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Lex Saxonum SUBDUES THE - VIII CENTURY

Lex Saxonum is a two player game that si- vements and/or combats (in order to simu- mulates the conquest of Saxony by Charle- late the difficulty for an army to cross the magne in the last quarter of the 8th centu- river) but the right bank cannot be pillaged ry. One player represents the Carolingians and has no fortifications. The Cologne units of Austrasia, Hesse, Thuringe and West are always deployed on the left bank (where . This player is called “the Caro- the town is). lingian”. The other player controls various The territory Aix-la-Chapelle (that repre- Saxon tribal federations and their Danish sents all of Charlemagne’s residences and Frisian allies. This player is called “the in Austrasia: Thionville, Attigny... Aix-la- Saxon”.. Chapelle) is linked to Cologne (city side), Koblenz (Coblence) and Büraburg. 1 - Description OF THE GAME Treva and Verden are adjacent. 1.1 - map Certain territories are grouped into larger The map approximates medieval Saxo- ensembles. (Austrasia, Hesse, , ny and the surrounding regions. It is divi- , ). These ensembles have ded into territories corresponding to the no affect on the activation of units. Saxon, Slav and Frisian tribal zones, and to the Carolingian counties. Each territo- 1.2 - time scale ry is identified by a name, a symbol, a re- Each game turn represents one year. source point value (RP) symbolised by one of more coins and a fortification. The Saxon 1.3 - Units fortresses, the Carolingian cities and stron- Each unit represents between a few hun- gholds as well as the abbeys and bishop’s dred and a thousand combattants. The palaces symbolise both a territory’s fortifi- units are identified by the name of their ori- cations and the combattants defending this ginal territory and a possible combat bo- territory. nus. The colour of the symbol on the back A friendly territory is any territory control- side of the unit indicates its owing nation. led by one’s camp at the beginning of the game or later conquered and free of ene- my units. An enemy territory is one that is controlled by the opposing camp at the be- Army ginning of the game or later conquered. The presence or absence of a unit from Bonus of Name of unit one’s camp has no impact on the territo- combat ry’s status. The Cologne territory is divided by the Original territory Rhine. It counts as two territories for mo- Back

2/ VaeVictis - n° 147 - septembre/octobre 2019 1.4 - COMMANDERS 2 - resource points Each camp has a commander counter. The Each player calculates his resource points main purpose of commanders - (RP) and indicates the number Charlemagne and - is on the RP table. to facilite the organisation and Taken into consideration : management of the military operations. Wi- – The unspent RP from the previous turn. dukind may be killed in combat, not Charle- – The RP of each player’s initially controlled magne. If Widukind is killed, he does not re- and un-pillaged territories. turn to the game. – The RP of the converted Saxon territories (for the Carolingian). 1.5 - stratagems – 1 RP per intact abbey (Carolingian only, The stratagems simulate details specific to even if the territory is pillaged). the campaigns of the Saxon wars. The let- – 1 RP if the was not destroyed ter inscribed on the counter specifies during (Saxon only, even if the territory is pillaged). which turn phase the event may be played.. – The RP of the territories pillaged on the previous turn 1. 6 - Sequence of play – 1 RP per fortress or stronghold seized on A. Calculation of resource points the previous turn. B. Determination of the initiative. – 2 RP per abbey/bishop’s palace seized on C. Purchase of stratagems. the previous turn. D. Purchase and positioning of reinforce- – 3 RP per town seized on the preceding ments. turn. E. Operations phase of both players. – The RP granted to the Carolingian fol- F. Reorganisation lowing the stratagems Campaign against the Avars or Campaign in Italy that were 1. 7 - SET-UP played by the Saxon during the previous The units are positioned in the territory with turn. the same name. All the units are turned Note : The RP granted by the events Bonnes over to their inactive (back) side. The Scara récoltes (Good harvest) or Impôt impérial units as well as the Charlemagne counter (Imperial Tax) are tallied at the end of the are placed at Aix-la-Chapelle. The Neustria phase C. unit is placed in reserve by the Carolingian. Exception : on the first turn (772), the Saxon The Irminsul counter is placed at Eresburg receives 7 RP and the Carolingian 10 RP. (see 7.3). The maximum number of available RP per The Turn marker is placed on player is limited to 25. its Carolingian side on the Year track in 772. On the Resources 3 - Initiative track, the Saxon’s Resources marker is The player with the most RP has the ini- placed on 7 and Carolingian’s on 10. tiative for the turn. In the case of a tie, the The Stratagem markers are placed in an Saxon has the initiative if Widukind is in opaque container. play, otherwise the Carolingian has the ini- The other markers are placed close to the tiative. players for their future use.

