NORTHERN WARS






INTRODUCTION
Game of Conquest.
Card game for 2+ players.  
Depicts Conflicts in Northern Europe circa 13th-15th Centuries AD. 
 
VICTORY
Be the first player to accumulate 10 Territory Tokens (TT). 
Any player reduced to zero or less TT is totally defeated and must 
Start over as a different Major Power. 

MAJOR POWERS
Power:				Faith	Special Ability:
Novgorod Republic		SO	Gets +1 to Recruit Rolls
Muscovy        			SO	Draw an extra Battle card when Defending
Teutonic Knights       		GM	Mounted Knights Units get +2
Golden Horde			TP	Horse Archer Units get +2
Kingdom of Poland		SC	Total Force +2 in all Battles
Grand Duchy of Lithuania       	BP	Heavy Infantry Units get +1
Livonian Order			BM	Total Force +4 when Attacking
Old Prussia			BP	Hand Size +1
Estonians			BP	Total Force +4 when Defending
Sweden				KC	Draw an extra Battle card when Attacking
Denmark        			KC	Draw an extra card in Event Phase
Finland				KP	Opponent must discard 1 card to Atk Finland
C = Catholic
O = Greek Orthodox
P = Pagan
T = Tatar (Mongol) 
B = Baltic
S = Slavic
K = Scandinavian
G = Germanic 
M = Catholic Military Order

CARDS AND COUNTERS
There is one set of common unit counters
There are 2 common decks: Event Deck & Battle Deck.
Players will have both Event & Battle Hands. 

UNIT COUNTER LIST
Unit:			#	Force	Notes:
Heavy Infantry		40	3	-
Mounted Knights		20	4	-
Horse Archers		20	5	-
Great Leader		10	7	+1 to Crusade Rolls

CARD LIST NOTATION
A = Attack
M = Morale
S = Strategy
T = Terrain
U = Unit Bonus

BATTLE DECK
Card Name:		#	Force	Type	Notes:
Counter Attack		2	6	A	-
Flank Attack		2	7	A	-
Rear Attack		2	8	A	-
Surprise Attack		2	9	A	-
Religious Fervor       	2	7	M	-
Defend Homeland        	2	8 	M	Defender Only
Rally Troops		2	6	M	-
Reserve Forces		2	7	S	-
Break Line		2	6	S	-
Heavy Casualties       	2	3	S	Both Sides lose an extra 1D6 Units
Treachery		1	8	S	-
Scouts			2	2	S	Negate target Battle Card
Harassed       		2	-	U	Horse Archer Units get +3	
Cavalry Charge		2	-	U	Knight Units get +3
Hand to Hand		2	-	U	Infantry Units get +1
Direct Orders		2	-	U	Leader Unit gets +5
Frozen Lake		2	4	T	-
Fortifications		4	6	T	Defender Only
River Crossing		2	5	T	-

EVENT DECK CARD LIST
Card Name:		Notes:
Invasion       		Attack same opponent again this turn
Mercenaries		Gain 1D6 Temporary Units (Discard at end of turn)
Revolts			Opponent loses 1D6 Random Units*
Harsh Winter		Opponent cannot attack this turn*
Conversion		Steal 1D6 Random Units from opponent
Treaty			Opponent cannot attack you this turn*
Intrigue       		Multiplayer only: Force Player A to attack player Z
Alliance       		Force Player to Ally with you 1D6 of his Units*
Consolidation		Draw 2 Event cards
Preparations		Draw 2 Battle cards
Build Up Forces		Gain 1D6 Units
Politics       		Negate target Event card*
Hatreds			All players fill their Event hand to 3 cards
Spies			Look at opponent’s Event & Battle Hands*
Expansion		Steal one TT from target opponent
Religion       		Steal one random Event card from Opponent
Pursuit			Loser of Battle loses an additional 1D6 Units*
* = You may play this card on an opponents' turn. 

SETUP
Each player picks the role of one of the 12 Major Powers. 
Each player starts with 4 Battle & 4 Event cards. 
Each player starts with 10 Random Unit counters.
Each player starts with 5 Territory Tokens.
Roll high on 1D6 to see who goes first. 

TERRITORY TOKENS
Each player starts the game with 5 Territory Tokens (TT)

TURN SEQUENCE
Players take turns. 
Each turn has 5 phases: 
1. Recruit Phase
2. First Event Phase
3. Crusade Phase
4. Second Event Phase
5. End Phase

RECRUIT PHASE
Draw 1D6 Unit Counters (This is the Recruit Roll).  
Draw 1 Event Card. 
Draw 1 Battle Card.
All Draws are Random.  
If a Deck runs out, shuffle the discard and draw from it. 

FIRST EVENT PHASE
You may play 1 Event card in this Phase. 

CRUSADE PHASE
You may attack a Target opponent. 
Both Attacker & Defender draw 1 Battle card.
If you have at least 1 Great Leader committed you may 
Draw 1 extra  Battle card. 
The Attacker must commit at least 1 Unit. 
The Defender may commit as many units as he likes.   
Other players may ally on either side by committing units.
Both players may play Battle Cards. 
Units and Battle Cards have Force values. 
The side with the Higher Force Total wins the Battle. 
Defender wins ties. 
The Winner loses 1D6 Random Units. 
The Loser loses 2D6 Random Units. 
Note: Random includes Allied Units. 
If the Attacker won and he has at least one surviving committed 
Unit, he takes one TT from the defender.
If the Attacker won, he may attack again on a 
Roll of 5 or 6 on 1D6 (The Crusade Roll)

SECOND EVENT PHASE
You may play 1 event card in this Phase. 

END PHASE
Max Hand Sizes (Event & Battle) are 4 cards. 
Discard excess cards. 





CARDS & COUNTERSETS AVAILABLE!!!!
Click Here   Thanks Guys!


LINKS
Wikkipedia






























Return to Warpspawn Mainpage