Contents
Welcome to the Hengist Game!
I’m excited to share with you the rules of this amazing game. If you’re new to Hengist or a seasoned player looking for a refresher, this guide has got you covered. Let’s jump right in!
The Objective
The goal of Hengist is pretty straightforward: be the first player to collect five different sets of game pieces. Each set corresponds to a specific category, which you’ll discover as we explore the game further.
The Setup
To start the game, lay out the game board on a flat surface. Make sure each player has their set of game pieces, as well as a set of action cards. Shuffle the action cards and deal four to each player. The remaining cards form a draw pile in the center of the board.
Gameplay
Hengist is played in turns, with each player taking actions to progress towards victory. On your turn, you can perform two actions from the following options:
- Place a Game Piece: Take one of your game pieces and place it on an empty space on the board.
- Draw an Action Card: Draw one card from the draw pile to add to your hand.
- Use an Action Card: Play an action card from your hand. Each card has a special ability that can help you and hinder your opponents.
As you progress through the game, you’ll collect game pieces of different colors and symbols. To form a set, you need one game piece of each color and symbol combination. Be strategic in your placement and card use to maximize your chances of completing sets.
Special Spaces
While navigating the board, you’ll encounter special spaces that can have a big impact on the game. Some spaces let you draw extra action cards, while others may allow you to swap game pieces with other players.
The End of the Game
Once a player has collected five different sets of game pieces, the game ends. That player is declared the winner and gets to revel in their Hengist mastery!
Final Thoughts
Now that you know the rules of Hengist, it’s time to gather your friends and dive into this exciting game. Remember to be strategic, adapt your plans as the game evolves, and most importantly, have fun!
Wow, can you believe it’s been 30 years since the Romans left Britain? Since then, the Picts and Scots have gotten stronger and they’re moving further inland. It’s getting pretty serious.
So, here’s the deal: Vortigern, the ruler of Britain, has called on you and your brother Horsa to come all the way from Saxony with your tribes and help protect the land. But, get this, he’s not paying you enough. Can you believe the nerve of that guy?
Well, it’s time to take matters into your own hands. You’ve got the maps, the fighters, and the boats. There are so many towns, villages, monasteries, and estates just waiting to be plundered! And guess what? Whoever gets the most fame and fortune out of all this, wins!
What You’ll Need
- First, we have the Keel Boat, which is essentially a boat for sailing through rough waters. It’s like having your own floating fortress!
- Next, we have 6 Raiding Groups. These are the crews that will accompany you on your many adventures. They’re a rowdy bunch, but trust me, they know how to get the job done.
- Then, we have 3 Two-sided Bay Boards. These boards represent the different areas you’ll visit during your raids. Each side offers a different challenge, so choose wisely!
- Oh, and don’t forget the 3 Shield Markers. These will help you keep track of your progress and protect you from the dangers that lie ahead.
- Of course, no adventure is complete without cards. In this game, you’ll find 60 of them, each with its own special ability. They’ll be your secret weapons in battle.
- And let’s not overlook the 12 Road Tiles. These tiles will guide you on your journey, showing you the path to glory. Just make sure to follow them closely!
- Lastly, we have 30 Treasure Tiles. These shiny little things are what you’re after. They represent the spoils of your raids and the key to becoming the most feared pirate in the land.
- All of these components come with a handy-dandy RuleBook. It’ll teach you everything you need to know, so don’t forget to give it a read before you set sail!
Setting It Up
- To start the game, arrange the three Bay Boards in a row on the table, with any side facing up.
- Next, take the Boat and place it in the leftmost Bay. Each player should then put their three Raiding Groups of their chosen color into the Boat.
- Now it’s time to prepare the cards. Shuffle the deck and place it face down on the table as a draw pile. Each player should draw three cards from this pile.
- Take the Road Tiles and shuffle them. Place one tile face down on each Bay Board. Set aside three more tiles face down, and put the rest back in the game box.
- Get the Treasure Tiles and shuffle them as well. For each Bay Board, reveal four tiles and arrange them in descending order from left to right at the bottom of the board. Keep another 12 tiles aside, and return the remaining tiles to the game box.
Hey there! Let’s talk about playing Road Tile Spy, a game where you get to be a sneaky explorer.
So, to start the game, you need to place three Shield Markers next to the Bay Boards. Keep them handy!
Now, here’s the fun part: the Road Tiles. At the beginning of the game, they’re all face down, hiding their secrets. But don’t worry, you can change that!
If you raid and play an Explorer card as a Spy, you get to peek at the other side of a Road Tile. How cool is that?
But wait, there’s more! After you’ve looked at a Road Tile, you take a Shield Marker with your color and place it on top. This marker shows that you can look at that tile again whenever you want. It’s like having a secret map!
Now, here’s the catch. The other player also gets a turn to look at the same Road Tile. Once they’ve done that, you both turn it face up. Now you both know what’s on the tile.
Now, let me introduce you to the different areas of the game board:
How to Play the Game
So, let’s talk about how the game works. It’s pretty simple! I’ll explain it step by step:
- First, we have Raiding Group Actions. On your turn, you can do something cool with each of your Raiding Groups. You have six actions to choose from – I to VI. But wait, on the very first turn, you can take up to two actions if you’re the starting player. Cool, right?
- Next, we have Drawing Cards. After you’re done with the Raiding Group Actions, it’s time to draw some cards. Easy-peasy.
Oh, and by the way, the younger player gets to go first. All set? Let’s play!
A. Raiding Group Actions
Alright, now let me tell you more about the Raiding Group Actions. Here’s the deal:
When it’s your turn, you can choose one action for each of your Raiding Groups. Remember, you can only do one action per group. And hey, on your first turn, you can do two actions if you want. Exciting, huh?