/3 4 - Stratagems is placed in . It can combat for the 4.1 - PURCHASE OF STRATAGEMS Saxon if it is activated in its original territo- Each player may draw up to three strata- ry. It becomes neutral again at the end of gems per turn: the first is free, the second the turn. costs 1 RP, and the third costs 2 RP. Pro- • Alliance frisonne (D) - Frisian alliance : ceed stratagem after stratagem in turns the Frisian units arrive in reinforcement. beginning with the player who has the ini- They are positioned in Friesland. They may tiative. The stratagems are drawn at ran- combat for the Saxon if they are activated dom. The players may only look at their in their original territory. They become neu- stratagems once they declare they have fi- tral again at the end of the turn. nished their purchases. • Aux armes ! (Angrie) (E) -To arms! (An- gria) : All the units from Angria present on 4.2 - use of stratagems the map in unconquered territories (inclu- Each stratagem marker has two sides: ding Denmark) are activated freely. a Saxon side and a Carolingian side. The • Aux armes ! (Ostphalie) (E) -To arms! player may only play the stratagem corres- (Eastphalia) : All the Eastphalia (Ostphalie) ponding to the camp he controls. Playing units present on the map in unconquered a stratagem is never mandatory (except territories (including Denmark) are activa- “Trêve” [“Truce”]). All unplayed stratagems ted freely.. are discarded at the end of the turn. • Aux armes ! (Westphalie) (E) -To arms! The resources stratagems are used imme- (Westphalia) : All the Westphalia units pre- diately (but do not provoke a new calcula- sent on the map in unconquered territories tion of the initiative) and the allocated sums (including Denmark) are activated freely. are added to the player’s RP. • Bonnes récoltes (C) -Good Harvest : the The Trêve stratagem is used immediately Saxon rolls 1D6: 1-2 he wins 1 additional after the resources stratagems. RP. 3-4, 2 RP. 5-6, 3 RP.. The reinforcements stratagems (Danish, • Campagne contre les Avars (D) -Cam- Frisian, Neustrian) are used during phase paign against the Avars : the Scara units D. (present at Aix-la-Chapelle), Neustria and The Raids and Revolts stratagems are used Charlemagne cannot be activated this turn. during phase E and count as a normal ope- A unit from Austrasia and a unit from Thu- ration. ringe are removed from the game for the The stratagem Campagne d’hiver (Winter turn, they return freely to their original zone campaign) is used in phase F after the re- during phase D on the following turn. In deployment (see 8.1). It is a special opera- phase B of the following turn, the Carolin- tion. gian rolls 1D6: 1-2 he wins 2 additional RP. The tactical stratagems are used during 3-4, 3 RP. 5-6, 4 RP. combats in phase E. • Campagne en Italie (D) -Campaign in Ita- ly : the Scara units (present at Aix-la-Cha- 4.3 - DESCRIPTION OF STRATAGEMS pelle), Neustria and Charlemagne cannot 4.3.1 - Saxons stratagems be activated this turn. One unit from Aus- • Alliance danoise (D) -Danish alliance : trasia and one from Hesse are removed the Danish unit arrives in reinforcement. It from the game for the turn; they will return

