VIKINGS SCENARIOS
Version 1.1, June 2002
These 7 scenarios, written by Yves Fagherazzi and Duccio Vitale, appear in the French boxed game “Vikings”. This game in the “Cry Havoc” series was a development of the game “Viking Raiders”, which was designed by David Levell and published in England by Standard Games in 1987. “Vikings” was published by Eurogames in 1990, and copyright is held by Duccio Vitale and Eurogames. The English game had different rules and maps, and different scenarios. The scenarios here can be adapted to use with the rules from “Viking Raiders” if players have the extra maps, but players would need to make six of their own 3-hex boats to stand in for those supplied only with “Vikings”. References to grappling hooks (which are used to grapple enemy ships and pull them together) should be ignored if playing with the English rules. These scenarios were translated by Bob Gingell in November 2001. 

CONTENTS
1	Introduction
2	Scenario 1: Viking against Viking
3	Scenario 2: Drakkar in sight!
4	Scenario 3: Last bend before the sea
5	Scenario 4: The capture of the Isle of Man
6	Scenario 5: When the mist clears
7	Scenario 6: The Princess of Donegal
8	Scenario 7: The vengeance of Erik the Red

1.	INTRODUCTION
The seven scenarios below illustrate different moments from the era of the Vikings. They add detail to the various types of coastal raid that took place during this period, with all the hazards and risks that are included in such expeditions, even for experienced warriors. If there are several players on each side, we particularly recommend scenarios 4, 5, 6 and 7. Divide up the tasks in a realistic fashion: one player can command sea-borne characters, another characters on land; a third can deal with reinforcements, etc. Supplementary scenarios and new maps can be found in “The Fortified Harbour” (Le Port Fortifié), a special extension designed for Vikings (and due to appear in February 1991). [In fact “The Fortified Harbour” was never published, but supplementary scenarios did appear in the French magazine ‘Claymore’ and have been translated in the ‘Vikings Supplement’.]

Map entry for characters and ships: Characters and ships that enter the map during a scenario start by spending the Movement Points needed for the first hex entered. They move normally, complying with the limitations consequent on the nature of the terrain crossed. The half-hexes at the edge of the game board can be used; they count as if they were whole hexes. 

Map exit for characters and ships: Any characters and ships that voluntarily exit the map during a scenario cannot re-enter before the end of the scenario. A character forced to retreat following missile-fire or combat, and who would be obliged to exit the map during any part of his retreat, does not move and instead receives a wound. If he is already wounded, he is treated as dead.

Important: A ship is considered to be on the map so long as its axis of rotation is on the map (half-hexes do count). If this is not the case, it is removed from the game.

2.	SCENARIO 1: VIKING AGAINST VIKING (Viking contre Viking)

Map layout: 				Side A  |       The Sea        |  Side B 
				    		    | 4 Watchtower 2 | 
Plus The Cape (maps 1 and 2)			    3

The Cape 1 and The Cape 2 maps are placed centrally on top of The Sea map in a vertical position, leaving one half-row of hexes uncovered above Side 1 of the Watchtower map.

Background: At the beginning of the Viking era, the Nordic peoples did not have a well-established political structure. Different clans often fought for control of an island or strait. In this scenario, two groups of Vikings lay claim to control of a channel, a necessary crossing point for merchant ships.

The sides
Side A – Jarl: Eirik (on foot); Hirdmen: Tormod, Skule, Torgils, Hulvid, Gunnstein, Ivar, Tryggve; Berserkers: Blotolf, Ulv, Hildebrand; Bowmen: Hvsing, Torfinn; Bondi: Grim, Hermod, Torodd, Stig, Otto, Gyrd, Askjel; Equipment: 1 drakkar (Viking longship) and 3 grappling hooks.

Side B – Jarl: Svein (on foot); Hirdmen: Tjodolv, Hallstein, Magnar, Heinrek, Agnar, Ingemar, Torstein; Berserkers: Dag, Torgrim, Olav; Bowmen: Gandalv, Lodin; Bondi: Vagn, Balder, Runolv, Hagbard, Yngve, Glum, Torleik; Equipment: 1 drakkar and 3 grappling hooks.

