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!!!!
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LINKS
Wikkipedia