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Introduction to 1066: An Adventurous War Game

Players command William’s rugged Normans or Harold’s Saxon force. They trade decisions on a wide map for tense moments on a grid battlefield. On the map they recruit troops and measure army mood. They also shift supplies before each clash. On the field they place infantry along walls. They send archers onto hills. They spur horse riders at weak spots. Each unit fills a clear role. A rising fear gauge makes some troops run. Fatigue weighs down fighters as battles drag on. Winning at Hastings ends this adventure.

England sits on a knife’s edge in 1066. The king passed away. No clear successor emerged. Two rulers claimed the crown. One turned south from Norway. Another rode in from Normandy. Players step into Harold’s boots. They brace for raids and hold lines while managing morale. Players switch to William’s view. They steer ships across the channel and rally nobles. Animated scenes roll between clashes. Characters walk tent corridors and plan each move. Historical notes appear as brief scrolls. They explain key events.

Two story paths reveal different motives. One casts players in Harold’s shoes. Another hands power to William. Animated scenes guide the journey. Important facts pop up in brief notes. A broad map lets players move soldiers and track mood before fights. Battles play out in turns. Units charge forward. Archers pepper enemies. Spearmen guard choke points. A narrator adds life with natural speech. The game teaches through action. Ancient tactics shape each clash. A false withdrawal lures foes into an ambush.

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