{"id":3953,"date":"1989-05-31T12:00:00","date_gmt":"1989-05-31T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/1989\/05\/31\/britannia-3\/"},"modified":"2026-07-06T17:27:49","modified_gmt":"2026-07-06T15:27:49","slug":"britannia-3","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/1989\/05\/31\/britannia-3\/","title":{"rendered":"Britannia"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><i><span>(This article was originally published in &#8220;Games<br \/>\nInternational&#8221;, issue #5 and is reproduced here with the permission of Brian Walker,<br \/>\nthe former GI editor)<\/span><\/i><\/p>\n<h1>Britannia<\/h1>\n<p class=\"quote\"><b>Graham Staplehurst<\/b> gives one man&#8217;s angle on a popular<br \/>\nhistorical game that is already regarded as a classic.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_britannia1.jpg\" alt=\"Britannia\" width=\"250\" height=\"173\" align=\"right\" border=\"0\" \/><\/p>\n<p>Britannia is a game for three to five players (but four is the most suitable) designed<br \/>\nby Lewis Pulsipher. It is based on the known history of Britain between 45AD and 1085AD,<br \/>\nbut enables the players, together with a little help from the luck of the dice, to<br \/>\nrecreate that history in their own manner.<\/p>\n<p>Lew Pulsipher is well known for his scholarly devotion to history and, though an<br \/>\nAmerican, evidently knows a good deal more about the origin of the &#8216;English&#8217; and<br \/>\nother people of Britain than most people who live here (like me!). However, I&#8217;ll<br \/>\nleave the purely historical aspect of Britannia for now and describe the game in a little<br \/>\nmore detail.<\/p>\n<p>The game consists of a board depicting the island of Britain (including the Hebrides<br \/>\nand Orkneys) divided into 37 areas and surrounded by six seas. Lurking off the board are<br \/>\nthe lands of Gaul, Scandinavia and Erin. Initially, the island is peaceful, with a<br \/>\nscattering of British Celtic tribes portrayed in confederations such as the Belgae, the<br \/>\nWelsh and the Brigantes. Suddenly, from Gaul, comes the fleet bearing four Roman legions<br \/>\nwith their auxiliaries on the command of Emperor Claudius. Fifteen units land on the<br \/>\nsouthern shores of Britain&#8230;<\/p>\n<h3><i>The Destiny Of An Island<\/i><\/h3>\n<p>This is just the first of many invasions inflicted upon Britannia by successive<br \/>\nnations. Some are massive and sudden, like the Romans and Danes; some are slow and<br \/>\ninsidious like the Irish. All affect the game to a greater or lesser degree as existing<br \/>\ninhabitants attempt to stave off the invaders or channel their lust for territory in<br \/>\nanother direction. For this is a game of territory, and the trick of winning is holding<br \/>\njust enough to achieve your individual objectives. Stretch too far and you&#8217;re<br \/>\nvulnerable &#8211; pile your units up and watch them die from lack of supplies.<\/p>\n<p>Each player controls four nations, a nation being a more or less coherent group of<br \/>\npeople with a unified aim. The Belgae, for example (a quarter of the Blue faction),<br \/>\nrepresent the Celts of lowland England: the Trinovantes, Catuvellauni, Dobunni and Iceni<br \/>\namong others. The game notes delineate the aims of the nation in strict terms, awarding<br \/>\nvictory points for achieving different aims. The Belgae must hold areas after the fourth<br \/>\nturn to score points, and also get points for destroying either Roman armies as they<br \/>\nadvance north or Roman forts left behind. Meanwhile the Roman nation (the first of the<br \/>\nPurples, appropriately enough) gets points for invading all English, Welsh and southern<br \/>\nScottish areas and for holding on to its forts, so the Belgae do well to make it through<br \/>\nthe first turn in games I&#8217;ve played. Thus Blue is set against Purple and command of<br \/>\nterritory crucial, for no matter how many battles you win, if you haven&#8217;t held enough<br \/>\nareas, you won&#8217;t win the game.