4/ VaeVictis - n° 147 - septembre/octobre 2019 freely to their original zone during phase D this case, after its application, this strata- of the following turn. In phase B of the fol- gem is definitively eliminated. lowing turn, the Carolingian rolls 1D6 : 1-2 • Révolte (E) -Revolt : a Saxon territory that he wins 2 additional RP. 3-4, 3 RP. 5-6, 4 RP. is conquered revolts (as the Saxon chooses). • Embuscade (E) -Ambush : before the first If the territory did not convert, revolt is auto- round of a combat, the player that plays matic. Otherwise, the revolt erupts on a 1D6 this stratagem launches a free attack with result of 4, 5 or 6. 1D6 (without bonus). A hit is applied before If the territory contains units of the Carolin- the normal pursuit of the combat. If both gian, the possible fortification remains un- players play this stratagem at the same der Carolingian control. The Saxon units of time, the ambush does not occur.. the territory are redeployed there and are • Raid sorabe (E) -Sorb raid : the Sorb immediately and freely activated (they may units may be activated freely to lead a raid immediately attack the units of the Carolin- against the Carolingian territories (but the gian as long as the Saxon still has enough rest of the operation costs the usual RP). If RP, retreat to a territory under Saxon successful, the pillage RP are not attribu- control, join other activated Saxon units…). ted to the Saxon. If the territory contains no Carolingian • Retraite dans les marais (E) -Retreat in- units, any fortifications of the territory re- to the swamps : during a combat, the Saxon turn to Saxon control (a stronghold or a bis- may ignore a hit. hop’s palace becomes a fortress again) and • Révolte en Thuringe (E) -Revolt in Thu- all the Saxon units of this territory are de- ringe : the Thuringe rise up. The units of ployed there but are not activated automati- this duchy must still be present in their ter- cally. The Carolingian control marker is re- ritory, but the uprising may take place at moved. the moment of their activation by the Ca- • Trêve (C) -Truce : a truce is signed between rolingian. These units cannot move during the Saxons and the Carolingians. Move on to this turn. If they are attacked, they defend the next turn. If the other player also plays a themselves normally. The Carolingian can- “Trêve” stratagem, pass another turn. This not touch the RP of the territory concer- stratagem must be played. The “Trêve” stra- ned by the revolt in phase A of the following tagems are removed from the game starting turn. with turn 782. • Révolte générale (E) : General revolt : the Saxon rolls 1D6. 1-2 : 3 x conquered territo- 4.3.1 - Carolingian stratagems ries revolt ; 3-4-5 : 4 x conquered territories • Campagne d’hiver (F) -Winter campaign : revolt; 6 : 5 x conquered territories revolt. the Carolingian may launch an additional Then, the rules of the Revolt stratagem ap- operation after the redeployment of phase ply (including concerning the converted ter- F. A maximum of 4 units may be activated, ritories). The revolting territories are cho- even if they were activated previously during sen by the Saxon. the turn (the Neustria unit cannot participate Note : Between 782 and 785, the Saxon may in this operation). The activation has a cost. purchase this stratagem directly instead • Conversion (F) : the conversion of a terri- of drawing it at random. This costs 4 RP in tory conquered by the Carolingian is auto- 782, 5 RP in 783 and 6 RP in 784 and 785. In matic and free (see 7.3).

