Britannia

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Britannia is a historical board game depicting the millennium-long struggle for control of England, Scotland, and Wales from the Roman invasion of 43 AD through the Norman Conquest of 1066. Each player controls several nations (17 total across all players), which enter and leave play at historically appropriate times. Players gain victory points by occupying specified territories at specified times, winning battles, and achieving nation-specific objectives. The player with the most victory points after 16 rounds wins.

Components

Setup

  1. Place the game board. Set the Round marker to Round 1.
  2. Distribute Nation Cards to players (varies by player count).
  3. Place starting units on the board as indicated by Nation Cards (Romans off-board in Gaul, Welsh/Picts in their territories, etc.).
  4. Give each player their nation’s unit markers.

Standard 4-Player Assignment

Turn Structure

The game is played over 16 rounds (each ~75 years of history). Each round:

  1. Round events: Check for nations entering/leaving play, leaders appearing, and special events based on the round number.
  2. Each nation’s turn (in a specific order within each round):
    • Place new units (reinforcements based on population).
    • Movement: Move armies and leaders.
    • Combat: Resolve battles in contested areas.
    • Overpopulation check: Remove excess units if over area limits.
    • Score victory points: Based on Nation Card objectives.

Nations take turns in a fixed order each round, which changes as new nations enter play.

Actions

Placement (Reinforcement)

Nations receive new units based on their population points. Place units in areas you control.

Movement

Combat

When armies from different nations occupy the same area, combat occurs:

Raiding

Some nations can conduct raids across sea zones without permanently occupying areas.

Submission

Some major powers (Romans, Angles) can accept submission from weaker nations, gaining VP without combat.

Scoring / Victory Conditions

VP Sources (nation-specific):

Game End: After Round 16. Total all VP. Highest total wins.

Typical game length: 3-5 hours for 4 players.

Special Rules & Edge Cases

Romans

Leaders

Population and Overpopulation

Nation Entry/Exit

Three-Player and Five-Player Variants

Difficult Terrain

Areas marked as difficult terrain (rough, hilly, swampy) impede attackers. Defenders in these areas receive combat bonuses (typically +1 to defense rolls).

Sea Movement

Specific rules govern which nations can cross sea zones. Vikings and other seafaring nations have enhanced naval capabilities.

Player Reference

Round Structure:

  1. Round events (reinforcements, leaders, nation arrivals/departures)
  2. Nations take turns in fixed order
  3. Each nation: Place units, Move, Combat, Overpopulation check, Score VP
  4. Advance Round marker

Combat Resolution:

Movement Rates:

Unit Type Movement
Infantry 1 area
Cavalry 2 areas
Leaders Move with army

Game Duration: 16 rounds (43 AD - 1066 AD)

Regions: England (20 areas), Scotland (10 areas), Wales (7 areas)