Starting positions and beginning the action: Player A starts the game. He identifies the hex through which he will enter his ship, then Player B does the same. Each player has a free choice of the ship’s speed.

Victory conditions: The players receive Victory Points (VPs) in the following manner:
-	For control of the cape: 1 VP.
-	For control of each of he two houses: 1 VP per house.
-	For control of the tower: 1 VP.

Control consists of being the only one to have characters on the hexes of the cape, houses or tower, or in the absence of characters to have been the last to have had a character there.  

After the 10th turn, if there has been no combat for 3 consecutive turns then the game ends. The player with the most Victory Points wins.

3.	SCENARIO 2: DRAKKAR IN SIGHT (Drakkar en vue)

Map layout: 				      Vikings     
				|       The Sea	   |       The Sea       |
				| 4 The Abbey 2 | 4 Watchtower 2 |
 3		   3

Background: The strength of the Vikings lay in their ability to strike quickly and strongly. If the enemy turned out to be too tough, or a large reinforcement appeared, they retreated. In this scenario, Eirik’s band are trying to pillage a monastery. But Earl Edwin sleeps with one eye open. Will he arrive in time to save the precious relics?

The sides
The Vikings – Jarl: Eirik (on foot); Hirdmen: All the hirdmen with an axe, i.e. 6 characters including Tor on foot, Torstein, Tryggve, Agnar, Magnar, Torberg; Berserkers: Dag, Torgrim, Olav; Bowmen: Gandalv, Hauk; Bondi: Vagn, Balder, Runolv, Hagbard; 
Equipment: 1 drakkar and 2 grappling hooks.

The Anglo-Saxons – Earl: Aethelwulf (on foot); Ceorls: All; Peasants: All; 
Anglo-Saxon Women: All; Bowmen: Wulfroth, Aldred, Cenwulf. 
Equipment: 1 galley (Saxon ship), 3 boats, and 2 grappling hooks. 
Reinforcements on Turn 21: Earl Edwin (mounted), All the Thanes including Wulfric on horseback.

Starting positions and beginning the action: The Anglo-Saxon player has 8 treasures and 10 dummy markers (use speed markers). The 18 counters are placed face-down in the abbey, the tower and/or the houses. He cannot place more than 3 counters in any building. He then places his characters anywhere he wishes on The Abbey and The Watchtower maps. If he wishes, he can put crews in his boats. The galley and the boats thus equipped can be placed immediately on the beach hexes or may be held off board. In the latter case, the Anglo-Saxon player will be able to enter them on the map in the turn that he wishes, from the 2nd Turn onwards. 
The Viking player starts the game by entering his drakkar through the map-edge shown.

Special rules
Reinforcements – On the 21st Game Turn, the Anglo-Saxon player can enter Earl Edwin and his men through sides 3 of the Abbey and Watchtower maps.

Treasures – To seize a treasure a character only has to move onto the hex containing a treasure counter during his Movement Phase. If the character passes through without stopping, the counter is only turned over. If he stops, he will be able to pick up the treasure (if there is one) in the next Movement Phase, so long as he is not adjacent to an enemy able to attack. A character who is carrying a treasure has his Movement Allowance reduced by 2 Movement Points. If a character carrying a treasure attacks or is attacked, he must drop his treasure. To pick it up again, he must not be adjacent to an enemy able to attack. The Anglo-Saxon player cannot carry a treasure counter until it has been first moved by a Viking.

Victory conditions: Each treasure is worth 1 Victory Point. To win, the Vikings must leave the map through the map-edge where they entered with at least 5 treasures. If they only have 4, it is a draw. If they have less than 4, the Anglo-Saxons win.

4.	SCENARIO 3: LAST BEND BEFORE THE SEA (Dernière boucle avant la mer)

Map layout: 			        Viking exit  			      Viking entry
				        | 3 Watchtower 1 |     The Sea     | 1 The Abbey 3 |
Plus The Cape (maps 1 and 2)		2				4

[The two Cape maps are placed diagonally on The Sea map. Sides 3 are at the top right, and sides 1 at bottom left, with part of The Cape 1 overlapping The Watchtower map. This leaves a width of 3 water hexes at top right of The Sea and The Cape 2 maps.]

