Players control Viking clans that raid settlements on the Mainland.
The player with the most loot at the end of 20 turns is the winner.
Viking Units Cost Move Attk Carry Notes
Long Ship 4 4 - 4
Dragon Ship 7 5 - 6
Scout 2 3 2 -
Vikings 2 2 4 -
Berserkers 3 2 6 -
Chieftan - 2 - - All units in stack get +1 Attack
Mainland Units Table
D6 Type Attk
1-3 Peasant Militia 1
4-5 Men at Arms 3
6 Knights 5
Use a Hex map. Units are represented by counters. The Viking
villages are located on seperate Islands north of the mainland. Draw
only the contours of the landmasses. The contents will be determined
by the Exploration Table. Be sure to include several Bays and rivers
that penetrate into the mainland. Viking Villages must be adjacent
to water for the construction of ships.
D6 Terrain Notes
1-3 Wilderness Requires 1 move point to enter
4-5 Rough Requires 2 move points to enter
Mainland Settlements Table
1D10 Type Psnts M@A Knghts Walls Loot
1-2 Farm 1 0 0 0 1D6
3-5 Village 3 1 0 0 3D6
6 Church 2 0 0 0 2D6
7-8 Town 4 4 1 1 6D6
9 Castle 2 0 3 3 6D6
10 City 0 6 2 2 10D6
1. Planning- Roll high to determine who goes first
2. Fate- Roll on Event Table
3. Movement- Boarding or unboarding costs the ship one move point and other units all of their move points
4. Exploration- Roll on the Exploration Table for every unexplored Hex adjacent to a Viking unit
5. Battle- Collect Loot if all defenders of a settlement are defeated
6. Recruit- New units appear in Home Village
7. Replenish & Rebuild- On the turns after being looted a settlement will rebuild on a roll of 1 on D6
Each side rolls dice equal to their attack total. Each roll of 1
causes 1 casualty. Walls are the first casualties. Looting is done
at the end of the battle if there are no defenders left.
1 Ship per hex. Up to 10 Vikings per hex. A stack of units is known
as a raiding party
The chieftan is the last unit in a hex to be killed. If killed, any
one nonship unit that player controls becomes the next chieftan.
Peasants are killed before Men at Arms, and Men at Arms are killed
before Knights. If both sides kill each other off, the settlement
wins. Settlements can only replenish or rebuild if no Vikings are
adjacent. If a settlement won a battle but suffered casualties,
those loses will be replenished at the end of the turn
D10 Event Notes
1 Plague Random settlement destroyed. It may rebuild later
2 Storm at Sea Random Ship you control sinks
3 Patrol Random Party you control encounters 1D6 Random Mainland units
4-5 Difficulties Random Party you control may not move or attack this turn
6-7 Godspeed Random Party you control gets to move twice this turn
8-0 No Event
Loot must be returned to the Viking village for it to count or to be
used. Use seperate counters to indicate stashes of Loot.
The Viking Villages generate 1 Loot per Turn in Recruit Pahse. Viking
Players start with a Chieftan and 4D6 Loot. Vikings may not attack each other. They may cooperate on Raids.
Optional Hostile Clans Variant
Vikings may attack each other. Each village also starts with 10
Viking Defenders who may not leave their home Island. Lone Scouts
cannot be attacked.
Return to Warpspawn Mainpage