<\/p>\n<p>This aspect of the victory criteria is essential for balance and to ensure that<br \/>\nplayers must mix outright warfare with judicious diplomacy. The Brigantes, Welsh and<br \/>\nPicts can all choose to submit to the Romans rather than be wiped out, safe in the<br \/>\nknowledge that the collapse of Rome will call all the legions home after Turn Five,<br \/>\nleaving behind only the weakened civil population to defend against the waves of Germanic<br \/>\ninvaders.<\/p>\n<p>In addition to the simple equation of areas held = support and victory points, there<br \/>\nare two other basic rules. The first is that only one nation can occupy an area: if<br \/>\nanother enters they must fight until one withdraws or is eliminated &#8211; even if the units<br \/>\nbelong to different nations of the same player. The second is the way that combat is<br \/>\ndealt with. Each side rolls one die for each army present and kills an opposing army on a<br \/>\n5 or 6 &#8211; modified for terrain and special &#8216;enhanced&#8217; armies such as cavalry and<br \/>\nRoman legions.<\/p>\n<p>Thus far the game is simple &#8211; so what makes it exciting? The re-creation of the<br \/>\nhistory of the land we live in is a lively subject and one which continues to enthral me<br \/>\nafter many games. It&#8217;s the eternal &#8216;What if?&#8217; historians like to ask: what if<br \/>\nHarold was defeated at Stamford Bridge or won at Hastings? What if Arthur drove back the<br \/>\nSaxons for good? What if the Great Army of the Danes pressed its attacks on Wessex? All<br \/>\nthese points are elegantly handled in the game through three mechanics (none of which<br \/>\ndetract from its essential simplicity). There are the specially designed victory<br \/>\nobjectives mentioned earlier; there are leaders to gather great armies and enhance their<br \/>\nfighting power; and there are special rules for particular situations.<\/p>\n<p>The victory point objectives can be great motivators. Take the Welsh, for example.<br \/>\nThey score 8 points for holding all of Wales (and this includes Devon and Cornwall) in<br \/>\nTurn Seven; they can also score a massive 6 points for taking York at any point in the<br \/>\nnext two turns. Consequently, the Welsh always make a big effort to sack York and end up<br \/>\ndividing the Angles. But then what do they do with their army in York &#8211; send it home to<br \/>\ndefend against menacing Irish and Saxon armies, or maintain it as a field army to keep<br \/>\nthe nations in England from getting overly powerful? And how should the Angles plan &#8211; to<br \/>\ndefend York heavily and deny the Welsh the points, at the risk of losing perhaps 30%-40%<br \/>\nof their population, or concentrate elsewhere and let the Welsh take it easily?<\/p>\n<p>Leaders can be very useful. Allowing nations to stack up armies for invasions, giving<br \/>\n50% extra movement and adding one to the die roll in battle, they are scattered thinly<br \/>\nfor the most part and must be used carefully, particularly by smaller nations. King<br \/>\nArthur, for example, will lead the Romano-British against the Saxons, Angles and Jutes,<br \/>\ngaining points for every enemy killed. But if he leaves himself exposed and gets killed,<br \/>\nthe victor wins 3 points for themselves. At the end of the game, 5 points are at stake<br \/>\nbetween Harold, William and Harald Hardrada the Norwegian for being King of England.<\/p>\n<p>Finally there are the additional rules. These cover everything from raids, when armies<br \/>\ncan attack and then return safely from whence they came, to the election of Bretwalda or<br \/>\noverlord of England before the strong Kings arose. Trying to remember all the rules,<br \/>\ntogether with all your own victory point objectives, and your opponents&#8217;, and<br \/>\nthinking ahead to where the next invader is going to appear all make for a game where<br \/>\nyou&#8217;re never really sure what&#8217;s going to happen next.