/5 • Embuscade (E) - Ambush : before the first is located and two adjacent territories round of a combat, the player who plays not containing Widukind are immedia- this stratagem launches a free attack with tely conquered. The counter is given to the 1D6 (without bonus). The potential hit is ap- Saxon who then has a Revolt stratagem he plied before the normal pursuit of the com- is free to use on the following turn. This bat. If the two players play this stratagem at counter is then permanently removed from the same time, the ambush does not take the game. place. Note : This counter is added to the pile star- • Impôt impérial (C) -Imperial tax : the Ca- ting with year 780. rolingian rolls 1D6. 1-2 he wins an additio- • Neustrie (D) -Neustria: the Neustria unit nal 1 RP. 3-4, 2 RP. 5-6, 3 RP. arrives in reinforcement freely at Aix-la- • Interception de pillards (E) -Intercep- Chapelle. tion of pillagers : when the active player • Raid sorabe (E) -Sorb raid : the Sorb declares a retreat after pillage, the pas- units may be activated freely to lead a raid sive player may declare an interception that against the Saxon territories (but the rest takes places before the retreat movement. of the operation costs the usual RP). If suc- The intercepting player may move up to 5 cessful, the pillage RP are not attributed to units freely (respecting the association li- the Carolingian player. mitations) located in the adjacent territo- • Raid vélète (E) -Veleti raid : the Veleti unit ries toward the territory where the pilla- may be activated freely to lead a raid against gers are located. The pillager may refuse the Saxon territories (but the rest of the ope- the combat and retreat by giving up the ration costs the usual RP). If successful, the pillage RP acquired during the operation. RP from the pillages are not attributed to the On the other hand, he keeps the RP linked Carolingian. to any seizing of fortresses. Otherwise the • Raid obodrite (E) : the Obotrite units may combat occurs following the rules of com- be activated freely to lead a raid against the bat and normal cost. The friendly fortifica- Saxon territories (but the rest of the opera- tions are not used. The interception does tion costs the usual RP). If successful, the not count as an operation and the concer- RP from pillages are not attributed to the ned units can be activated before or after. Carolingian player. If the pillager is destroyed or retreats, the • Ralliement des élites (E) -Rallying of the Pillé (pillaged) marker(s) are removed from elites: the Saxon nobility rallies around the map and the intercepting player gains Charlemagne if at least Syburg, Eresburg the RP of the territories on the following and Paderborn have been conquered and turn. If the pillager must retreat across se- at least two strongholds as well as a bis- veral territories to rejoin a friendly territo- hop’s palace have been constructed in ry, the interception may be declared in any Saxon territory. The three Saxon counters territory that is crossed. Once the intercep- Westphalian, Angrian and Eastphalian +1 tion is over, the units that led it and were lose their combat bonus for the rest of the not destroyed return to their original terri- game. If the Carolingian draws this strata- tories. gem again, it has no effect.. • Massacre (F) : before the redeployment, • Trêve (C) : a truce is signed between the the Saxon territory in which Charlemagne Saxons and the Carolingians. Move on to

6/ VaeVictis - n° 147 - septembre/octobre 2019 /7 costs Table

Stratagems 1st + 2nd + 3rd 0 RP +1 RP + 2 RP buying General Revolt 4 RP in 782, 5 RP in 783, 6 RP in 784-785

Reinforcements Unit 1RP Unit +1 2RP Unit +2 3RP works Construction of a stronghold (Carolingian) 4RP Construction of a bishop’s palace (Carolingian) 3RP Reconstruction of a taken fortress 1RP Reconstruction of a taken abbey 2RP Reconstruction of a taken city 5RP Reconstruction of a taken stronghold 2RP Reconstruction of a taken bishop’s palace 2RP

Activation By stratagem Raid or Revolt 0RP By « nation » (Carolingian) 1RP By territory (Saxon and Scarae in conquered territory) 1RP

Movement First movement in friendly territory 0RP

Movement by territory of an army without a leader 1-3 units 1RP 4-5 units 2RP

Mouvement by territory of an army with a leader 1-6 units 1RP 7-9 units 2RP 10-12 units 3RP 13 unités and more 4RP

Mouvement of retreat 0RP

Combat By round for the attacker 1RP

Conversion By territory and by try 1RP ressource points

Operations Pillage Territory‘s RP Ennemy fortress and stronghold taken 1RP abbey and bishop’s palace taken 2RP City taken 3RP

Stratagems Good Harvest 1 to 3 RP Imperial tax 1 to 3 RP Campaign against the Avarsor Campaign in Italy 2 to 4 RP

territory Controlled original territory Territory‘s RP Converted territory (Carolingian) Territory‘s RP Intact abbey (Carolingian) 1 RP Irminsul (Saxon) 1 RP

