rule on page 26 of The Raven’s Shadow supplement for the players that are to move second and third.

Special Rules: For this scenario you will need a victory objective. This can be of any size and can be anything that the players want it to be. The only guideline is that it must have a very clear defined center point to measure from, and cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a sword in a stone, a wooden barrel of ale, a bag of gold, a damsel in distress, a treasure chest, important ancient scrolls, etc. should work just fine.

Victory Conditions: Controlling the victory objective is one of the keys to winning this scenario.

When you start your turn and before you roll your saga dice, check to see if any of your units are within VS (measured to the center point) of the victory objective. If so, you get +1 victory point. It does not matter if other enemy units are near the victory objective just that one of your units is within VS of the victory objective.

During the game, players will need to keep track of which enemy figures they eliminate. At the end of the game, a player is awarded a number of victory points for eliminating enemy figures. Hearthguard figures are worth 1/4, warrior figures are worth 1/8, and levy figures are worth 1/12 of a victory point. For example, eliminating eleven enemy warrior figures will award a player 11/8 of a victory point, or +1 and +3/8. For this scenario, Warlords are worth zero victory points, but see Optional Special Rule below.

The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Optional Special Rule: If your Warlord is killed, the game ends for you. However, the player that eliminated your Warlord now takes control of your warband (minus the Warlord of course) during your next turn. In short, the player will play with two separate warbands, but one will not have a Warlord.

Optional Victory Condition: To stress the importance of the victory objective, make it worth +2 victory points instead of +1.

If any of your units are within VS of the victory objective, then you get +2 victory points. Again, it does not matter if other enemy units are near the victory objective just that one of your units is within VS of the victory objective.

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The Challenge - Bonus Scenario #4 Layout: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2, except that no scenery may be deployed within M of the playing area’s center. Also, no scenery may be deployed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect. (From errata, The Raven’s Shadow supplement, page 27).

Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends.

Deployment: One of the players rolls a D6. On a 1-3 he deploys his Warlord in the center of the playing area, and on a 4-6 his opponent deploys his Warlord is in the center. The other player then deploys his warlord anywhere within S of the opposing Warlord, but not closer than VS. Once the Warlords are deployed, one of the players rolls a D6. On a 1-3 he is the first player, and on a 4-6, his opponent is the first player. The first player is the player that moves first, but the second player gets to select which long edge to start on with his opponent starting on the opposite long edge. Use the optional rule on page 26 of The Raven’s Shadow supplement. Starting with the first player, players alternate deploying their units, one at a time, until all units are deployed. All of a player’s units must be deployed within M of their long edge and not within M of any short edge. See map diagram below.

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Special Rules: In this scenario, Warlords are not killed if they take two hits by shooting or in melee. Each Warlord starts with twelve (12) wounds in this scenario. Each non-cancelled hit sustained by the Warlord reduces his wounds by one. When a Warlord is reduced to zero (0) wounds, he is killed. All other Warlords rules (pages 37 and 38) still apply including Resilience and Warlord’s Pride. Victory Conditions:

If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed simultaneously, which can happen in a melee, the game ends with a draw.

If at the end of the game no Warlord has been killed, the player controlling the Warlord with the most wounds wins the scenario. If both Warlords have the same number of wounds, the game ends in a draw.

Warlord’s Pride If when you activate your Warlord for a movement and is able to engage the enemy Warlord in melee with that movement, he must do so. You have no choice on that matter. (p.38)

Optional Number of Wounds: Each Warlord starts with eight (8) wounds instead of twelve (12) wounds. Each non-cancelled hit sustained by the Warlord reduces his wounds by one. Optional Victory Conditions:

If at the end of the game no Warlord has been killed, the player with the most victory points wins the scenario. A player is awarded one victory point for each wound his Warlord has. A player also receives victory points for enemy figures that his Warlord (and only his Warlord) eliminates. Hearthguard figures are worth 1/4, warrior figures are worth 1/8, and levy figures are worth 1/12 of a victory point. For example, if a Warlord eliminated eleven enemy warrior figures, the player receives 11/8 of a victory point, or +1 and +3/8. The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

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Sacred Forest - Bonus Scenario #5 Layout: The game is played on a 4xL by 3xL playing area. Players place a 2xL by 1xL sized wood (the sacred forest) in the middle of the playing area as shown on the map diagram for this scenario. After the sacred forest is set up in the center, each player may place one additional scenery item from the RSB Terrain Table of their choice anywhere in the play area as long as the scenery item is not placed within M of any other scenery item. If it matters, roll a D6 to see which player places their scenery item first. Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends. Deployment: One of the players rolls a D6. On a 1-3 he is the first player, and on a 4-6 his opponent is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram below for more details.

