Vikings Rules FR 280917 Wor

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Vikings Rules FR 280917 Wor 1 Housecarls MISE EN PLACE 12 cartes Faction Housecarls bleues 8 (01-12) 1. Choix des factions 20 unités Housecarls bleues Chaque joueur choisit une faction et prend 2 dés Bataille Housecarls bleus les unités, dés Bataille et cartes Faction de la couleur correspondante. H H O H O U H O U S O U Le camp anglo-saxon est composé des S E U S E C S E C A E C A R C A R L A R Housecarls (bleu) et des Thanes (vert). L R L Le camp viking est composé des Scandinaves L (noir) et des Berserkers (rouge). Pour les parties à 2 ou 3 joueurs, les deux factions d’un même camp sont jouées par un 2 seul joueur. Royaumes Toutes les factions doivent être jouées. L’ Angleterre est divisée en quatre H O U royaumes, chacun ayant sa propre S E C A couleur de fond. R H L 2. Cartes 5 O U S E C A Chaque faction prépare sa propre pioche R L H O U S composée des cartes Faction de sa couleur E C A R numérotées de 01 à 12 (les cartes avec L un nombre supérieur sont utilisées dans 8.1 Règles avancées de mise en place, en page 11). Pour chaque faction, le joueur qui la contrôle mélange sa pioche face cachée et tire 3 cartes, qu’il peut regarder. 1 Thanes Chaque pioche consiste en 12 cartes Faction 12 cartes Faction Thanes vertes personnalisées (6 cartes Mouvement, 1 carte (01-12) Traité et 5 cartes Événement). Pour chaque 40 unités Thanes vertes 3 faction, il faut avoir en main au moins une 3 dés Bataille Thanes verts carte Mouvement ou Traité. Si la main ne compte que des cartes Événement, le joueur la montre aux autres joueurs et la remélange TH dans la pioche de la faction. Puis il pioche 3 EG N TH nouvelles cartes. Il recommence cela autant E G N de fois que nécessaire. T H E G Les joueurs d’un même camp peuvent se N montrer leurs cartes à tout moment. 3. Mise en place des unités anglo-saxonnes Certains comtés sur le plateau possèdent des 2 icônes d’unités imprimées sur une ellipse. 5 Elles indiquent les unités à mettre sur le plateau lors de la mise en place. Remplissez T T H T H E T H E les comtés tel qu’indiqué. Ensuite, ces icônes G H E G N E G N G N ne seront plus utilisées. N Exemple : 1 unité Thane est placée dans le comté de LECACÆTIR (Chester). 4. Unités additionnelles Chaque faction anglo-saxonne place 4 11 unités supplémentaires de sa couleur dans n’importe quels comtés. 4 5. Réserves 6 Les unités restantes d’une faction sont F F F F Y Y placées devant son joueur et constituent sa F F Y Y R R V F F Y Y R R D Y Y D R R D D R R D D D réserve. D 10 2 1 Scandinaves 6. Les Fyrds 12 cartes Faction Scandinaves noires Placez la pioche des 16 cartes Fyrds jaunes (01-12) mélangées face cachée, les 10 unités RSEME NO RSEMEN NO RSEMEN NO RSEMEN 40 unités Scandinaves noires NO N Fyrds et les deux dés Bataille jaunes près des 3 dés Bataille Scandinaves noirs joueurs du camp anglo-saxon. 7. Pion Tour 5 Placez le pion Tour sur le premier 7 10 2 emplacement de la piste des Tours. N E M 8. Cubes d’activation E S R O N N Placez les cubes d’activation (dés avec 6 faces E M E S R O vierges) rouge, bleu et vert dans le sac. 8 N N E M E S R O N Le cube d’activation noir Scandinaves est placé sur le premier emplacement de la piste des séquences, car la faction des Scandinaves commence le tour I. Case Unités en fuite 1 Berserkers 9. Pioche Chefs vikings 12 cartes Faction Berserkers Les cartes Chef ont leur dos marqué d’un A, rouges (01-12) B ou C. Mélangez ensemble les 3 cartes B. 20 unités Berserkers rouges Mélangez également ensemble les 3 cartes C. 2 dés Bataille Berserkers rouges Puis placez les cartes B sur les cartes C, face cachée, pour former la pioche Chefs vikings. La carte Chef A est placée face visible devant R RE les joueurs vikings. RE K RE K R E K R K E R E S R E S R E S R E Elle indique l’armée viking qui débarquera au S R B E R B E B E Comtés B premier tour : la Grande Armée païenne de Chaque zone délimitée par Halfdan. Comme indiqué, placez 17 unités une ligne blanche représente Scandinaves et 8 unités Berserkers un comté et peut contenir des 2 sur la carte. Placez le pion Chef Halfdan à unités. Certains comtés ayant côté de sa carte (référez-vous à l’emblème des cités importantes sont si vous avez un doute). Placez les pions des appelés comtés majeurs, et R E autres chefs vikings à côté de la pioche Chefs K certains d’entre eux sont des R 5 E S R E vikings. centres de renforts. Le contrôle R B E K R E des comtés majeurs entre dans S R E B R E les conditions de victoire. K R E S R E 10. Alfred le Grand B Placez la carte d’Alfred le Grand près des joueurs anglo-saxons et son pion Chef sur l’emplacement V de la piste des tours. 