Placing the cape: The hex containing the number ‘1’ on The Cape 1 must be adjacent to the hex containing the number ‘1’ on the Watchtower map. [There is only one position that is possible.] Advice: After matching up the hex grids, tape the corners of the Cape maps onto the maps below. 

Background: A group of Vikings have just scoured the valley of the Clyde, Earl Coelmund’s domain. The drakkar is travelling back down the river, full of loot. The survivors hurry to reach the open sea for they know that an enemy army pursued them. The supplies on board are not enough for the long journey ahead of them; but to attack a farm again would be too risky. Here at last is the final bend in the river! … By Thor! Coelmund is there and is blocking the route. Our brave plunderers are not yet at the end of their troubles.

The sides
The Vikings – Jarl: Sigurd (on foot); Hirdmen: Klemet, Tjodolv; Berserkers: Dag, Torkjel, Brynjolf; Bondi: Runolv, Hagbard, Gyrd, Vagn, Askjel, Yngve, Otto, Grim, Torodd, Domar. 
Loot: 2 goats, 2 pigs, 2 treasures. Equipment: 1 drakkar and 4 grappling hooks. 

The Anglo-Saxons – Earl: Coelmund (on foot); Huscarls: Aelfwine, Ceodred; Ceorls: All, Peasants: All except the old men (Harold, Dunstan, Ralph, Walter); Bowmen: Aelle, Aldred. Equipment: 1 galley, 5 boats, and 3 grappling hooks.

Starting positions and beginning the action: The Anglo-Saxon player divides up his men as he wishes between the galley and the boats. The boats must be placed on beach hexes. The galley is kept off the board; the Anglo-Saxon player will decide the moment that it should enter. He must notify the Viking player at the start of the Naval Phase in which it will enter, indicating the entry hex. When the Anglo-Saxon player has finished placing his boats and characters, the Viking player shows which hex will be used to enter the drakkar. The Anglo-Saxon player states if he will enter his galley, and then the game starts. The Viking player takes the first turn.

Special rules: 
-	All the Peasant characters are good swimmers. They do not have to take the drowning test.
-	Capture of treasures is carried out as in Scenario #1. It should be noted that a character has to stop his movement on a hex containing a treasure if he wants to pick it up and carry it. 
-	The movement of the goats and pigs is the same as that of horses without riders. Their defence strength is 1. These animals cannot swim. A character can cross a hex containing a pig or goat; he can even stop there. In such a case he is considered to be in unfavourable terrain during combat (cumulative with the type of hex and the crew task of the character).

Victory conditions: If the Viking player exits the drakkar with at least 2 treasures and 2 animals, he gains a good victory. With 1 treasure and 2 animals, an ordinary victory. If he leaves without treasure or with less than 2 animals, the Anglo-Saxon player wins. If he does not manage to escape from this hornets’ nest, it is a very good Anglo-Saxon victory, isn’t it Coelmund?

5.	SCENARIO 4: THE CAPTURE OF THE ISLE OF MAN (La prise de l’île de Man)

Map layout: 			 Vikings |    The Sea    | 4 Watchtower 2 | Cape 1 |
				          |    The Sea    | 2  The Abbey  4 | Cape 2 |

Background: By the beginning of the year 830, the Vikings were firmly installed in Western Europe. They established camps so as to pass the winter, locating them by preference on offshore islands or at the mouths of rivers. From this point of view the Isle of Man offered a strategic position of first class importance. A very select Viking crew had the mission of seizing the island.

The sides
The Vikings – 22 characters, at the choice of the player; 1 drakkar and 4 grappling-hooks.

The Anglo-Saxons – Earls: All (mounted); Huscarls: All, including 1 mounted; Thanes: Osgar, Wulfric (mounted); Peasants: All; Ceorls: All; Anglo-Saxon Women: All; 
Bowmen: Cenwulf, Wulfroth, Swithulf; Equipment: 3 galleys, 4 boats, and 6 grappling-hooks.

