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Hold the Line: Excalibur, The Battles of King Arthur
Hold the Line: Excalibur, The Battles of King Arthur
by Worthington Publishing, LLC (2022)
Player Count
2

Player Ages
13+

Playing Time
1 hour to 1 hour, 30 minutes
Categories
  • Fantasy
  • Wargame
  • Medieval
  • Ancient
  • Designers
  • Matt Burchfield
  • Mechanisms
  • Action Point Allowance System
  • Modular Board
  • Hex-and-Counter
  • Simulation
  • Dice Rolling
  • Scenario / Mission / Campaign Game
  • Artists
  • Sean Cooke
  • Family
  • Crowdfunding: Kickstarter
  • Country: Scotland
  • Country: Wales
  • Country: England
  • Admin: Unreleased Games
  • History: Barbarian migrations and invasions
  • Rating: 0/10 from 0 users

    Description

    This game takes the myths, legends, and history to tell the tale of Arthur and his battles as they might have been.

    Now you get to refight the battles that were or might have been using an updated and deepened Hold the Line system....

    The game comes with 3 campaigns of linked scenarios, with 8 total scenarios:

    Campaign 1: SCENARIOS 1 - 3 “THE MATTER OF THE NORTH” (Roughly 490 AD)
    Campaign 2: SCENARIOS 4 - 6 “PEACE OR NONE” *Roughly 10 years later (Around 500 AD)
    Campaign 3: SCENARIOS 7 - 8 “THE WINTER OF THE KING”

    Scenario 1: The River Glein
    Scenario 2: Old Trimontium
    Scenario 3: Cat Coit Caledon
    Scenario 4: A Sleepy Village
    Scenario 5: The Outskirts of Londinium
    Scenario 6: The Battle of Badon Hill
    Scenario 7: Treachery at the Stables
    Scenario 8: The Battle of Camlann

    Anyone familiar with the HOLD THE LINE system will quickly pick up the changes.

    DETERMINE ACTION POINTS (AP): In each scenario each side in a turn is given a set number of action points (normally 3 to 5), and then roll a die to receive a random number from 1 to 3 of additional action points.

    SIDE A PERFORMS ACTIONS: The currently active player spends up to his total action points performing the following actions with individual units. Each unit must complete it's action before the next unit begins it's actions:

    1 AP - Activate a unit to move up to its movement allowance
    1 AP - Move or attack using 2 adjacent Coastal Raider units
    1 AP - Attack an adjacent unit
    1 AP - Leaders may rally 1 hit on a unit they are stacked with
    2 AP - Cavalry type units may perform a cavalry charge against non-adjacent enemy units
    2 AP - Gesith infantry units may move 1 hex and attack enemy units
    2 AP - Berserkers may perform a berserker charge
    2 AP - Pictish Chieftains may cavalry charge enemy infantry type units only
    After Side A spends all of the Action Points he has available, or passes, then Side B Performs Actions.

    After Side B spends all of the Action Points he has available, or passes, the Victory is checked. If neither side has won a victory, and it is not the last turn of the game, then a new turn begins.

    Some of the highlighted system changes are:

    Greater unit differentiation in hit/combat ability
    Special Leader Abilities
    Coastal Raiders group movement and combat
    Berserkers
    Cavalry Charges
    3 Armies - Romano-British/ Saxons/ Picts
    Optional Rules for Merlin and Morganna with special magical abilities

    Victory is determined by eliminating opposing units and capturing terrain

    Game Discussions

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