There’s a new game I love. It’s a Dark
Ages skirmish miniatures game. Wait, wait, don’t walk away! SAGA isn’t just for
lead-heads: there’s a lot here for fantasy gamers and maybe even Euro boardgamers.
I wouldn’t say that about 95% of
the miniatures games I’ve tried, but SAGA is a cunning hybrid. It sells itself
in the miniatures gaming community as a straightforward historical game. But SAGA
sets itself apart with elegant core mechanics, an exceptions-based approach to
the fighting styles of four different Dark Ages cultures, and its willingness
to draft elements of heroic myth.
If you’ve played historical wargames,
you’ve encountered the practice of giving your units orders before the turn.
SAGA brilliantly reinterprets this convention. The core mechanic is that each
of the four cultures in the base game (Viking, Anglo-Danish, Norman, Welsh) has
its own battle board and set of six-sided dice featuring symbols associated
with that culture. At the start of your turn you roll as many SAGA dice as your
warband deserves, then assign the different die results to your battleboard, giving
orders to your warriors for the turn (and possibly for the enemy’s turn) to
come. Some orders only require one die; others require a combination of two
specific dice. Your best warriors can be activated with most any die; your
worst warriors can only be activated by one of the rarer symbols.
Trading card gamers will be right
at home with the ability to exploit combos and synergies while generating SAGA
dice and assigning abilities. Eurogamers should recognize the tension of
planning a turn of action with limited resources while choosing between
direct action and abilities that can only be used during an enemy turn.
The core game statistics are dead
simple. Instead of offering charts of slightly different stats for warriors who
were armed and armored quite similarly, the game gives almost identical attack
and defense stats to four different classes of warrior (Warlord, Hearthguard,
Warrior, Levy). But the orders on the battle board, especially the culturally
unique abilities that you can only use once per turn, make each of the factions
fight entirely differently.
The Norman battle board is a great
example. Reading the rules, I was surprised that mounted units function
almost exactly like units on foot. They move faster, they have lower armor
against enemy shooting and they can’t enter buildings. The abilities of mounted
units don’t live in the basic rules; they live on the Norman battle board: Charge!, Terrified, Gallop and Stamping are all abilities that can only
be used by the Norman’s mounted warriors, and the most powerful of them have
devastating effects when they’re used against non-mounted enemies. It’s not just
good game design, it’s also delightful reinforcement of the Norman’s unique
advantages.
Each of the four factions play differently thanks to the interaction between their SAGA dice and
their battle board. The Normans move quickly, fire crossbows well, and stomp
non-mounted enemies into the dust, but they also tire quickly. The Anglo-Danish
start slow but gradually wear their enemies down before making the decisive
push. The Welsh use every terrain advantage to escape most direct confrontation
and pepper the foe with missiles. The Vikings seek melee early and often, don’t
want to fight extended battles, and most especially don’t want to have to chase
lightly armored Welsh around the bogs.
The Viking battle board introduces
another aspect of the game that should appeal to fantasy gamers: abilities
named after the Norse pantheon. Using the Thor
ability lets you fight a melee twice, using Valhalla
lets use eliminate a few of your own warriors to gain immense numbers of melee
attack dice that fight. Use Loki and
an enemy unit of lower-grade warriors that has taken some casualties will
simply melt away from the battlefield, confused or frightened or slain by the
trickster god, you decide, one way or another they’re gone.
Evocative use of myth continues
with the special Warlord abilities assigned to Heroes of the Viking Age. A
Viking warband can spend one of its six points to have Harald Hardrada (King of
Norway) or Ragnar Lothbrok (King of Sweden and Norway) as its Warlord. The
other factions have their own heroes. The Hero of the Viking Age abilities are
extremely powerful and different, exactly the type of thing you can build an
entire warband around. But it’s only one warrior so the power balances out. SAGA’s
willingness to emphasize the fun of its setting instead of getting bogged down
in simulation sets it apart.
Ordinarily I look at great games
and consider the ways they can be adapted for other game worlds I enjoy. Pieces
of Sartarite Glorantha are the obvious choice here, and I might end up using
some Orlanthi minis for SAGA. But I don’t feel the need to complicate SAGA with
magic rules and the other elements it would need to mesh with Glorantha/Dragon
Pass. If I use Orlanthi in SAGA, I’m more likely to draft Orlanthi into our
world’s physics, to treat the Gloranthan gods similar to the way that designer Alex
Buchel treated the Viking gods.
If you’re in the UK, Gripping Beast
is the publisher and main SAGA distributor. In the USA, look to Architects ofWar. In France, you’re playing in the game’s native tongue thanks to StudioTomahawk, which means you’re also able to enjoy a couple other games by this
designer, lucky you.
"Wait, don't walk away," may be some of the most valuable gaming words I've heard in a while. Here's hoping that Wargames Club carries this little number.
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