11. Marqueurs de contrôle vikings Placez un marqueur de contrôle viking sur chaque emplacement de la piste Victoire. Mers Il y a quatre mers qui sont séparées par des terres ou une ligne bleue. Il est indiqué sur chaque carte Chef à partir de quelle mer le 9 chef et son armée peuvent débarquer. Attention ! 8 Avant votre première partie, 17 pensez à insérer avec précaution La Grande Armée LaGrande païenne d’Halfdan païenne Débarque par la Mer du Nord. les pions Chef dans les socles. 01 B B B B 3 INTRODUCTION An 865 de notre ère. Un grand ost païen d’hommes du Nord vient de débarquer en Est-Anglie et s’apprête à ravager l’Angleterre. Ces soixante-douze dernières années, des raids éclairs de Vikings en provenance de Norvège et du Danemark ont terrorisé les côtes anglaises. Les trésors et butins rapportés de ces expéditions ont attiré des milliers de Scandinaves désireux d’obtenir gloire et richesses. Ces guerriers vikings sont désormais prêts à frapper le cœur des royaumes anglo-saxons, divisés et impréparés. Il n’est plus question de raids ponctuels. : ils sont désormais là pour s’installer et régner sur les terres conquises... Les Vikings arrivent ! Dans 878 Les Vikings, les joueurs commandent soit les envahisseurs vikings, soit les nobles anglo-saxons qui tentent de leur résister. Le camp viking se compose des hommes libres scandinaves ainsi que des fameux berserkers, guerriers sans peur. Du côté anglo-saxon, les joueurs mèneront les troupes de la Maison du Roi, appelées Housecarls, ainsi que les nobles régionaux nommés Thanes. Ils pourront faire appel aux Fyrds, la milice paysanne, pour la défense de leurs cités. Les joueurs de chaque camp coordonnent leurs stratégies : ils cherchent à contrôler le plus de comtés majeurs. Au départ, les Anglo-saxons contrôlent toute l’Angleterre, mais les chefs vikings arriveront par la mer quasiment à chaque tour. Les Anglo-saxons pourront lever des renforts dans les comtés majeurs qu’ils contrôlent, tandis que les Vikings devront attendre l’arrivée de nouvelles armées d’invasion. La partie se termine une fois que le Traité de Wedmore est signé, ou si tous les Vikings sont expulsés d’Angleterre, ou lorsque ces derniers ont conquis 14 comtés majeurs. Le camp contrôlant le plus de comtés majeurs l’emporte lorsque la partie se termine par traité. TABLE DES MATIÈRES Mise en place (Pages 2-3) Lisez bien toutes les informations qui figurent dans la mise en place. Plusieurs termes importants y sont expliqués et vous seront utiles par la suite. Règles (Pages 5-11) Le déroulement global d’une partie est présenté, puis les règles sont approfondies dans les sections correspondant à chacune des cinq phases de jeu. Des exemples en rouge illustrent les règles pour en faciliter la compréhension. Des notes en bleu apportent des précisions ou des remarques de l’auteur. Précisions sur les cartes (Page 12-13) Dans cette section, des détails sur les effets des cartes sont apportés. Scénarios additionnels (Pages 14-15) Deux scénarios inédits sont proposés. Aperçu historique (Pages 16-20) Une présentation historique détaille les personnages et événements de cette période. 4 DÉROULEMENT DE LA PARTIE 1.0 Tours et séquences Une partie dure jusqu’à 7 tours. À chaque tour, chacune des 4 factions dispose d’une séquence pour agir. L’ordre des séquences est déterminé aléatoirement : au début de chaque tour, les 4 cubes d’activation sont placés dans le sac. Puis un cube est pioché au hasard et placé sur la première case de la piste des séquences. Le cube désigne la faction qui agit. Cette faction effectue sa séquence, puis un nouveau cube d’activation est pioché pour déterminer la faction suivante, et ainsi de suite. Quand tous les cubes ont été piochés et que chaque faction a joué sa séquence, le tour s’achève. Le pion Tour est avancé d’une case et un nouveau tour commence. Note : dans une partie standard, au tour I, la faction Scandinave est toujours la première à jouer sa séquence.
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