Rulebook – Stockholm 1520

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Stockholm 1520 

Rulebook

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Table of Contents 

1.0 Introduction/Game Overview3

1.1 The Game Map3

1.2 The Cards3

1.2.1 Zone Cards3

1.2.2 Event Cards3

2.0 Sequence of play4

Game Setup:4

1. New round4

2. Enemy’s Turn5

3. Player’s turn5

4. End of a round5

5. End of the game5

6. Losing the game5

3.0 Units6

3.1 Allied Units6

3.2 Enemy Units7

4.0 Movement8

5.0 Combat8

6.0 Index9

6.1 Game mechanics9

6.2 Event cards9


1.0 Introduction/Game Overview

It’s 1520 and the king is dead. The Danish king Christian II is invading Sweden in the hopes of becoming king of Scandinavia. Kristina Nilsdotter has taken the place of the king, and as her strategic advisor, you must mount the last defence against the Danes. They cannot be allowed to take Stockholm!

In this single-player strategic war game, you defend Stockholm from waves of incoming Danish soldiers. 

1.1 The Game Map 

The board consists of a hexagonal grid on an old map of Stockholm. The playfield is indicated by a green outline, this is the area where the player is allowed to move in. 

Stockholm, the Swede’s base is located in the middle of it. Surrounded by water and land on its northern and southern sides. Roads are all connected to the enemie’s end goal: Kristina Nildsotter within Stockholm. 

1.2 The Cards

1.2.1 Zone Cards 

The Zone cards indicate which troop will spawn where that round. It specifies troop type (colour), which zone and road.

1.2.2 Event Cards

Event cards decide a special condition or event that will happen at the beginning of the round. Cards which benefit the enemy have a danish flag, allies has a swedish flag. Cards which could benefit both sides have both on the card. 

After an event card is drawn, discard it unless stated otherwise.

You can read more about card specifics at page 10 (Event Cards).

2.0 Sequence of play

Game setup – regroup units

  1. New round 

Draw event card and zone cards

  1. Enemy turn 

Move enemy troops along the roads

  1. Your turn

Repeat step 2-3 until all enemy troops are dead.

  1. End of a round

  2. End of the game

Game Setup:

At the start of the game, you may position all of your 6 units (2 of each type) wherever you want within the Stockholm area. That will be their starting position.

1. New round

At the start of each round the player draws an event card. If the event is a one time, effective immediately type of card, follow the steps as per the card. Otherwise, proceed to the drawing of zone cards. (See page 10 for more details on event cards) 

The player should then draw zone cards, the amount of which is decided by the level of propaganda currently in place. If there is no propaganda, the player draws 4 zone cards. With each level of propaganda the amount of cards is increased by 1. 

In accordance to what is indicated on the zone cards, the player places enemy troops on their respective spaces. In the case of multiple enemies appearing in the same space, they create a straight line behind the starting space following this order of priority: Red->Green->Blue. After this you may reshuffle the cards into the deck.

For information on propaganda, see index page 10 (6.2 Event cards). 

If it’s currently round 3, 5 or 7, a Swedish Militia unit will spawn on the Militia space located close to Zone C. See index page 10.

2. Enemy’s Turn

                   ? Move enemy units 

                   ? Move propagandist (If there are any)

Enemies move along the roads on which they spawned on. They move forward until they reach the castle of Stockholm and Kristina. If they step adjacent to your troops, they can enter combat. Enemy units will enter combat provided that a Swedish unit will die in the process. They will not enter a losing battle, but they will sacrifice one of their own to kill a Swedish unit. 

If an enemy troop can kill one of your units, they move first.

If the road is blocked by one of your units, enemies will move around your unit and get back to the road in the quickest way possible. If the road is completely blocked off at a choke point, they will move as close as possible, leaving their road if necessary. 

Whenever enemy movement collides within the enemy units, they move according to their zone name in alphabetical order. Whenever a tie happens, the road number decides. 

Whenever movement order collides, prioritise according to this:

Enemy troops that can kill one of your units -> whichever unit has the lowest zone and road number.

3. Player’s turn

The player may move their units however they want over the board, but they may not stand on the same space as another unit. They may however move across another allied unit. If the player moves a unit adjacent to an enemy unit they may choose to engage in combat. (See Combat section) Engaging combat consumes a unit’s remaining movement for that turn. 

If one enemy troop is still alive at the end of your turn, go back to step ‘Enemy Turn’ (step 2).

4. End of a round

When all the enemies have been defeated, the round is over, and you are given one turn to regroup your units before the next round begins. You may move all of them once as a normal player turn. (See step 1)

5. End of the game

If the player manages to reach round 8, Christian II himself will appear on the battlefield along with a max total of 9 Danish units. If the player manages to defeat Christian II and all remaining troops you win the game. See index page 10. 

6. Losing the game 

If an enemy unit at any point manages to attack Kristina, you lose the game. 

3.0 Units

3.1 Allied Units

Swedish Cavalry (Red): 

Can move up to 3 spaces 

each turn. 

_____________________

Swedish Crossbowmen (Green): 

Can move up to 2 spaces 

each turn. 

_____________________

Swedish Pikemen (Blue): 

Can move up to 2 spaces 

each turn. 

