This document provides the turn-by-turn setup and events for a 16-turn game of Britannia using the Avalon Hill board game. It details the invading armies and leaders that enter each turn, along with any special rules or events. For example, on Turns 4 and 5 the Picts may designate armies as "raiders" that can attack Roman forts but must withdraw after to score points, simulating border raids during that era. The game tracks the decline of Roman control and rise of invading forces like Angles, Saxons, and Vikings over the 16 turns until the Norman conquest in 1066.
This document provides the turn-by-turn setup and events for a 16-turn game of Britannia using the Avalon Hill board game. It details the invading armies and leaders that enter each turn, along with any special rules or events. For example, on Turns 4 and 5 the Picts may designate armies as "raiders" that can attack Roman forts but must withdraw after to score points, simulating border raids during that era. The game tracks the decline of Roman control and rise of invading forces like Angles, Saxons, and Vikings over the 16 turns until the Norman conquest in 1066.
This document provides the turn-by-turn setup and events for a 16-turn game of Britannia using the Avalon Hill board game. It details the invading armies and leaders that enter each turn, along with any special rules or events. For example, on Turns 4 and 5 the Picts may designate armies as "raiders" that can attack Roman forts but must withdraw after to score points, simulating border raids during that era. The game tracks the decline of Roman control and rise of invading forces like Angles, Saxons, and Vikings over the 16 turns until the Norman conquest in 1066.
15 Romans (Major Invasion) 10 Belgae, 9 Welsh, 9 Brigantes, 6 Picts, 3 Caledonians No Invaders 1 Irish raiding (Atlantic) Romans record victory Points Roman minimum 10 2 Irish (Atlantic) 1 Scot (Irish) 2 Jutes raiding + 3 Saxons raiding (English Channel) 3 Angles raiding (Frisian) Pict raiders. (see comments) All except Romans count victory points Boats: Picts, Caledonians, Irish, Scots, Jutes, Saxons, Angles Roman minimum 10 1 Irish raiding (Atlantic) Brigantine leader 1 Scot raiding (Irish) 2 Jutes raiding + 3 raiding Saxons (English Channel) 3 Angles raiding (Frisian) Pict raiders. (see comments) Romans count Limes Boats: Picts, Caledonians, Irish, Scots, Jutes, Saxons, Angles Romano-British appear as Romans leave. Remove Roman forts 1 Irish (Atlantic) 2 Scots (Irish) 1 Jute (English Channel) 8 Saxons led by Hengist (Frisian) 3 Angles (North) Major Invasion: Saxons Boats: Picts, Caledonians, Irish, Scots, Jutes, Saxons, Angles 2 Romano-British cavalry armies led by Arthur Brigante leader 1 Irish (Atlantic) 3 Scots led by Fergus (Irish) 4 Saxons (Frisian) 8 Angles (North) All count Victory Points Major Invasion: Angles, Scots Boats: Scots, Jutes, Saxons, Angles 1 Scot (Irish) 1 Angle (North) 1 Irish (Atlantic) Romano-British cavalry armies become normal armies Boats: Jutes, Saxons, Angles Bretwalda may be elected 1 Irish (Atlantic) Oswlu Angle leader if Angles hold Bernicia at start of Angle turn Boats: Saxons, Angles Bretwalda may be elected Offa Angle leader if Angles hold N.Mercia at start of Angle turn All count Victory Points Boats: Saxons, Angles Bretwalda may be elected 6 Norseman (Icelandic) 4 Danes raiding (North) must raid
4 Danes raiding (Frisian) must raid
Egbert Saxon leader Major Invasion: Norseman Boats: Norseman, Danes Turn 12 King possible 860-935 2 Norseman raiding (Irish) 2 Norseman raiding (Atlantic) 2 Dubliners raiding (Irish) 6 Danes (North) led by Brothers (Sons of Ragnar) Alfred Saxon leader Danish count victory points at end of own turn Major Invasion: Danes Boats: Danes, Norseman, Dubliners Turn 13 King possible 935-985 5 Dubliners (Irish) 2 Danes (North) Edgar Saxon leader All count victory points. Major Invasion: Dubliners Boats: Danes, Norseman, Dubliners Turn 14 King possible 985-1035 3 Dubliners (Irish) 6 Danes (Frisian) led by Sweyn/Canute At end of Danish turn Danes must remove 4 armies and Canute Boats: Norseman, Dubliners, Danes Turn 15 King possible Harold Saxon leader 1035-1070 10 Norwegians (North) led by Harald 6 Norman armies and 4 cavalry armies (English Channel) led by William Major Invasion: Norwegians, Normans Boats: Danes, Norwegians Turn 16 Harald and William reinforcements. 1070-1085 End of game point tally, and King possible Italicised armies are raiding (see rule 7.1)
Turn 4 & 5: Picts
On turns 4 ands 5 the Picts may before the movement phase of the Pict turn designate any Pict army on the board as a raider, and moves that army normally. Pict armies designated as raiders must withdraw after combat to the land area from which they started the turn, or forgo points scored for destroying roman armies and forts that turn The Pict raiders may, but are not required to, use boat movement.must use boats. Examples: On Turn 5 the Pict launches a raid from Mar, designating it two armies as raiders and using boats to sail down the coast to Bernicia. After burning the fort, the Pict boats the raiders back to Mar, scoring 3 points. The Pict may chose to leave a raider there, but must forgo the points. Of course, the Pict could have chosen not to designate any armies as raiders and scored by staying, but would have had no option to withdraw. A Pict army from Moray may raid a Roman fort in Alban and return. This rule simulates the border raids that plagued the Romans at Hadrians and the Antonine Walls in Pictland during those years.
Malcolm, David. Genealogical Memoir of The Most Noble and Ancient House of Drummond: and of The Several Branches That Have Sprung From It, From Its First Founder, Maurice, To The Present Family of