Carolingians

Frisians

Danish

Saxons

Slavs OPERATION EXAMPLE

The Carolingian has the initiative. He has fortress (cost of 1 RP). He needs to get a 10 RP and decides to activate the units 6 to hit it. He rolls three dice and gets 2, from Austrasia (this activation costs 5 and 5 (for the different coloured die). him 1 RP). The two units from Koblenz The bonus of the unit from Cologne +1 move to Cologne (this movement is free transforms the 5 to a 6. The fortress falls. because it is toward a friendly zone). The The Saxon rolls the die for the fortress, four units from Austrasia form an army but he gets a 4 so there is no hit. that crosses the Rhine (2 RP because A Fortress destroyed marker is placed there are between four and six units on Syburg. The Carolingian adds + 1 RP without a commander) then enter the to his RP reserve at the phase of the territory of Syburg (2 additional RP). following turn. The territory is defended by a single He decides to pillage the territory. A Saxon unit. The Carolingian decides to Pillé (Pillaged) marker is placed on the attack and therefore spends another 1 zone. In phase A of the following turn, the RP. The Saxon specifies that the fortress Carolingian will obtain 1 RP for Syburg of Syburg does not participate in the and the Saxon nothing. combat. The Carolingian rolls 4D6 (one The three Carolingian units retreat per unit) including one die of a different together to Austrasia on the right bank colour for the unit +1. He gets 2, 3, 6 and of the Rhine, the first friendly territory 5. The 6 and 5 are hits, and a single one they encounter. The operation is over (at suffices to destroy the Saxon unit. The a cost of 7 RP. There are 3 RP left for the Saxon rolled a die and got 5. The Carolin- Carolingian for another operation later in gian loses a unit of his choice (we’ll make the turn if he wishes). it a unit from Koblenz). The Saxon may now launch an operation The Carolingian decides to attack the of his own.

10/ VaeVictis - n° 147 - septembre/octobre 2019 the next turn. If the other player also plays a • Any other unit: in the territory with its “Truce” stratagem, move again to the next name. turn. This stratagem must be played. The stratagems « Trêve » are removed from the 5.5 - CONSTRUCTION OF game starting with turn 782. STRONGHOLDS The Carolingian may also decide to trans- 5 - REINFORCEMENTS & FORTIFICATIONS form some of the Saxon fortresses (intact 5.1 - PURCHASE OF REINFORCEMENTS or destroyed) that he controls in- One after the other, players may purchase to strongholds. He spends 4 RP a destroyed unit as a reinforcement or play per fortress and places the cor- a reinforcement stratagem and construct responding marker on the appropriate for- or reconstruct fortifications, beginning with tress. the player without the initiative. There can only be one fortification per ter- ritory. 5.2 - Restrictions One may not purchase more units or for- 5.6 - CONSTRUCTION OF A tifications that one has RP. One more not BISHOP’S PALACE purchase more units or fortifications than The Carolingian may also decide to trans- there are counters provided in the game. form some of the Saxon for- • The Carolingian may only purchase Sca- tresses (intact or destroyed) that ra, Neustria, Austrasia, Hesse, Thuringe, he controls into bishop’s palace. and West Friesland units. He spends 3 RP per bishop’s palace and • The Saxon may only purchase Saxon units places the corresponding marker on the of territories that are not controlled by the appropriate fortress. Carolingian. There can only be one fortification per ter- • The Frisian, Danish, Obotrite, Veleti, and ritory. Sorb units only enter the game by the ap- propriate stratagem. They can never be 6 - Opérations bought. 6.1 - OVERVIEW • A fortification taken on the previous turn An operation corresponds to a military may be reconstructed by the player who campaign or a raid launched by a player. It controls the territory. begins by the activation of the units parti- • The Saxon may only reconstruct for- cipating in the operation, proceeds to the tresses even if the Carolingian has trans- movements, the combats and possible in- formed them into strongholds or bishop’s terceptions and terminates either by the palaces. return to friendly territory of the army leading the operation, either by conque- 5.3 - COST OF REINFORCEMENTS ring an enemy territory or by the destruc- See the cost table. tion of all the friendly units engaged. The active player plays as long as his current 5.4 - PLACEMENT OF REINFORCEMENTS operation has not been completed. • Scarae : Aix-la-Chapelle. The operations alternate between each • Neustria : Aix-la-Chapelle. player beginning with the player who has

