NO DICE DARK AGES RULES get the kids involved. ANY SIZED FIGURES but if not

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NO DICE DARK AGES RULES get the kids involved ANY SIZED FIGURES but if not 28mm Foot 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth 40mm,50mm,60mm depending on figure Use 1 pack of playing cards plus jokers per 1 player SO 1 player has 54 cards each number is equal to 1 or 1 point, face cards are 0 points or 0 movement and jokers are 0 or 0 points. THE START (Always shuffle yours cards after each sequence) EACH PLAYER shuffles his cards and picks the top card,the player with the highest scoring card goes first,if even pick again do this every turn. TO PICK SCENERY The player that won to start his turn first picks another card off his pack of cards.this NUMBER is the amount of scenery to place on the battlefield. If 0 pick again etc Terrain consist of in order 1. Light wood (passable) 2.Smalll Hill 3. Village consisting of 3 dwellings 4. Enclosed field 5. River with 1 ford from 1 table edge to another table edge. 6. Bridge 7. Dense Wood (impassable) 8 Small hill 9 Marsh 10 Large Hill I.E. you pick a playing card and the number is 6 so you would have scenery from 1 to 6 the last being a bridge. SEQUENCE --ALTERNATIVE MOVEMENT FIRING MELEE RETREAT MOVEMENT (i.e Warrior Unit picks 2 cards 5 4 so can move up to 9 ) Each player starts at opposite sides of the battleboard. The winner who placed the scenery picks which side to start from. Each SKIRMISHERS UNIT FOOT/CAV always picks 3 playing cards Each WARRIOR UNIT FOOT/CAV always picks 2 playing cards* Each HEAVY WARRIOR UNIT FOOT/CAV always picks 1 playing card NO DEDUCTION FOR MOVING ACROSS SOFT/HARD COVER No deduction for facing enemy,turning to flank or rear

After your movement has ended shuffle your cards etc Soft Cover *Fence *hedge stream broken ground, hill marsh Hard Cover *terrain CAVALRY cannot cross *Wall bridge woods *buildings *fieldworks *overturned wagons * high fences and stakes rivers except at fords and bridges FIRING (Attacker picks opponent) SKIRMISHERS ONLY CAN MOVE AND FIRE OR FIRE MOVE Line of Sight only Pick your target 360 degrees vision RANGES (Behind SOFT/HARD cover you can only fire if you can see figure) Slings/Javelins up to 20cm(8 ) Crossbows up to 40cm (16 ) Bow up to 60cm (24 ) To HIT Each figure firing picks 1 playing card a score of 7 is a Hit if enemy is in the OPEN. TO HIT...SKIRMISHERS in the open 8 To HIT Each figure firing picks 1 playing card a score of 8 is a Hit if enemy is behind SOFT COVER TO HIT..SKIRMISHERS behind soft cover 9 To HIT Each figure firing picks 1 playing card a score of 9 or more is a Hit if enemy is behind HARD COVER TO HIT...SKIRMISHERS behind h/c 10 IF a JOKER is picked by the firer the enemy figure is automatically killed. EACH DEFENDING PLAYER OR ANIMAL TO SAVE picks 1 playing card per hit a score of 7 is a save PICK 1 MORE PLAYING CARD TO SAVE, IF WARRIOR UNIT FIGURE (i.e you get 1 more chance to save your figure) PICK 2 MORE PLAYING CARDS TO SAVE, IF HEAVY WARRIOR UNIT FIGURE (i.e you get 2 more chances to save your figure) Behind Soft/Hard Cover you can only fire if you can see figure. Firing at Lord /Flagbearer You can fire at Lord/Flagbearer if not in base to base contact with other troops...if they are attached to a Unit then a ratio of 1 to how many figures in that unit ( say 10 then you need 10 hits for 1 hit )