_____________________

Kristina Nilsdotter: 

The Swedish regent located 

within Stockholm. 

Stationary non-combat unit. 

_____________________

Swedish Militia: 

Can move up to 2 spaces each turn. 

Attacking any unit (except propagandist)

with the militia will 

result in both units being defeated. 

You can take the militia to the training 

zone in Stockholm to upgrade it to

 a unit of your choice. 

_____________________

3.2 Enemy Units

Danish Cavalry (Red): 

Can move up to 3 spaces 

each turn. 

_____________________

Danish Crossbowmen (Green): 

Can move up to 2 spaces 

each turn. 

_____________________

Danish Pikemen (Blue): 

Can move up to 2 spaces 

each turn. 

_____________________

Christian II: 

The Danish King, a unit which 

will spawn on Zone C Road 4 

on round 8. 

Killed by: Any swedish troop

Stationary non-combat unit.

_____________________

Propagandist: 

Will move 1 space each turn. 

When a Propaganda card is drawn the 

Propagandist will spawn and walk towards 

the Castle. If they reach it the player will 

get +1 in Propaganda. Rules that state that danish 

troops cannot be on the same space do

 not apply to propagandists.

Non-combat unit. 

Ship: 

When a certain event card is drawn 

a ship will make its way to a certain 

point of the map in 5 turns. 

Draw a card to decide which 

troops will arrive with the ship. 

4.0 Movement

Enemies follow their assigned road but will deviate from it if a troop stands in the way. It will try to move around the blocking troop as closely as possible while also taking the quickest possible path towards Kristina. 

Ally troops can move freely on the map and can walk over other troops. 

After a unit has attacked it cannot move for the remainder of the turn.

In this situation, the path of the Danish cavalry unit is blocked by Swedish pikemen. Since this battle cannot be won by the cavalry, they will not engage in combat. 

Instead of stopping dead in front of the pikemen, the cavalry will try to move past the pikemen in the most efficient way possible. This happens even if the units need to leave their intended road or not, but they will return to their road at the nearest possible moment.

In this situation there are Swedish crossbowmen next to the space where the cavalry ended up. Despite the cavalry not being on their main path, they will still attack a unit if possible. Watch out for situations where enemy units might take unexpected paths!

In case of confusion or an unclear situation, the player has the liberty to decide how an enemy unit will move on that turn. 

5.0 Combat

The combat of this game follows a simple rock-paper-scissors structure. Cavalry units defeat Crossbowmen, who defeat pikemen, who defeat cavalry. Red>Green>Blue>Red. If two units of the same type engage in combat, they will both be destroyed. Units can engage in combat with units that are standing adjacent to them. Combat consumes all the remaining movement of a particular unit for that turn. As such, a winning unit will stay on their space and not move onto the space of the defeated enemy. 

6.0 Index

6.1 Game mechanics

Castles: Scattered throughout the map. Each propagandist will make its way to a castle to spread the propaganda. 

Militia: The Militia are reinforcements that appear on turn 3, 5 and 7. If brought to the training zone in Stockholm, they can be upgraded into an allied troop of your choice. 

Propaganda: Current propaganda is shown by the Propaganda Meter. For each propaganda you have, there will spawn more enemy troops. 

More info about propaganda on page 10 (6.2 Event cards).

Road: Connected to each zone there are several roads assigned to numbers (1-3 or 1-5). The enemy troops will follow these roads unless they get blocked. (See movement for more information)

Round: A round starts with drawing 1 event card and 4 (+1 by each propaganda point) zone cards. A round ends once all enemy troops are defeated and you have finished your regroup phase. 

Round Based Events: On certain rounds an additional event will happen. 

    Round 3: Militia spawns

    Round 5: Militia spawns

    Round 7: Militia spawns

    Round 8: Christian II arrives – raise propaganda meter to 5

Troop: All combat units are referred to as troops.

Turn: Each round consists of several turns. A turn starts with the enemy moving and/or attacking, and ends after you have moved and/or attacked your desired troops.

Zones: There are 4 zones (A, B, C, D) on the board which helps indicate where enemy troops will spawn

6.2 Event cards

Additional movement: The units stated on the card get to move one additional step every turn for this round. 

Bridge: When the bridge event card is drawn the enemy can now walk on that space. Indicated with the dotted line on the south part of Stockholm.

Christian II: Christian II will spawn and raise the propaganda meter to 5, making 5 additional troops spawn. 

Propaganda: When a propaganda Event card is drawn, draw a zone card to determine which zone a propagandist will spawn in, the other parts of the card are not relevant.* Propagandists always spawn on the space with yellow borders. It will try to get to a Castle, moving 1 space per turn. If it does, increase the propaganda meter by one and replay the card, drawing another zone card to see where the new propagandist spawns. To stop the propagandist before they get there, you must attack it as with any other combat, but it loses to all units. If it reaches the castle, the castle will permanently defect to the danish side.

After the round is over, reshuffle the card into the event deck.

*Zone D is an exception, where drawing cards for road 1 and 2 results in the propagandist spawning on road 2, while drawing 3 results in them spawning on road 3

Ship: When the ship event card is drawn a ship will make its way to Stockholm’s port after 5 turns. Draw a Zone card to decide which type of troop will spawn once the ship reaches its destination. 

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