The first player deploys his Warlord within his deployment zone. His opponent then deploys his Warlord and his Levy units within his deployment zone. Next, the first player deploys all his Levy and Warrior units within his deployment zone. His opponent then places all his Warrior and Heathguard units within his deployment zone. Finally, the first player places his Heathguard units within his deployment zone.

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Special Rules: For this scenario you will need some specific terrain pieces. As an alternative, players can use a piece of string or yarn to mark out the area of the terrain and decorate with trees and brush. It is recommended not use permanently fixed trees and brush so that players can move or adjust the trees and brush to make space for their figures.

Victory Conditions: When you start your turn and before you roll your saga dice, check to see how many units you

have in the sacred forest. If at least half of a unit’s figures are in the sacred forest, it counts as being inside. If you have more units (including your Warlord) in the sacred forest than your opponent, you gain one victory point.

At the end of the game, you get +1 victory point for each enemy Heathguard, Warrior, and Levy unit that was wiped out during the game. Remember, building and organizing your warband is done before a scenario is selected.

You get +2 victory points for killing your opponents Warlord, and if the enemy Warlord was a hero of the Viking age, then it is worth +3 victory points.

If your units are the only units in the sacred forest when you start your turn, the game ends and you win the scenario. Otherwise, the player with the most victory points at the end of the game wins. In case of a tie, the player with the most figures (not units) inside the sacred forest wins the scenario. Any other result is a draw.

Optional Setup:

Roll one D6 to determine the terrain type for this scenario. The terrain will be a 2xL by 1xL sized item in the middle of the playing area as shown on the map diagram for this scenario.

1 Sacred Forest: Woods remain the center piece. High area terrain, soft cover, uneven ground

2 Sacred Fields: Replace the center woods with fields/crops. Low area terrain, soft cover, uneven ground.

3 Sacred Garden: Replace the center woods with a garden. High area terrain, soft cover, uneven ground.

4 Sacred Stones: Replace the center woods with rocky ground. Low area terrain, hard cover, uneven ground.

5 Sacred Marsh: Replace the center woods with marsh. Low area terrain, no cover, uneven ground.

6 Sacred Ground: Replace the center woods with a hill. High area terrain, no cover, open.

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Burn it Down - Bonus Scenario #6 Layout: One of the players rolls a D6. On a 1-3 he is the attacking player, and on a 4-6 his opponent is the attacking player. The game is played on a 4xL by 3xL playing area. Players place seven (7) Dark Ages style huts in one of the twelve locations marked on the map for this scenario (five locations will be empty). Starting with the defending player, the players alternate placing one hut at a time. See the special rules below for details about the huts. After the seven huts are placed, each player may place one additional scenery item from the RSB Terrain Table of their choice that is not a building or large building anywhere in the play area as long as the scenery item is not placed within S of any other scenery item or any of the huts. The defending player places their scenery item first. Length of the Game: The game lasts for six (6) turns. At the end of game turn six, roll a D6. If a 5 or 6 is rolled, the game ends. If not, play another game turn. At the end of that game turn, roll a D6, but add one to the die roll so that if a 4, 5 or 6 is rolled the game ends. If not, continue to play one more game turn and adding one to the die roll until the game ends. Deployment: The deployment zone for the defender is within M of their long edge, but not within M of a short edge. The deployment zone for the attacker is within L of their long edge, but not within M of a short edge (see map diagram).

After the scenery is setup, the defender deploys all his units within his deployment zone. When the defender is finished deploying, the attacker deploys all his units within his deployment zone. The defender moves first in this scenario and the attacker cannot use the optional rule on page 26 of The Raven’s Shadow supplement.