Starting positions and beginning the action: The Viking player chooses his crew. The Anglo-Saxon player then places his troops as he wishes. The boats can be placed anywhere on the Abbey and Watchtower maps, beached or at sea. The Viking player then begins the game by showing which hex will be the entry point of his drakkar. The Viking player plays first. During the first Naval Phase of the first turn, the players freely choose the speeds of their ships.

Victory conditions: Control of the tower gives 2 Victory Points (VPs), the abbey gives 5 VPs, and each house gives 1 VP (see Scenario #1 for rules on how to control them). The game finishes at the end of the turn in which the Viking controls 7 Victory Points (a Viking victory), or as soon as that player concedes that he cannot achieve his objective (an Anglo-Saxon victory).

6.	SCENARIO 5: WHEN THE MIST CLEARS (Quand le brouillard se leve) 

Map layout: 		 Vikings  |    The Sea    | 2  The Abbey 4 |
			           |    The Sea    | 4 Watchtower 2 |

Background: Tired of the Viking raids on his lands, Earl Aethelwulf tried to create a small fleet capable of stopping the terrible dragon ships. He gathered them in a bay that formed a natural harbour. But the Vikings that operated in this area had caught wind of his project. With the object of nipping in the bud this attempt at resistance, they decided to carry out a raid in the small hours against the assembled fleet, and to seize one of the enemy ships.

The sides
The Vikings – 22 characters, at the choice of he player; 1 drakkar and 4 grappling-hooks.

The Anglo-Saxons – Earl: Aethelwulf (on foot), Huscarls: All (14 characters, including Edmund on foot); Ceorls: All (10 characters); Peasants: All except the 4 old men (see Scenario #3); 
Equipment: 3 galleys, 4 boats, and 3 grappling-hooks.

Starting positions and beginning the action: All the ships are beached. The Anglo-Saxon player must place at least one galley on each map. The boats can be placed anywhere. The Anglo-Saxon player secretly writes down where his characters are located: in the houses, in the abbey, in the tower, or off the map (identifying which map applies to them – Watchtower or Abbey). These latter cannot move until the second game-turn. 

It is not necessary to reveal the positioning of all the characters. If a Viking enters a building containing some Anglo-Saxon characters, the Anglo-Saxon player must place these characters onto the map in their designated location. 

The Viking player starts the game by entering his drakkar through the map-edge shown above. He can freely choose its speed.

Victory conditions: If the Vikings succeed in leaving through the map-edge that they entered, with their drakkar and a galley taken from the enemy, they win. If this does not happen, the Anglo-Saxons win.

7.	SCENARIO 6: THE PRINCESS OF DONEGAL (La princesse de Donegall)

Map layout: 		Drakkar |  The Sea  | Cape #1 4 | 2 Cape #2 |  The Sea  |
			           | 4  The Watchtower 2 | 4       The Abbey     2 |
The Cape is placed on		        Vikings on land		3
top of the two Sea maps.           
 
Background: After the death of Alfred the Great, the Vikings planned the systematic conquest of Ireland. In order to break the resistance of the Irish, they tried to eliminate or take prisoner important persons of the nobility. Hilda, Princess of Donegal, was targeted particularly. Under pressure from the Vikings, she was forced to leave her castle to try to take refuge with the King. Thus, with a Viking army at her heels, the princess arrived at a small fishing port. Two choices were available to Hilda and her men: to continue by land along the coast, or to take a boat and try their chances at sea. But the Vikings were ahead of them: a Viking force appeared in the distance along the beach, just as the sail of a drakkar longship rose over the horizon…

The sides
The Vikings: Longship crew – Hirdmen: Klemet, Skule, Torberg, Magnar, Heinrek, Tryggve; Berserkers: Dag, Olav, Ragnvold, Torgrim, Brynjolf; Bondi: Yngve, Torleik, Glum, Domar, Gyrd, Runolv, Hagbard; Equipment: 1 drakkar and 3 grappling-hooks.
The Vikings: Land force – Jarls (All, mounted); Hirdmen: Tor (mounted), Tormod, Hallstein, Tjodolv, Torstein, Agnar, Ingemar; Berserkers: Ragnar (mounted), Ulv, Hildebrand, Blotolf, Torkjel; Bondi: Balder, Vagn, Stig, Torodd, Hermod, Askjel, Otto, Grim; Bowmen: Gandalv, Hvsing.

