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"Never sleep long, if you want another man's land or life. A lame wolf beats no lambs. The resting one never wins the wrestling". - the Hávamál. Welcome to the Time of Wolves, the first multiplayer campaign system for the SAGA rules. This campaign is "abstract" in that it does not take into account movements on the map, orders, supply routes and other intricacies of real campaigns. The main point is to allow players to tell a story over several SAGA games about the rise (and perhaps fall) of their warlord and his army. The goal of the campaign is to become the most powerful leader of the "region" (whatever it may be exactly) and to be crowned as the new king at the end of the campaign. The throne, however, only belongs to the one who wins it with the bare weapon in his hand.
The heart of the campaign is the SAGA game. The kingship is not won with clever plans and cunning ideas, but at the game table. "Time of the Wolves" is intended above all to encourage play, and it rewards those who play more games than those whose courage fails them before the battle. At home, with the flocks of sheep, no one gains wealth and glory. The warlord may be safe(er) with his men at home and possibly live to old age. But hardly any real king, warlord or hero of the Viking Age ever died peacefully in his sleep. In this tradition stands "Time of the Wolves". It was an age of courageous deeds, especially in battle, which meant immortal glory, great prestige and fabulous riches. This is particularly fitting for a tabletop game, because we want to play with our miniatures - those who dare to fight can only win or perish heroically in the attempt. Just as the Sagas tell it. This campaign can be played with any of the SAGA peoples included in the rulebook or the compendium of peoples. Those who already have a 4-point army can start immediately. New players must decide on a nation, collect the miniatures and paint them. The campaign starts with a small 4-point army, but this will grow as the warlord (the player's alter ego in the game) gains new lands, wealth and influence that allow him to raise larger armies. The book covers the preparation and organisation of the campaign, the course of a campaign turn, battle preparation and the consequences of battle, from which consequences arise for the next encounter. The campaign can be played by two players without any problems, even if all battles then take place between the same two peoples. Theoretically, there is no maximum number of players. Large campaigns are suitable for games between different club members, but with ten or more players the campaign will become unwieldy. The ideal size for an interesting and varied campaign is four to six players in total.
The heart of the campaign is the SAGA game. The kingship is not won with clever plans and cunning ideas, but at the game table. "Time of the Wolves" is intended above all to encourage play, and it rewards those who play more games than those whose courage fails them before the battle. At home, with the flocks of sheep, no one gains wealth and glory. The warlord may be safe(er) with his men at home and possibly live to old age. But hardly any real king, warlord or hero of the Viking Age ever died peacefully in his sleep. In this tradition stands "Time of the Wolves". It was an age of courageous deeds, especially in battle, which meant immortal glory, great prestige and fabulous riches. This is particularly fitting for a tabletop game, because we want to play with our miniatures - those who dare to fight can only win or perish heroically in the attempt. Just as the Sagas tell it. This campaign can be played with any of the SAGA peoples included in the rulebook or the compendium of peoples. Those who already have a 4-point army can start immediately. New players must decide on a nation, collect the miniatures and paint them. The campaign starts with a small 4-point army, but this will grow as the warlord (the player's alter ego in the game) gains new lands, wealth and influence that allow him to raise larger armies. The book covers the preparation and organisation of the campaign, the course of a campaign turn, battle preparation and the consequences of battle, from which consequences arise for the next encounter. The campaign can be played by two players without any problems, even if all battles then take place between the same two peoples. Theoretically, there is no maximum number of players. Large campaigns are suitable for games between different club members, but with ten or more players the campaign will become unwieldy. The ideal size for an interesting and varied campaign is four to six players in total.
- Group
- Books (first-hand)
- Title
- SAGA. Zeit der Wölfe
- Details
- Paperback. 35 pp.
- State
- New
Mirco Wenning Stronghold Terrain UG
Koepenweg 1
46499 Hamminkeln
Deutschland
E-Mail: [email protected]
Website: www.stronghold-terrain.de
Koepenweg 1
46499 Hamminkeln
Deutschland
E-Mail: [email protected]
Website: www.stronghold-terrain.de
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