<\/p>\n<h3><i>An Anvil Of Blood And Terror<\/i><\/h3>\n<p>So, now you have an idea of how the game is played, let us progress to your first<br \/>\ngame. How do you win? I hope that the general maxim given above will be a start, but<br \/>\nthere are four different factions in the game all requiring a slightly different<br \/>\napproach. Here are some hints which might just help you do a bit better.<\/p>\n<h5>THE PURPLE FACTION<\/h5>\n<ul>\n<li>Romans<\/li>\n<li>Romano-British<\/li>\n<li>Scots<\/li>\n<li>Dubliners<\/li>\n<li>Norwegians<\/li>\n<\/ul>\n<p>The Romans have perhaps more decisions to make than any other nation in the game. They<br \/>\nget the most points-per-area for penetrating to the heart of Albion (that&#8217;s Scotland,<br \/>\nexcept the Scots haven&#8217;t got there yet) but this will generally mean they have to<br \/>\nby-pass Wales and it can also leave them with too few defences down south. Despite the<br \/>\nfact that Romans move further each turn than other armies, their mobility is not<br \/>\nunlimited and to get additional points when the legions withdraw the Roman player must<br \/>\nprotect southern England, Cheshire and York.<\/p>\n<p>If you plan on going north, you must reach York in the first turn while eliminating as<br \/>\nmany Belgae as possible. Try to take out the Brigantes in March and Cheshire as well, and<br \/>\ndefend the western flank against an early Welsh raid. Don&#8217;t despair if you lose two<br \/>\nor three armies early on through others&#8217; lucky die rolls. An alternative strategy is<br \/>\nto go for Welsh submission, since getting all of Wales will net you 3 points anyway &#8211;<br \/>\nmore than risking going against the Highlands in Scotland. Welsh mountains are a good<br \/>\ndefensive base for the Romano-British to take over.<\/p>\n<p>If you go north, this should weaken the Picts and assist your Scots somewhat,<br \/>\nespecially if you can wear the Brigantes down to a token presence. It sometimes pays to<br \/>\nmake a deal with the Welsh regarding the latter. The Scots&#8217; invasion with King Fergus<br \/>\nmust push the Picts back after their raiding. Skye is the hinge of Scotland since it<br \/>\nborders both western seas, but Dalriada remains the centre of the kingdom. If the Scots<br \/>\nlook doomed through ill luck, use them to try to eliminate the Brigantes completely.<\/p>\n<p>The second two Purple factions can also help each other. The Dubliners&#8217; big<br \/>\nadvantage is moving after the Norsemen, so they stand every chance of getting both York<br \/>\nand Cumbria on their big invasion turn. It is often advantageous for both Scots and<br \/>\nDubliners to bide time at sea when small numbers of invaders are introduced, landing them<br \/>\nonly in the major invasion. Obviously, empty spaces are often worth taking to get a<br \/>\nfoothold and start to build population.<\/p>\n<p>After their invasion, the Dubliners should attack Angles and Danes in the area to<br \/>\nweaken the north for Harald&#8217;s forces, and aim to retreat into Lindsey and Pennines.<br \/>\nThey can emerge in the last turn to retake York and Cumbria while keeping out of<br \/>\nHarald&#8217;s way when he needs to score points. The Angles are a problem since they will<br \/>\ntry to eliminate or weaken Harald at any cost, in order to assist Duke William&#8217;s<br \/>\nchances of becoming King.<\/p>\n<p>The Norwegians should be able to score most of their initial invasion points with<br \/>\nDubliner help. Try to push well south on the first stage of the invasion so that Harald<br \/>\ncan retreat further north and stay out of others&#8217; reach. His only real hope for King<br \/>\nis that Harold and William kill each other, but a small force in North Mercia sometimes<br \/>\nhas a chance of catching one or other off guard.<\/p>\n<p>Avoiding putting more than one man in areas the Dubliners want; there&#8217;s a good<br \/>\nchance he&#8217;ll be able to retreat out. However, the areas are worth holding to get<br \/>\nreinforcements. If you do plan to let the Dubliners take York, remember the<br \/>\nreinforcements can&#8217;t land south of it, so ensure your armies aren&#8217;t concentrated<br \/>\nin the north.