/11 the initiative. Playing a stratagem Raid or The Danish unit and Saxon units may be ac- Revolt counts as an operation. tivated within the same army if at least one If one of the players passes his turn, the Nordalbingian unit is present in this army. other may play one operation after another as long as he has RP. 6.2.3- Constraint Launching an operation is never required. An army without a commander (Charle- The Saxon may only lead raids outside of magne or Widukind) may not include more his original territories but may attempt to than 5 x units. reconquer lost territories. The Carolingian • Activation by a raid stratagem. If a player may lead raids and/or conquests. plays a Raid stratagem, the activation is free, but the rest of the operation costs the 6.2 - Activations usual RP. The people leading a raid can ne- The active player may activate as many units ver associate itself with the units of another as he wishes by spending RP (see the cost people to form an army. table). The Carolingian activates/spends • Activation by revolt. If the player plays a 1 RP per “nation”: royal army (Scara and Revolt stratagem, the activation is free or Neustria), Austrasia, Hesse, Thuringe and not depending on the presence of Carolin- West Friesland. The Saxon activates/spends gian units. 1 RP per territory. The units activated are • Activation by stratagem Winter cam- turned over to their active side. paign. This stratagem allows for one last The units activated during the same acti- activation during phase F. vation phase constitute an army. There are restrictions in the composition of armies. 7 - Movements A unit may only be activated once per turn 7.1 - OVERVIEW (exception: Winter campaign). The intercep- Land movement occurs from territory to tion of pillagers is not an activation. territory. There is no movement limit as long as the player has RP. 6.2.1 - Carolingian Movement toward the Frisian, Obotrite, The Carolingian’s units may form an ar- Veleti and Sorb territories is prohibited ex- my with the Scarae, Neustria, Austrasia, cept for units from there. Hesse, Thuringe and West Friesland. The Movement toward Denmark is authorised units Neustria and Scarae +2 must be part for the Saxon units accompanied by Widu- of an army commanded by Charlemagne. kind (three units maximum) and the Da- nish unit. 6.2.2 - Saxon Movement toward Aix-la-Chapelle is pro- The Saxon units and the Frisian allies may hibited. However, it is possible to go from be activated within the same army if Widu- Aix-la-Chapelle to Cologne (city side), kind commands this army. Koblenz or Büraburg. Otherwise, without Widukind, the units The Cologne territory is divided in two: from Westphalia, Angria, Westphalia and players must spend 1 or more RP to cross Nordalbingia cannot be amalgamated wi- the Rhine as if there were two distinct ter- thin the same army, and the Frisian allies ritories. may only be activated alone.

12/ VaeVictis - n° 147 - septembre/octobre 2019 6.2 - cost of movements came, regardless of the reasons for this The first movement toward a friendly ter- movement (by choice of the active player ritory (free of enemy units) after an acti- or for lack of RP to continue the opera- vation is free. tion). The retreat may occur over several All other movements cost 1 RP per terri- territories as long as it follows the exact tory and for every 3 x units. route taken on the way there. This move- If a commander is present, the movement ment is always free. It stops as soon as the of the first 6 units costs1 RP then another army reaches a friendly territory. 1 RP for every 3 x units. The commander Retreat is free. does not count as a unit. 7 - Combats 6.3 - FORMATION OF ARMIES AND 7.1 - OVERVIEW MOVEMENT When an army enters a territory occu- All units activated at the same time must pied by enemy units, combat is mandato- congregate in a single friendly territo- ry. The active army is the attacker, the pas- ry before they are able to enter an ene- sive units are the defender. Certain tactical my territory. Once the army is formed in stratagems may also be played. The com- this manner, all the units that compose bat lasts at least one round. it must move together until the end of the activation. 7.2 - COMBAT PROCEDURE It is possible to leave activated units in a. The active player spends 1 RP. their starting territory. But these units cannot be reactivated during the same b. The defender specifies if his fortification turn and are left on their active side. participates in the combat. Precision : the Scarae left in Saxon terri- tories conquered in phase F (see 8.2, re- c. The two players simultaneously roll as deployment) are activated separately from many D6 as there are units involved (in- the units based at Aix-la-Chapelle. The ac- cluding the fortification participating in the tivation of the Scarae in conquered territo- combat). ries costs 1 RP per territory. The rule on If certain units have attack bonuses, the the formation of armies always applies. concerned player must specify the corres- pondance between the rolled die and the 6.4 - RESTRICTION TO MOVEMENTS targeted unit before rolling the dice. An army must stop in a territory that contains enemy units. On the other hand, d. Each modified result of5 or 6 constitutes fortifications do not hinder movement. If a hit. The fortifications and the unit Scarae the enemy units are eliminated from the + 2 are hit only on 6. territory after a combat, the active army Each hit corresponds to a destroyed unit. may take up its movement as his RP allow. The first unit eliminated is chosen by the hit played, the second by the opponent, and 6.5 - RETREAT so on. The fortifications participating in the Retreat is a particular movement toward combat may only be eliminated after all the the territory from which the active army units of the concerned camp. A Saxon for-