It doesn’t matter if your Raiding Group is in the Boat, on the game board, or off the game board. They can still take action, no worries!
Now, if your Raiding Group is off the game board, you can only pick action II. Just something to keep in mind.
- When the game starts, all our Raiding Groups are on the Boat. I can move a Raiding Group from the Boat to the Beach next to it, as long as there’s enough space. I can also bring a Raiding Group back to the Boat from the Beach. This won’t cost me any cards.
- If we lose a Raiding Group or more, we can use an Explorer card to bring them back to the Boat. This, however, will count as one of our actions.
- We have Roads that go from the Beach to the Hinterland. In order to move our Raiding Groups along these Roads, we need to play a card that matches the specific Terrain. After playing the card, it goes to the discard pile.
The Hinterland is like a big puzzle with roads leading everywhere. To get back to the Beach, you have to use a Terrain card that matches the road. This works the same way if you want to go to another part of the Hinterland that’s right next to you.
If you want to raid a Village, you have to choose one of the four Roads that lead to it: white, green, blue, or red. Each Road requires specific Terrain cards. For white and green Roads, you need three different Terrain cards each, while for blue and red Roads, you need two different Terrain cards each. Once you have the required cards, you can start your raid. You must play all the cards at once and can’t stop along the Road. Follow the Road you chose until you reach the Treasure Tile. Take that Treasure Tile and bring your Raiding Group back to the Hinterland. You don’t need any additional cards for the return trip. Keep in mind that there is only one Treasure at the end of each Road, so raiding a Village again doesn’t make sense.
Getting Cards
When it’s time to draw cards, you get to draw two cards. If you have any Raiding Groups in the Hinterland (not at the Beach), you can draw one additional card for each group. This means you can draw up to a maximum of five cards.
Terrain and Explorer Cards
Let me tell you about the three types of cards: Single Terrain cards, Double Terrain cards, and Explorer cards. These cards are pretty cool, and they each have their own special abilities and features.
Single Terrain cards let you move through different types of terrain with your Raiding Group.
Double Terrain cards are pretty cool. They have two different Terrain types on them. When you play one of these cards, you get to pick one of the Terrains shown – but not both!
But here’s another option: you can toss out any 3 cards – single or double – and move a raiding group no matter what kind of terrain you’re dealing with. Nice!
Explorer cards are like magical cards that can be used in three amazing ways:
First, you can use an Explorer card to unlock hidden secrets. It’s like having a key to a secret treasure chest. With the power of an Explorer card, you can explore new territories, discover hidden wonders, and uncover mysteries that have puzzled people for centuries.
Second, an Explorer card is like a magic wand that grants you special abilities. It’s like having a superpower that allows you to do incredible things. With an Explorer card in your hand, you can soar through the sky like a bird, dive deep into the ocean like a dolphin, or run as fast as a cheetah.
Finally, an Explorer card is like a map that guides you on exciting adventures. It’s like having a personal guide who knows all the secret paths and shortcuts. With the help of an Explorer card, you can embark on thrilling journeys, navigate through difficult challenges, and reach places you’ve never been before.
So, next time you come across an Explorer card, remember that you hold in your hands a source of endless exploration, extraordinary abilities, and exciting escapades. Let your imagination run wild as you unlock the possibilities and unleash the magic of the Explorer cards!
- I can use this card as a terrain card.
- I can play it as a Spy and peek at a face-down Road Tile. I’ll mark the Road Tile with my colored Shield Marker so I can look at it later.
- I can use it as Reinforcement to bring back a lost Raiding Group from the Boat.
When I play an Explorer card, I have to choose one of the three actions it offers. After I choose, I move the Boat one space to the right, into the next Bay.
If the Boat is already in the rightmost Bay and is about to move, I take the leftmost Bay Board, flip it to the other side, and place it next to the Bay Board on the right. Then I move the Boat to the newly placed Bay.
When I find myself in need of expanding my territory in the game, I can simply place a new Road Tile and add 4 fresh Treasure Tiles to it. This is just like how I did it at the beginning of the game. Oh, and don’t forget to collect any Treasure Tiles or Raiding Groups that were on the previous Bay Board and put them back in the game box. But wait, there’s a trick! If I play an Explorer card as Reinforcement, I can actually bring my Raiding Group back.
A similar situation happens when both the left and middle Bay Boards run out of Treasure Tiles. In that case, I turn over the leftmost Bay Board and attach it on the right side. Of course, any Raiding Groups that were on that Bay Board need to be removed.
Now, after that, it’s time to place a new Road Tile and sprinkle some fresh Treasure Tiles on it. But what about the Boat? Well, if it happened to be on the Bay Board when everything moved, I simply move it to the first Bay of the next Bay Board. Easy peasy!
Hey there! Let’s talk about what happens when a boat is about to move off the board in this game. So, to start off, we need to remove all the pieces from the left side of the board, called the Bay Board. Then, we turn it over and put it next to the Bay Board on the right side. Now, here’s where things get interesting – the blue Raiding Group is lost… for now. But don’t worry, you can bring it back to the Boat later on by playing an Explorer card. How cool is that?
Game Over
The game comes to an end as soon as the Boat departs from the Board on its fourth journey. This usually happens when the twelfth Explorer card is played, which prompts the need to shift a Bay Board, even if there are no more Treasure and Road Tiles to replace.
Add up your Treasure Tiles to calculate your scores. The player with the highest score emerges as the winner.
Alternatively, the game can also conclude if all three Bay Boards are depleted of Treasure Tiles and no player plays an Explorer card during the subsequent two turns.