<\/p>\n<h5>THE BLUE FACTION<\/h5>\n<ul>\n<li>Belgae<\/li>\n<li>Picts<\/li>\n<li>Angles<\/li>\n<li>Normans<\/li>\n<\/ul>\n<p>The Blue faction is hard to play well, but don&#8217;t despair! It can win, and does so<br \/>\nmore often than you might imagine. It starts by watching the Belgae being annihilated by<br \/>\nmerciless waves of Roman invaders. All you can do is pray to roll some sixes and slow the<br \/>\nRomans down. Always retreat immediately you get the opportunity, preferably to hiland<br \/>\n(Downlands or Lindsey). Then attack any undefended fort or, failing that and if you are<br \/>\ncaught in open terrain, forts with single armies. Always attack the forts of greatest<br \/>\nworth to the Roman, even if this leaves you in a worse defensive position (as the Belgae,<br \/>\nyou couldn&#8217;t have a worse defensive position). Just go for kill points.<\/p>\n<p>The Picts however should do everything possible to survive as widely spread as<br \/>\npossible. Don&#8217;t retreat from Dunedin until you have to and build in the north, ready<br \/>\nto squeeze the Caledonians before they start to double up their armies in areas.<br \/>\nDon&#8217;t hold back against the Caledonians if you can put three or preferably four onto<br \/>\none. Turns Four and Five are especially useful and you can often eliminate the<br \/>\nCaledonians by sending in every single piece to raid and leaving just one behind. The<br \/>\nPicts and Angles can often help each other across Dunedin\/Lothian\/Strathclyde. If the<br \/>\nPicts do get control of the islands, remember to garrison them later against the<br \/>\nNorsemen. Do remember, it&#8217;s better to stay alive and make a deal with the Brigantes<br \/>\nor Scots than to be reduced down to a miserable couple of units; and also ensure you get<br \/>\nthe most points in the last turn.<\/p>\n<p>The Angles have a hard time. Lacking a leader with which to invade, their only<br \/>\nadvantage is moving last, and even this means they tend to have their breeding cut down<br \/>\nby others, especially Saxons. However, it is still possible to score lots of points and<br \/>\nsurvive, despite being assailed by Romano-British, Welsh, Saxons, Irish, Danes, Dubliners<br \/>\nand Norwegians. Try to hold the balance of power in England and deprive the Saxons of<br \/>\nBretwalda and Kingship as often as possible. Strike at weak Saxon points to deprive him<br \/>\nof victory points as well, for example Essex in Turn Seven. Take any hiland areas as soon<br \/>\nas you get the chance and don&#8217;t risk big attacks except perhaps to take out Arthur<br \/>\nwith an army or two -that&#8217;s four or five points&#8217; worth.<\/p>\n<p>Finally, the Angles have a good points-per-area score late in the game, so they are<br \/>\nworth preserving rather than throwing away. They can also help Duke William (the<br \/>\ntraitors!).<\/p>\n<p>The Normans get the chance to move and act last of all in the game. Be prepared to<br \/>\nface Saxons, Danes, perhaps even some Welsh or Irish in the west, all intent on murder.<br \/>\nIt is absolutely essential to get maximum points from the first invasion turn and to<br \/>\nprotect William, for reinforcements will be worthless without him alive. The best points<br \/>\ncome from an east-side attack but except in very unusual circumstances you should always<br \/>\nendeavour to kill Harold as soon as you land. Don&#8217;t bother to spread out after Turn<br \/>\n15; stay compact and harder to attack. Encourage everyone else to harry the Norwegians!<br \/>\nMix your cavalry and ordinary armies to give the latter best protection and leave William<br \/>\nbehind at least one rank of defenders.<\/p>\n<h5>THE RED FACTION<\/h5>\n<ul>\n<li>Brigantes<\/li>\n<li>Irish<\/li>\n<li>Saxons<\/li>\n<li>Norsemen<\/li>\n<\/ul>\n<p>The Red faction is big, bad and thoroughly mean. At least, that&#8217;s my unbiased<br \/>\nopinion. To be honest, any of the factions can be played as &#8216;spoilers&#8217; to some<br \/>\nextent; it&#8217;s just that often the Red faction seem to be better at it than others.