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Special Rules: For this scenario players will need seven Dark Ages huts/houses. The huts or houses should be square shaped, and approximately S in size. As an alternative, players can use square pieces of brown felt or craft paper to represent the huts. Huts block line of sight, and units from both sides cannot enter the huts since they are too busy taking care of business than to make themselves at home - the attacker is trying to set fires while the defender is trying to prevent this from happening, and both would not be able to do this properly from inside a small hut. The attacking units (including the Warlord) are all carrying torches with no added hindrance. When the attacker starts his turn, and before he rolls his saga dice, players check to see if any of his units are in contact with huts (only one unit per hut). If they are, and there are no enemy units within S of the attacking unit, the attacker may set the hut on fire. Players then mark the hut with fire and smoke to show that is has been set on fire. Victory Conditions:

When the game ends, the attacker receives one victory point for each hut that was set on fire while the defender receives one victory point for each hut that was not set on fire.

A player receives one victory point if they eliminate the enemy Warlord.

At the end of the game, you get +1 victory point for each enemy Heathguard, Warrior, and Levy unit that was wiped out during the game.

The player with the most victory points at the end of the game wins. In case of a tie, it is a draw.

Competitive Play: The victory conditions are a bit different during competitive play. Both players take turns playing the attacking forces (this scenario is played twice). Play continues as normal but only the attacker receives victory points. When the game ends, the attacker receives one victory point for each hut that was set on fire. No other victory points are awarded. The player with the most victory points at the end of both games wins. In case of a tie, it is a draw.

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Into the Slaughter - Bonus Scenario #7 Layout Option #1: The game is played on a 4xL by 3xL playing area. The scenery is arranged according to the procedure as described in this document on page 2. No scenery may be deployed within M of any other scenery item, and you may re-roll once any die that indicates a location where the scenery cannot be deployed due to other sceneries already placed. Any scenery item that cannot be placed in the play area is discarded without effect. Layout Option #2: Use the Optional Random Terrain Placement described in this document on page 2. Also, ignore the restriction of “No scenery may be placed within M of any other scenery item” since this might be difficult to accomplish at times when placing L sized scenery items in adjacent squares. If the players do not have a twelve-sided die, they can simply use two six-sided dice of different colors, or roll one six-sided die two different times. One die is the standard one to six, and the other die is High/Low. For the High/Low die, 1, 2, 3 is Low (+0), and 4, 5, 6 is High (+6). For example, if you roll a “2” on the standard die, and a “5” on the High/Low die, your number is “8” (2, +6). After the scenery is set up, the players place three location markers exactly as shown on the map diagram for this scenario: one exactly in the center of the playing area, and one each at M distance from the center marker towards each long edge. Length of the Game: There is no time limit. The game lasts until one of the players has won the scenario. See the victory conditions for full details. Deployment: One of the players rolls a D6. On a 1-3 he is the first player, and on a 4-6 his opponent is the first player. Use the optional rule on page 26 of The Raven’s Shadow supplement.

The deployment zone for both players is the area within M of their long edge, but not within M of a short edge. See the map diagram for this scenario.

The first player deploys his Warlord within his deployment zone then his opponent deploys his Warlord within his deployment zone. Next, units are deployed one at a time on the gaming table. Starting with the first player, both players alternate picking a unit (Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

Use the optional rule on page 26 of The Raven’s Shadow supplement.

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Special Rules: For this scenario you will need some three location markers. These can be of any size and can be anything that the players want them to be. The only guideline is that they must have a very clear defined center point to measure from, and they cannot be overly decorated so that players cannot place figures on or near the marker. Something simple like a fluffy little rabbit, a wooden barrel, a rock, a wooden chest, or anything else similar should work just fine. Victory Conditions:

If your Warlord is killed, the game ends and you lose the scenario. If both Warlords are killed simultaneously, which can happen in a melee, the game ends with a draw.

At the end of your turn you must check to see if your Warlord is within M of any one of the three location markers. If your Warlord is not within M of a location marker by the time you finish your turn, the game ends and your opponent is the winner. Optional Victory Condition:

At the end of your turn you must check to see if your Warlord is within S (instead of M) of any one of the three location markers. If your Warlord is not within S of a location marker by the time you finish your turn, the game ends and your opponent is the winner.