MELEE CAN FIRE MOVE THEN MELEE MOVE MELEE (MUST BE IN BASE TO BASE CONTACT) up to 4 figures against 1 If a figure is in base to base with an enemy figure, that figure cannot turn to flank or rear To HIT Each Attacking (inclusive of Animals ) figure picks 1 playing card a score of 7 is a Hit if enemy is in the OPEN To HIT Each Attacking (inclusive of Animals) figure picks 1 playing card a score of 8 is a Hit if enemy is behind SOFT COVER To HIT Each Attacking (inclusive of Animals) figure picks 1 playing card a score of 9 is a Hit if enemy is behind HARD COVER IF a JOKER is picked by the ATTACKER then the defender is automatically killed. EACH DEFENDING PLAYER OR SHEEP TO SAVE picks 1 playing card per hit a score of 7 is a save PICK 1 MORE PLAYING CARD TO SAVE, IF WARRIOR UNIT FIGURE OR PIG (i.e you get 1 more chance to save your figure) PICK 2 MORE PLAYING CARDS TO SAVE, IF HEAVY WARRIOR UNIT FIGURE OR CATTLE (i.e you get 2 more chances to save your figure) Each DEFENDING figure not in base to base with another friendly figure picks 1 playing card per HIT a score of 8 is a save. Each DEFENDING figure attacked in flank picks 1 playing card per HIT.a score of 9 is a save. If attacked in rear a 10 is a save. MORALE Morale is set at 50% When a UNIT reaches 50%, each figure has to take a Morale test. A score of 7 is required. Each figure picks 1 playing card A Warrior figure picks 1 more playing card (he gets 1 more chance ) A Heavy Warrior figure picks 2 playing cards (he gets 2 more chances) If passed the figure can carry on as normal until another figure is killed in that unit IF A FIGURE FAILS HIS MORALE TEST TAKE OFF THE BATTLEFIELD IF THE LORD IS KILLED THE BATTLE IS ENDED

POINTS ALLOCATION OF TROOPS 300 Points For Each SKIRMISHER FOOT figure 2 For Each WARRIOR FOOT figure 3 For Each HEAVY WARRIOR FOOT figure 4 For Each SKIRMISHER CAV figure 4 For Each WARRIOR CAV figure 6 For Each HEAVY WARRIOR CAV figure 8 For Each LORD FOOT figure (1 per Side) 5 For Each LORD CAV figure (1 per Side if not on FOOT) 10 For Each FLAGBEARER FOOT figure (1 per side) 5 For Each FLAGBEARER CAV figure (1 per side if not on FOOT) 10 For Each Weapon JAVELIN/SLING 2 For Each Weapon CROSSBOW 4 For Each Weapon BOW 6 For Each Pig 6 For Each Sheep 4 For Each Cattle ( Bull/Cow) 8 ALL UNITS MUST BE IN BASE TO BASE UNLESS SKIRMISHERS SKIRMISHERS CAN PASS THROUGH OTHER SKIRMISHERS SKIRMISHERS MUST GO ROUND UNITS IN BASE TO BASE UNITS IN BASE TO BASE CAN GO THROUGH SKIRMISHERS LORD/FLAGBEARER can be HEAVY WARRIOR FOOT/CAVALRY and you must attach to one of your HEAVY WARRIOR FOOT/CAVALRY UNITS.

RATIOS for 6 unit Anglo-Saxon 1 Heavy Warrior Cav Unit 2 Heavy Warrior Foot Units 2 Warrior Foot Units 1 Skirmisher Foot Unit (Javelin) Picts 2 Heavy Warrior Foot Units 2 Warrior Foot Units 1 Skirmisher Cav Unit (Javelin) 1 Skirmisher Foot Unit(Bow/Javelin) Irish 2 Heavy Warrior Foot Units 2 Warrior Foot Units 2 Skirmisher Foot Units(Bow/Javelin) Welsh 1 Heavy Warrior Cav Unit 3 Warrior Foot Units 1 Skirmisher Foot Unit (Javelin/Bow) 1 Skirmisher Cav Unit (Javelin) Danes 2 Heavy Warrior Foot Units 2 Warrior Units (Javelin/Bow) 2 Skirmisher Units Danes settled 2 Heavy Warrior Foot Units 1 Warrior Unit 1 Skirmisher Foot (Javelin) 2 Skirmisher Cav Units (Javelin/Bow) STAMPEDE Pick 1 playing card a score of 7 or more and you can have animals for a stampede. if you want to have animals to form a Stampede the cost of each animal is in the points allocation You cannot mix Animals, You must always have the same breed. MOVEMENT Pick 3 playing cards per Stampede Unit Firing at Animals in a Stampede you need 8 to save.. You need at least 1 SKIRMISHER figure in base to base with your Animal Stampede to direct it to the enemy. If your skirmisher or skirmishers are killed throw 1xDirection Dice and move the Stampede accordingly. If the Stampede moves off table then they are classed as lost. There is no morale for Animals... FIGHITING IN BUILDINGS If a building is occupied by 5 figures then you will have to fight at the door. You can only enter if you kill that figure. The Defender at all times is classed as in Hard cover.