By Tom Sparhawk
Introduction Basic Viking was developed as a very simple set of rules that allows for an easy game that has the flavor of the Viking period. A bunch of peasants defending their meager possessions against a group of Viking raiders. Real basic stuff. The rules can also be modified endlessly with "house rules" of various types - adding in some elements of Howard Whitehouse's "Pigs and Glory" (MWAN 200 if I recall correctly) game would be interesting - or perhaps some elements of "Viking Run" would liven it up a bit. You could build in relationships within the village or amongst the band - or there could be more than one band raiding at the same time - everybody against everybody. I enjoyed bringing out the "Revolting Peasants" as villagers - just something about a woman with a broom beating the snot out of a Viking that's fun. The concept came from a game I played at Historicon 2002 run by a very nice guy whose name I have forgotten. Basics There are two categories of figures - Vikings and Peasants. Each player controls one group. There should be about three peasants for every Viking. There are two phases in the game - movement, which is sequential, and combat, which is simultaneous. Movement Basic movement for each group is 3d6. Roll once for each group and each member of the group may move the rolled distance or less. All groups roll for movement simultaneously at the beginning of the turn. The group with lowest movement roll moves first, followed sequentially by the next higher roll and so on. The die roll is modified when moving by:
If a figure that has not moved is contacted by another figure may still move without engaging in combat. Combat Who can fight
Each figure gets to roll one die in combat, the die to be rolled varying by the figure:
Die roll is modified by:
High die in roll off kills opponent.
Bow fire Any figure cast with or designated as having a bow may use bow fire. A figure that has moved or is carrying loot may not fire a bow. A "1" is needed to hit. Measure range and roll appropriate die:
Loot Loot needs to be placed around the table fit the beginning of the game. Livestock in pens or running around a village. Perhaps various treasures that would be found in a peasant village could be placed - a bag of pennies, a silver bowl, a golden cross in the church... Vikings need to get loot back to their boat to win. It takes one turn to pick up loot. To catch an animal takes a turn and a "combat" roll where the animal gets a d6. If the Viking wins the combat the animal is captured and may be carried or led back to the boat. Use common sense in figuring whether it takes one or two hands to carry/lead stuff. A silver platter can be carried in one hand, but a chest of 1000 gold pieces will probably take two... Animal movement Animals will move 3d6 in a random direction if...
Once they move they'll pretty much stay in place until something causes them to move. Replacing Leaders Should a leader be killed randomly roll for the remaining figures in the leader's group. Selected figure becomes the leader. Their combat die is doubles (if a child becomes the leader, that child rolls a d8 in all future combat). Victory Vikings are looters. If they get enough loot back to their ship/base they win. How much is enough is a tough question. If every Viking gets loot back to the ship it's a great victory. If more than half of the original number get loot back, a victory. Anything else is a loss. Peasant victory conditions are the opposite. Back to MWAN # 123 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |