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1066
Year of Destiny
Designer: Geoff Noble

estimated MSRP $68.00
estimated CPO Price $52.00
+ shipping

1066: Year of Destiney is a three-player game covering the various claimants to the crown of England following the death of Edward the Confessor in January 1066. It can be played in a single session of 4 to 5 hours. The players fulfill the roles of Harald Hardrada, Harold Godwinson, and William of Normandy. The game is split into four phases, each of which is designed to illustrate a key component in determining who takes the crown.

Never before has this iconic campaign been depicted in a game with all four key facets represented—politics, invasions, operational campaigns, and battles. There are a number of very good battle games, but there’s not much for the operational phase and nothing showing the political interplay or the perils of the sea-crossings themselves.

First, there is the Pre-Invasion Political Event (PIPE) Phase, which is designed to showcase the political intrigue that took place prior to the death of Edward. During this phase, the players can gain additional support from other leaders and regions, and, crucially, they can gain additional legitimacy from various monarchs, religious bodies, and events. Many events are outside their control—the death of the Aethling, the Scandinavian Wars, and the activities of Tostig—but they will also be crucial. This simple game preamble will provide an infinite variety of starting points to be played out on the map itself. This phase also allows players to acquire operational chits to use advantageously later.

Legitimacy is central to the game. Unless a player gains an automatic victory, a player’s legitimacy level is central in determining who has won the war. Legitimacy can change during the PIPE Phase, by winning or losing battles, and by taking control of areas on the map.

There is also the peril of sea crossings. When to sail is a crucial decision William and Hardrada must make. Lady luck, in the form of stormy seas, can destroy the best-laid plans. In addition, adverse winds can prevent, the Normans, invading, even when they are ready to go. If a crossing goes badly wrong, or you lose an early decisive battle, your claim lies in shreds. 

Players will move around the map of England to gain control of areas and improve their legitimacy as well as decide when to strike to win a decisive battle against one of the two opponents. This phase is a real “rock, paper, scissors” problem. How do you face the challenge of concentrating your forces to win battles, spreading them out to take control of areas, keeping them fed, and avoiding permanently devastating areas a and suffering both a loss of legitimacy and attrition to your forces?

Battle takes place on the battle board, where the individual characteristics of the different armies are highlighted. The longer you stay on the battlefield, potentially, the bigger your defeat. However if you ‘cut and run’ the losses to your routed forces could be decisive. Winning and losing battles can result in big legitimacy swings, which in itself can decide the game. 


The victory conditions for each player differ, requiring different strategies for each side. In addition Sweyn of Denmark is waiting in the wings. The game system will determine if he arrives or not. Leave London inadequately protected, Sweyn will take it, and neither William nor Harold can win a decisive victory.

Four Kings. One Crown. Have you got what it takes to become the undisputed King of England?