/13 tress or une abbey/bishop’s palace is des- If the last unit of the defender is a fortifica- troyed if it is hit once, a stron- tion, the attacker is not required to conti- ghold is destroyed if it is hit twice nue the combat and destroy it to continuer and a city if it is hit three times its operation. (but possibly over the course of several successful rounds of the f. If the defender has no more units in the same combat). territory, the attacker may : The Siège 1 and Siège 2 markers • Attack the fortificationif there is one and are used to indicate the number it hasn’t participated in the combat (1 RP per of hits already inflicted on a city assault round, like a normal combat). or a stronghold. • Pursue his movement (after pillage or not). If a 6 without modifier is rol- • Pillage the territory (it is not necessa- led and the enemy army is com- ry to take the fortress to pillage manded by a commander, the the territory). If the territory is player re-rolls the die. If the re- pillaged, a Pillé marker is placed sult is a 6 again, Widukind is kil- on it. In phase A of the following turn, the led. The die is only rolled to determine the pillaging player will receive the number death of the commander once per combat of RP corresponding to the territory (if the round (regardless of the number of unmo- pillaging units return to friendly territo- dified 6 that are rolled). Charlemagne can- ry at the end of the operation. If this isn’t not be killed in combat, but if the result is the case, because they have all been des- 6 again, the Charlemagne and Scarae +2 troyed, the territory does not give RP to ei- counters are repositioned at Aix-la-Cha- ther player). (Free action).. pelle for the rest of the turn. • Retreat (after pillage or not). (Free ac- If all the units accompanying Widukind or tion). Charlemagne are destroyed, he takes re- • Put an end to the operation. An army may fuge in the closest territory controlled by only put an end to its operation if it has en- his camp. tered a friendly territory or if the territory where it is was conquered (for the Carolin- e. If all the units of a camp are destroyed, gian), meaning if it contains no enemy units the survivor is the victor. If there are still and the fortress has been seized. units in both camps, the defender may re- If the Carolingian wishes to keep the units treat to an adjacent friendly territory free Austrasia, Hesse and Thuringe in a terri- of enemy units. If retreat is impossible, he tory conquered at the end of an operation must remain in place. until the redeployment phase of the turn, If the defender was not able to retreat, the he must pay 1 RP and roll 1D6. 1: the Aus- attacker may do so (retreat is mandatory if trasians go back home; 2 : the Hessians the attacker has no more RP). go back home; 3: the Thuringians go back Otherwise, a second round ensues fol- home. 4 to 6: they remain in the conquered lowing the same procedure (the attacker territory (but will be redeployed normally in must pay another 1RP). As long as the at- phase F). If they are incorporated in an ar- tacker wants to spend RP and there are still my commanded by Charlemagne, the units defenders, the rounds may continue. Austrasia, Hesse and Thuringe may remain