<\/p>\n<p>As enduring as the Picts (with luck) are the Brigantes. By the time the Roman reaches<br \/>\nthe Brigantes&#8217; real heartland of Galloway and Strathclyde, he should be struggling a<br \/>\nbit, and the Red player should certainly encourage the Roman to go for the big points in<br \/>\nDunedin, Alban and Dalriada.<\/p>\n<p>If necessary, submit to the Romans. Fighting it out is usually not worth it: although<br \/>\nyou gain perhaps 6 points for luckily killing a couple of armies, it would be much better<br \/>\nto preserve your integrity and pick up more points later on. Try to submit with maximum<br \/>\npopulation (6 armies in three areas) and remember that you move after the Roman so when<br \/>\nhe counts Limes on Turn Five, you can try to vacate point-scoring areas. With five or six<br \/>\narmies, you should be able to hold the heartland and progress from there, especially with<br \/>\nthe early leaders. Do any deal to stay alive and help the Saxons and Norsemen later:<br \/>\nSaxons by voting for them in Bretwalda elections; Norsemen by clearing Cumbria.<\/p>\n<p>The Irish have a hard time of it. As suggested for the Scots and Dubliners, don&#8217;t<br \/>\nalways land armies the turn they arrive at sea. Wait until you have a couple to be more<br \/>\nuse, unless you want to risk the odd Roman fort in Avalon or Hwicce, for example, or<br \/>\noccupy an empty area. With a few armies on the board and the Welsh busy elsewhere, a<br \/>\nuseful attack is one focusing on Devon then Cornwall. Although harder to penetrate, they<br \/>\nalso offer better long-term security and will be hard for the Welsh to retake. Even<br \/>\nbetter, it could well distract the Welsh from attacking Norsemen or Saxons elsewhere, and<br \/>\nstrengthen your faction as a whole. An alternative Irish kingdom to aim for stretches<br \/>\nfrom Cumbria to Gwynedd; again this is quite hard for the Welsh to attack, however it is<br \/>\nmore vulnerable to later attacks from Danes and Dubliners.<\/p>\n<p>The Saxons are quite simply the biggest nation (potentially) on the board. Only the<br \/>\nDanes with 18 armies approach the Saxon total of 20, and the Danes are unlikely to grow<br \/>\nlike the Saxons do. The initial Saxon advantage is the early invasion against a<br \/>\nrelatively empty southern England, with Hengist as leader. This should enable you, with<br \/>\nluck, to score a good few points killing Romano-British as well as wiping out the Jutes<br \/>\n(this is highly recommended). Then spread out and maintain a few two-army stacks in the<br \/>\nmidlands, gradually swelling in size -you should quickly get two, then three builds a<br \/>\nturn &#8211; and taking out Angles in the Midlands and East Anglia, pushing back stray Welsh<br \/>\nand even making room for the odd Irishman if it scores more points. Use boats to catch<br \/>\nthe Angles off guard. If Hengist is unopposed in landing, an early foray to secure Devon<br \/>\nis also useful, but follow up in Cornwall sooner rather than later. With Irish and<br \/>\nBrigante help, the Red faction should make the Saxons Bretwalda and King more often than<br \/>\nnot. Once you gain momentum, you will roll on until the Danes strike. The answer is to<br \/>\nsecure your back (the West) so that you can fall back in good order and keep punching<br \/>\nback in any weak spot. Tell the Danes if they weaken you too much, it&#8217;ll be a<br \/>\nwalkover for William later. Do deals on non-aggression to get Bretwalda votes. Most of<br \/>\nall, bulk up your front line to make it sufficiently unattractive to attackers, even if<br \/>\nyou don&#8217;t want to attack anywhere yourself.<\/p>\n<p>At the end of the game comes the hardest part &#8211; defending against Duke William and<br \/>\nHarald. With any luck, the Angles and Danes should be Harald&#8217;s main opponents and may<br \/>\nwell prevent him from reaching Harold. Keep Harold as well defended as possible, such as<br \/>\nwith the maximum four armies in hiland, and scatter troops around to give you the best<br \/>\nchance of survival and a retributive strike against the Norman invaders.