The Irish: Group in the village – Earls: All (mounted); Huscarls: All (including Edmund on horseback); Thanes: Wulfric (mounted); Peasants: All; Bowmen: Wulfroth, Osric.
The Irish: Group on the cape – Ceorls: All; Thanes: all except Wulfric. 
The Irish ships - 4 boats and 3 galleys with 2 grappling-hooks in each galley.

Starting positions and beginning the action: The Irish player places the village group on the Watchtower and Abbey maps, in a rectangular area bordered at the sides by the number 3 on the bottom of each map and at the top by the numbers 2 and 4 where the maps join (the diagram in the rules shows this area shaded grey). No character of this group can be on the beach or in the water. The cape group is placed anywhere on the promontory.

The vessels are divided up as follows:- 
-	on the Watchtower map: a beached galley; 
-	on the Abbey map: one beached galley and 2 beached boats; 
-	on the Cape maps: one beached galley and 2 beached boats. 

Special rules
The princess: A prudent and crafty woman, Princess Hilda is disguised as a peasant. The Irish player secretly notes down the name of the peasant representing her. The Movement allowance of the princess is that of the chosen character so long as she has not been discovered. Her Movement Allowance is 8 points once she has been recognised. When a Viking character is adjacent to a peasant, the Irish player must say whether he is or is not the beautiful Hilda.

The tide: During the period between the 15th and 25th game turns inclusive, the three columns of sea hexes that form an extension of the point of the cape, and which stretch to the beach beneath the abbey, become ordinary beach hexes. All characters can make use of them. Boats, on the other hand, cannot cross them. A boat that finds itself on one of these hexes on the 15th turn will be automatically beached until the first Naval Phase of the 26th turn. For characters, the sea hexes become shallow water hexes on the 26th turn and then normal water hexes on the 27th turn. Characters that find themselves in that position must comply with the rules for deep water (see page 26 of the rules booklet).

Victory conditions: If the Irish player manages to make Hilda leave by sea (through the map-edge where the drakkar arrived), or by land through the 2 beach hexes used by the Viking land force to enter the map, he wins the game. If this is not achieved, the Viking player wins.

8.	SCENARIO 7: THE VENGEANCE OF ERIK THE RED 
(La vengeance d’Eirik le rouge)
 
Map layout: 			| 2  The Abbey 4 | Cape 2 |       The Sea        |
				|        The Sea      | 4 Watchtower 2 | Cape 1 |
							   3		3

Background: During the night, a group of young Anglo-Saxons achieved the unimaginable: they stole a longship! Mad with rage, Erik the Red leaves immediately to deliver a lesson to these insolent people, a lesson that they will remember for a long time to come.

The sides
The Vikings – Jarls, Hirdmen, Berserkers and Women: All the characters on foot and mounted; Bowmen: Gunnar, Reidar, Yngrar; Equipment: 2 drakkars, 3 boats, and 8 grappling-hooks.

The Anglo-Saxons – All the characters; plus 1 drakkar, 3 galleys, 3 boats and 8 grappling-hooks.

Starting positions and beginning the action: The Vikings deploy first on the Watchtower map. Their ships are pulled up on the beach. Then the Anglo-Saxons deploy on the Abbey map and also place their ships on the beach. The Viking player plays first.

Victory conditions: The Anglo-Saxon player wins if he takes the tower and the 2 houses on the Watchtower map, or if he forces all the surviving Vikings to take refuge in the buildings, whichever they be. The Viking player wins if he takes the abbey and the 3 houses on the Abbey map, or if he forces the surviving Anglo-Saxons to take refuge in the buildings, whichever they be.

Version 1.0 November 2001; version 1.1 corrects a minor error in the Scenario 2 special rules on picking up treasures.

RDG: Vikings Scenarios version 1.1, June 2002