14/ VaeVictis - n° 147 - septembre/octobre 2019 in a territory conquered without spending rolingian, remain in the free Saxon territory RP or rolling a die. where they are and can be activated on the following turn, respecting rule 6.2. g. Once the operation is over, the other Charlemagne and the Scarae +2 return to player may launch an operation. When both Aix-la-Chapelle. players have passed their turn, phase E is The Scarae units +1 may remain in conque- finished. red territories or return to Aix-la-Chapelle. If Widukind is eliminated, the Saxon has Widukind at Wittekinberg. If Wittekinberg no more commander until the end of the has been conquered, Widukind is placed game. on any friendly territory free of enemy units as the Saxon player chooses, but with the 8 - Reorganisation Westphalia units as priority . Reorganisation proceeds as follows. Once the redeployment is over, the stra- tagem “Winter campaign” may be played 8.1 - CONQUESTS (once this special operation is finished, any The conquered Saxon territories (no more conquered territories receive a Carolingian Saxon units, fortress destroyed), control marker and the implicated units that are adjacent to a Carolin- will be redeployed again, except perhaps gian territory or conquered by the Scarae +1). the Carolingian and where there is at least The Frisian, Danish, Obotrites, Veleti and Sorb one Carolingian unit receive a Carolingian units that are destroyed return freely at each control marker. reorganisation to their original territory. A Saxon territory controlled at the begin- ning of the turn by the Carolingian is consi- 8.3 - Irminsul dered reconquered by the Saxon if the Ca- If the Carolingian conquers Eresburg, the rolingian player has no more units in this Irminsul is destroyed since it is territory, the fortification has been des- a sacred object for the Pagans. troyed and at least one Saxon unit is pre- The Carolingian immediately sent. The Carolingian control marker is gains 1 RP. The Irminsul counter is remo- therefore removed. ved from the game. Once a territory is conquered by the Caro- The Saxon turns the counter over, places lingian, the Saxon may no longer buy back Widukind at Wittekinsberg and draws free- Saxon units from this territory until he has ly from the stratagem stack “Aux armes! reconquered it. (Westphalia)” that he can use on the next turn in addition to the other stratagems 8.2 - Redeployment that he purchased normally. If Wittekins- The surviving units return to their territories. berg is occupied, Widukind is placed on any The Neustrian unit is returned to the stack friendly territory free of enemy units, as of units that may be purchased by the Caro- the Saxon chooses, but with priority to the lingian. All the units present on the map are Westphalia units. turned over to their inactive side. The Saxon As long as the Irminsul has not been des- units that are unable to return to their origi- troyed, the Saxon receives 1 additional RP nal territory, if it was conquered by the Ca- each turn.

/15 8.4 - Conversion For each Saxon territory conquered but not yet converted, the Carolingian may attempt a conversion once per turn. He spends 1 RP then rolls 1D6. If the result is 4, 5 or 6, the ter- ritory’s inhabitants convert to Christiani- ty. The control marker is turned over to its “converted” side. If a bishop’s palace was previously construc- ted in this territory, the conversion is auto- matic. If the territory to be converted is adjacent to a bishop’s palace, the Carolingian benefits from a +1 on the conversion die roll. If the Irminsul has not been destroyed, the Carolingian suffers -1 on the conversion die roll and any +1 obtained by a bishop’s pa- lace is canceled.

8.5 - Stratagems All the stratagems, used or not, are retur- ned to the pile.

8.6 - VICTORY CONDITIONS CHECK • If the Carolingian has conquered all the Saxon territories outside of Nordalbingia, he has won and the game ends. • If Cologne and Koblenz are taken and their territories pillaged by Saxon units du- ring the same turn, it’s an automatic victory for the Saxon and the game ends. • If these two conditions are met during the same turn, it’s a Carolingian victory. • If, during the last turn 785, the Carolin- gian has not fulfilled his victory conditions, the Saxon wins.. u

A game by Jean-Philippe Gury Graphics and layout : studio VaeVictis Tests and proofreading : Etienne Jaspart, Marc Grimbert et Philippe de Monneron

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