<\/p>\n<p>The Norsemen present a task of flowing where it is easiest. The initial strike must be<br \/>\nagainst Hebrides and Orkneys and holding them in Turn 13 for the best points opportunity.<br \/>\nIf you can end up with the ideal of two or three armies in Hebrides after Turn 12, these<br \/>\ncan join with the fresh invaders next turn to go for Skye and a solid base for reaching<br \/>\nall of Britain&#8217;s west coast; otherwise get points in Cumbria and annoy the Welsh or<br \/>\nDubliners, whoever looks the stronger. Don&#8217;t be too worried about getting every last<br \/>\nhalf point for visiting &#8211; the Norse are one example of where the armies are best used<br \/>\npreventing others from reaching juicy objectives, such as the Picts on the last turn with<br \/>\ntheir three 3-point areas.<\/p>\n<h5>THE BLACK FACTION<\/h5>\n<ul>\n<li>Welsh<\/li>\n<li>Caledonians<\/li>\n<li>Jutes<\/li>\n<li>Danes<\/li>\n<\/ul>\n<p>At first glimpse, you might be forgiven for thinking you&#8217;d been dealt a dud hand.<br \/>\nThe Caledonians can only get six armies on the board and stand fair to be wiped out by<br \/>\nPicts and Norsemen, but this seems an easy life compared with the Jutes&#8217; five armies<br \/>\nand not even hilands to defend them.<\/p>\n<p>The Caledonians have little to do except sit there and try to resist the inevitable.<br \/>\nJust try to exist; honey the Pict with kind words and hope you get a build soon. As for<br \/>\nthe Jutes, their best chance for points lie in destroying Roman forts and stealing Kent<br \/>\non Turn Four. If Kent is defended by a Roman army and fort, go for any open Roman fort<br \/>\nyou can reach and raid it, then try for another on Turn Five with all units. If possible,<br \/>\ndelay landing the final Jute until after Hengist&#8217;s invasion; that way you might just<br \/>\nget Kent or somewhere adjacent on Turn Seven. Remember, if you land in a coastal space<br \/>\nyou can probably reach Kent by boats later, so stay out of the way of the Saxons.<\/p>\n<p>The Welsh are more complicated and offer a good possibility for long term strategy. As<br \/>\nwith the Brigantes, submission to the Romans is, in the final analysis, better than being<br \/>\nsmashed to (practically) nothing. Don&#8217;t let that stop you taking any chance to raid<br \/>\nCheshire, York or Essex, should the chance arise: by building your first armies in Powys<br \/>\nand Clwyd this is often easy to accomplish. When the Romans withdraw, Romano-British<br \/>\nforays may leave areas to York open. Seize these early (especially Pennines) to make it<br \/>\neasier to get your 6 points in Turn Eight or Nine.<\/p>\n<p>Your main opponents are the Red faction, so ruthlessly quash any Irish settlers and<br \/>\ntake the opportunity to nibble at the Saxon kingdom and slow its expansion. Devon and<br \/>\nGwent are worth defending. In the mid game, occupying one or two English areas can make<br \/>\nall the difference in Bretwalda elections. However, the main concentration must be on<br \/>\nmaintaining the integrity of Welsh territory and reaping maximum victory points every<br \/>\nthree turns.<\/p>\n<p>Finally, the Danes also call for careful consideration. In the initial raid, look for<br \/>\nopen areas you won&#8217;t have to fight over and be careful to preserve maximum numbers of<br \/>\nunits for the Turn 12 invasion. Raid Angles or Saxons depending on who holds the stronger<br \/>\nhand and then follow this up with a good invasion (at least 16 points worth). Try to end<br \/>\nthe invasion concentrated either north or south of York &#8211; if north, aim to eliminate the<br \/>\nAngles entirely &#8211; so that you can hold a sensible kingdom.<\/p>\n<p>Use the Welsh to soften opponents and take the odd area so the Danes get a chance to<br \/>\nbe King, but don&#8217;t let them get in the way of scoring points during the invasion.<br \/>\nLater hang on as well as possible and press the advantage wherever you can. You should<br \/>\nmake deals with the Saxons and Angles if necessary at the end of the game in order to<br \/>\nstand off the Normans and Norwegians wherever possible.