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The Bridge - Bonus Scenario #8 Layout: The game is played on a 4xL by 3xL playing area. In the middle of the play area, running from short edge to the opposite short edge, is a river. The river should be approximately S in width and placed as shown on the map (see below). After the river is situated, place a bridge in the middle of the river. Then place one ford to the left and one ford to the right at a distance of L from the bridge. Players can use any bridge or ford terrain pieces they have available (or even felt patches), but the intent is that the bridge and each ford is only wide enough so that only four foot models or three mounted models can fit widthwise. The River is impassable except at the bridge or fords (see special rules). The rest of the scenery is arranged according to the procedure as described in this document on page 2, but no scenery item may be placed within VS of the river or fords, and not within M of the bridge. Scenery items that cannot be placed in the play area are discarded.

After all the terrain is setup, but before starting the scenario, both players secretly bid on how many turns it will take them to capture the victory objective. Their bids should be reasonable and not exceed 12 turns if possible. Their bids are secretly written down and revealed at the same time. The player with the lowest bid becomes the attacker while the other player becomes the defender. In case of a tie, the attacker is chosen randomly. The attacker gets to select which long edge to deploy from. Once the attacker has chosen, place the victory objective on the defending side behind the bridge at a distance L from the defender’s edge. See map diagram for setup details.

Length of the Game: The game lasts for a predetermined number of turns chosen by the attacker. See “Layout” above.

Deployment: The deployment zone for the attacker is the area within M of his long edge, but not within M of a short edge. The deployment zone for the defender is the area within L of his long edge, but not within M of a short edge. See the map diagram for details.

Units are deployed one at a time on the gaming table. Starting with the attacker, both players alternate picking a unit (Warlord, Hearthguard, Warrior, Levy) from their warband and deploying it within their deployment zone. If one player runs out of units to deploy, the other player just finishes by deploying their remaining units.

The attacker moves first. Also use the optional rule on page 26 of The Raven’s Shadow supplement.

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Special Rules: For this scenario players will need one victory objective marker. This can be of any size and can be anything that the players want it to be. The only guideline is that it must have a very clear defined center point to measure from, and it cannot be overly decorated so that players cannot place figures on or near the victory objective. Something simple like a flag or banner, a sword in a stone, a fluffy little rabbit, a bag of gold, a golden idol, a treasure chest, etc. should work just fine.

At the very start of the attacker’s turn, and before determining how many Saga dice will be rolled, the attacker may bring back into play one unit. The attacker can only do this once per turn. The unit that is brought back into play is created using casualties from the attacker’s warband, and must be made up of between four to twelve figures of all the same type and equipment – figures removed as casualties must keep their original equipment options (double handed Dane axes, bows or slings, crossbows, javelins, etc.). Only hearthguards, warriors, and levies may be brought back into play. Warlords, Swords for Hire, any special unit (e.g. Curadidh), or any sort of mercenaries may not be brought back. Also, units that are limited in that faction’s rules (e.g. Norman Crossbowmen) may not be brought back. Any unit that is brought back becomes immediately available as a unit for the attacker’s warband and starts anywhere within the attacker’s deployment zone, and generates Saga dice as normal.

The bridge counts as open terrain (no cover) while the fords count as uneven terrain (no cover). The bridge and fords are only wide enough so that only four foot models or three mounted models can fit widthwise. When a unit enters (not exiting) or remains in a ford, the controlling player must roll one D6 for every two figures in the unit (round up as normal) to see if any are swept away by the flowing river. If a player rolls less than the unit’s armor, a figure is removed from that unit. A unit must make this check before a melee. For example, a unit of five warriors with an armor of 4 would roll three dice. On each roll of 3 or less one figure will be removed.

Victory Conditions: The victory conditions are simple. At the start of the attacker’s turn, but before he rolls his Saga dice, players check to see if the attacker controls the victory objective. The attacker controls the victory objective if he has at least one unit within S of it and there are no defending units within S of victory objective. Once the attacker controls the victory objective, the game is over.

Competitive Play: Both players take turns playing the attacker (this scenario is played twice) keeping the same terrain setup. Remember, the attacker gets to select which long edge to deploy from. There is no turn limit. Play continues until the attacker can control the victory objective, at which point the game ends. The player that can control the victory objective in the fewest number of turns is the winner.

Optional Victory Condition: To make for a shorter game as well as making it a bit easier for the attacker, change it so that the attacker can control the victory objective if he has at least one unit within VS (not S) of it while no defending units are within VS (not S).


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