King 'O the Danes

A Campaign Game

by Gary Comardo


This is a simple Viking age campaign game that can provide a few evenings amusement for 2 or more players. I'm a lazy fellow so this game has no map and almost no bookkeeping. Each player represents one of the smdl regional kings of Denmark in the early 10th century. The most powerful king in the land is getting old and has no surviving male heir. The players are all trying to accumulate enough wealth, powe and prestige to step into his place when the high king dies.

As every good Viking knows, the best way to accumulate wealth, power and prestige is to open up a can of Butt-Whup on the Christian kingdoms to th south, other Scandinavians, or even the other Danes. I play the game using a DBA variant, but you could use any set of rules to resolve the battles.

The game runs for at leest 10 turns. At the start of turn 11, roll 1D6. On a roll of 6 the High King dies, whichever player has the most accumulated points gets the job and the game ends. For the purpose of this calculation, each unit of men counts as a point If it doesn't end on turn 11 roll again on turn 12 and a 5+ ends it and so on. If 2 or more players are tied, they fight and the winner is High King.

At the beginning of turn each player rolls 1d6 and notes that many points accumulated. They all do the same on each subsequent turn until the accumulated number equals or exceeds 12, or until an individual decides to launch an expedition. No further die rolls are made by that king for points after his first expedition, altbough the others may choose to confinue rolling.

Each point up to 12 can be used to purchase a unit of men. If you want more than 12 units in your army, each additional will cost 2 points. In my version, a 'unit' is a DBA element, but feel free to substitute whatever works in your set of rules. If you fight and win, you recover 1D6 elements of your losses up to strength you started the battle with. If you lose, you get 1 element back.

When you choose to go on an expedition, you roll 1D6.

    1 = No battles, and you lose 1 point.
    2 = No battles, and you don't lose or gain anything
    3 = No battles, and you gain 1 point.
    4 = 1 battle. You get a point + another 1 if you win.
    5 = 1 battle. You ga a point + another 1 if you win. You have the option to fight a second battle and win an additiond point if you are victorious.
    6 = Same as 5, except you have an option to fight a third battle and win still another point if you are victorious. Hard fought campaign!

When a player leads his heathen host into battle, another player operates as the enemy commander. The person mounting the campaign can choose which kingdom he will attack. The only difference is the list defenders will draw their army from. Defending armies are 10 elements + 1D6 elements. The size of the attacking umy depends on what you brought from Denmark.

You may not purchase additional units in the middle of an expedition, although you can purchase more between expeditions, using points you won. The size of the defending army in a given turn against the same opponent is created over in the same way as viking army strength. For example, if the defender starts with 14 elements based on the starting number 10 plus a die roll of 4, is defeated and loses 5 elements in the first battle, then he gets 1 element back and starts the second battle with 10 elements. If a second player attacks that same kingdom, the defender will start from the beginning calculating his strength, but subtracting 1 element if the previous invader won a battle against him.

If you choose to attack another player, don't roll on the above table. You fight your existing army again his, but he gets an addidonal 1D6 elements of men to represent the local levy joining him to resist the invader.

The lists:

Vikings

    Up to 4 elements of Huscarls (Fast blades)
    The rest of the army is Warriors (Fast warband)

England:

    Up to 4 elements of Hearthtroop (Ordinary blades)
    The rest of the army is Fyrd (Inferior spears)

Ireland or the Baltic lands:

    Up to 1 element of Household troops (Ordinary blades)
    Up to 3 elements of warriors (Fast warband)
    Half of the rest of the army is levy (Inferior warband), the other half skirmishers (Psiloi)

Franks or Germans

    Up to 4 elements of knights (Fast knights)
    2 elements of skirmishers (Psiloi)
    The rest of the army is Heer-ban or Arrier-ban (Inferior warband)

Your victims can just 'contribute' so much. To represent this, in a given turn, any player who visits a particular land after the first player must deduct 1 point from any positive total he has accumulated in that expedition. Thus it is not as profitable to raid an area that has already been raided that turn.


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© Copyright 1998 by Terry Gore
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