<\/p>\n<h3><i>Step Back Into Those Dark Ages<\/i><\/h3>\n<p>One of the attractions of Britannia is that it does not exactly simulate the history<br \/>\nof Britain. After all, this would be very tedious and unrewarding, and we would all know<br \/>\nwho was going to win. (Actually, portraying history with the game is impossible in places<br \/>\n&#8211; for example, Harold cannot defeat Harald Hardrada at Stamford Bridge (in York) and then<br \/>\nreach William in Sussex next turn.) However, the game must of necessity simplify things<br \/>\nsomewhat and leave out some rather interesting bits of British history.<\/p>\n<p>Generally speaking, the only units in the game are armies, and only armies are deemed<br \/>\nto control areas. There are no civil populations to hold an area peaceably (although a<br \/>\nleader can control an area on his own) and thus every part of the realm must be<br \/>\ngarrisoned &#8211; and this is not an accurate reflection of the settlement of Britain other<br \/>\nthan in Roman and late Saxon times. Additionally, it means that the Normans, with their<br \/>\nrelatively small band of men, cannot win control of the land by placing a few men in<br \/>\ncommand over a subject population.<\/p>\n<p>Additionally, a dimension of historical realism is lost by the amalgamation of many<br \/>\npeoples into different nations. The many tribes constituting the Belgae, for example,<br \/>\nwere belligerent towards each other &#8211; often more than the Romans, and some actively<br \/>\nsubmitted to the Romans (whom they knew from Julius Caesar&#8217;s invasion and withdrawal<br \/>\nninety years earlier) and attacked their &#8216;fellows&#8217;. The Welsh were related Celtic<br \/>\ntribes: Ordovices, Silures and Deceangli for example, who were led by the fleeing Belgae<br \/>\nleader and hero Caractacus (or Caradoc) in defiance of the Romans.<\/p>\n<p>Throughout the rest of history, nations were split by internal strife on a regular<br \/>\nbasis as successions were disputed and lesser nobles tried to seize power. There were<br \/>\nalso rebellions by peoples who had been subjugated and effectively &#8216;wiped out&#8217;<br \/>\nbut who nevertheless regained a national identity and rose up. The first example of this<br \/>\nwas Boudicca and the Iceni who had been semi-Romanised; they took up arms when greedy<br \/>\nadministrators raped their lands and daughters and drove a path of destruction to<br \/>\nColchester, St Albans and beyond before being utterly defeated by Suetonius.<\/p>\n<p>There are a few historical inaccuracies which are easy to correct. Two of these<br \/>\nconcern the provision of boats &#8211; a very useful commodity in the game. I would certainly<br \/>\nallow the Saxons boats under Alfred, who was the constructor of the first English navy<br \/>\n(one might even think about rules for naval combat).<\/p>\n<p>I would also give boats to the Norwegians in Turn 16, enabling them to land forces<br \/>\nfurther south than York. Turn 16 could be further enlivened by the addition of a Danish<br \/>\nleader King Swein (also with boats and a few boatloads of troops) who raided the east<br \/>\ncoast of Britain and, assisted by Hereward the Wake, laid up in the Wash during 1070-1. I<br \/>\nam also tempted to add other leaders, such as Caractacus, Boudicca, Hereward, other Welsh<br \/>\nand Scottish princes down to Macbeth and so on, but this side of the game is more<br \/>\ndangerous to tamper with, as one might upset the game&#8217;s innate balance.<\/p>\n<p>There are some nations I feel have been treated a little harshly &#8211; the Jutes for<br \/>\ninstance, unable ever to score any points except for areas in the south-east of England<br \/>\nwhen, given the opportunity, they might have settled in any convenient spot and survived<br \/>\nwith a greater cultural identity. I believe there is also room for more rules covering<br \/>\nsubmission, a Scottish King and so on.