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Reacting to your opponent’s Order phase has been limited to the very start of the Orders phase or the very end. However, the number of dice generated is calculated differently Warlord or Hero, Warrior and Levy are all changed, and Levy can now generate dice! The upper limit you can roll at once is increased to 8 and dice left on the board over a turn do not count towards the dice you can throw – no longer will they be wasted.Īfter rolling, you place the Saga dice as you always did for the abilities you want to use during your or your opponent’s turn. Activating abilities follows the same familiar format of rolling Saga dice and allocate. The new battleboard has basic abilities above the faction name, with advanced abilities below. The Orders phase has been tweaked but some things that affect the Orders phase have changed a lot. This means it is still an IGO-UGO game at heart. The other principles of the game, such as turns and movement distances are the same as first edition. This will make an immediate tactical change to the game when combined with other changes.
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You begin by deploying or moving one figure and the rest of the deployment or Movement is then dictated by where that figure ends up. Unit deployment and formation are changed somewhat. Attacks are now one statistic called Aggression which applies in Melee and has a Shooting value in parentheses. Armour is still armour, now limited to values between 2 and 6. The Basics have stayed similar, with just a minor terminology change. It ends with a glossary and a quick reference sheet.
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That is helped by some excellent diagrams that add value to explaining the various rules. It is split into sections with a logical order that aids learning. It’s a softback, 52-page volume, that covers the rules and not a lot else. More on the first of these, the Age of Viking Universe book later. The new Universe books also mean that the older material is now pretty much redundant other than Aetius and Arthur, which is said to be fully compatible with the new rules. It is not proscribed but it is stated that there may be unexpected combinations that make the games uneven if you do so. The Universe books are meant to be standalone gaming aids and it is suggested you do not cross factions between the Universes. To fulfil this goal Studio Tomahawk have split out the rules from the factions – this is the first major change in this new edition of SAGA. The stated aim of Saga 2 is to tidy and tighten up the game. Rather than aim at describing SAGA to those of you who have never heard of it, we are going to assume you have some knowledge of the game, and focus on exploring the changes from version one.
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We’re going to take an in-depth look at the first two books for SAGA Second Edition, published by Studio Tomahawk and distributed by Gripping Beast. Which leads us to Studio Tomahawk’s Saga and the new edition of those rules. New editions come in one of two main forms an iteration of the old game encompassing the little (and not so little) changes that FAQ’s and errata bring, or wholesale changes that completely rebuild the game, sometimes in an unrecognisable form. A new edition of a well-loved game often generates much gnashing of teeth and beating of chests.