<\/p>\n<h3><i>The Wider World<\/i><\/h3>\n<p>Britannia is a good game, destined to become a popular favourite with boardgamers and<br \/>\nwargamers alike. However, as a games designer, I&#8217;m not content to let it stop there,<br \/>\nand neither are other busy inventors I know.<\/p>\n<p>Already existing as a prototype are Britannia variants covering the whole of Europe,<br \/>\nfrom Persia to Britain (a six player, 36-faction game taking about 12 hours to play) and<br \/>\nalso a Middle-earth variant of my own design. This latter has some 20 factions and a<br \/>\nrather longer time span than Britannia &#8211; it starts with the war of the Elves and Sauron<br \/>\nin the Second Age and ends with the War of the Ring over 5000 years later!<\/p>\n<p>In addition I have devised some alternative historical scenarios to add to the<br \/>\noriginal game. These start with the Huns under Attila reversing their defeat by the<br \/>\nFranks at Chalons and sending a raid against England. The Huns are followed by a possible<br \/>\nresurgence in Roman fortunes, then later by Arabs spurred on by victories in France and<br \/>\nMagyars raiding beyond their battles in the Low Countries. Finally there are ex-Danish<br \/>\nVikings who can choose either to settle in France and become the Normans, or land early<br \/>\nin England &#8211; but this will indubitably let in the Franks, now French, under Philip<br \/>\nI&#8230;<\/p>\n<p>I also have plans for introducing some fantasy elements to the game, with Merlin,<br \/>\ngiants, dragons, faeries, goblins and all the other traditions rife across so many parts<br \/>\nof the country that to leave them out would do serious injustice to the tale of Britain<br \/>\nthat Britannia tries to tell. But in the meantime, I hope you enjoy playing Britannia,<br \/>\none of the best new games for a long time. There are thrills enough in just getting to<br \/>\ngrips with a game where hidden danger or success can be revealed with every new turn,<br \/>\nevery surprise move, and every roll of the dice.<\/p>\n<h3><i>A Final Note<\/i><\/h3>\n<p>The first edition rules published by Gibsons were atrocious. Most of the ambiguities<br \/>\nwere cleared up in the second edition, though there are still some anomalies.<\/p>\n<p>A copy of the second edition rules can be obtained by sending an SAE to Gibsons.<br \/>\nAvalon Hill, who licensed the game from Gibsons for the American market, corrected all<br \/>\nthe errors in their set of rules.<\/p>\n<p>If you&#8217;re using the second edition rules you may find some eventualities which are<br \/>\nnot covered, or which seem confusing. As with any game, these are not difficult to come<br \/>\nto agreement over after careful assessment of all applicable rules. There are some<br \/>\nsuggestions in this article which may seem contrary to the rules, and the latter should<br \/>\nbe always be taken as relevant to your games, until or unless you agree otherwise.<br \/>\nUnfortunately, the author cannot let well alone and will always tamper with things&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; (This article was originally published in &#8220;Games International&#8221;, issue #5 and is reproduced here with the permission of Brian Walker, the former GI editor) Britannia Graham Staplehurst gives one man&#8217;s angle on a popular historical game that is already regarded as a classic. Britannia is a game for three to five players (but four &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/1989\/05\/31\/britannia-3\/\" class=\"more-link\"><span class=\"screen-reader-text\">Britannia<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[966],"tags":[],"class_list":["post-3953","post","type-post","status-publish","format-standard","hentry","category-artikel"],"views":6,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3953","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3953"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3953\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3953"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3953"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3953"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}