From 17f831488912835e592cb4458cd495deb98a9f5d Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Wed, 15 Dec 2021 01:14:21 +0100 Subject: Clean up Columbia games rule book HTML. --- info/rules.html | 2136 +++++++++++++++++++++++++++---------------------------- 1 file changed, 1055 insertions(+), 1081 deletions(-) (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html index 5035867..d4be7b0 100644 --- a/info/rules.html +++ b/info/rules.html @@ -10,1457 +10,1431 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} -
-

Rulebook Organization

-

This rulebook is formatted so that the sidebar

-

(this column) contains definitions, examples,

-

suggestions, optional rules, clarifications, and

-

historical commentary to help you understand

-

and enjoy this game.

-

Fog-of-War

-

Surprise is an exciting aspect of Hammer of

-

the Scots. Except when fighting a battle, active

-

blocks stand upright facing the owner. This

-

promotes bluff and innovative strategies

-

because players are uncertain of the strength or

-

identity of an enemy block.

-

Hammer of the Scots

-

Edward I directed that his tomb in Westminster

-

Abbey be inscribed with the epitaph Scottorurm

-

Malleus - “Hammer of the Scots.” Edward certainly

-

intended to hammer the Scots into submission, but

-

his blows served instead to forge a proud nation.

-

How the War Started

-

The Scottish Wars of Independence were actually

-

triggered by events in Europe. In 1294, France

-

managed through duplicity to seize control of the

-

Duchy of Gascony, a major province nominally

-

a part of France but retained by Edward I. War

-

ensued, and the Scottish nobles, chafing under the

-

humiliating rule of Edward I through his puppet

-

- King John Balliol of Scotland - eagerly agreed to

-

make common cause with the French.

-

Edward I, caught off guard by this uncharacteristic

-

display of Scottish defiance, delayed his invasion

-

of Flanders and moved to settle the rebellion north

-

of the Tweed. But King Philip failed to live up

-

to his side of the agreement - which called for an

-

invasion of England should Edward move against

-

Scotland - and the struggle did not last long. After

-

a brutal siege and massacre of half the population

-

of Berwick - Scotland’s largest town at the time

-

– Edward moved north to Dunbar. An attempt to

-

break the siege of Dunbar ended with disaster when

-

the smaller English force routed the Scots.

-

With the imprisonment of most of the Scottish

-

nobility - including King John Balliol - and the

-

complete annexation of Scotland by the English

-

crown, Edward thought the affair over. He

-

haughtily remarked upon leaving Scotland in 1296

-

that it was "good to be rid of shit.” He would not be

-

rid of the Scots for long.

-

Towns and Battle Sites

-

Most areas show important towns of the period.

-

These are shown for historical interest only and

-

do not affect game play. The main battles of the

-

war are also shown.

-

Rules Syntax

-

Italics - Noble (Angus), sidebars & examples.

-

Small Caps - Map areas (Angus)

-

Bold - Emphasis

-

1.0 MAPBOARD

-

The mapboard depicts Scotland and

-

northern England. The English player sits

-

at the southern edge of the mapboard, the

-

Scottish player at the northern edge.

-

1.1 AREAS

-

The map is divided into areas to

-

govern the location and movement of

-

blocks. These areas are divided by green

-

or red borders which restrict movement

-

(see 4.3). Where there is no border - for

-

instance, between Carrick and Argyll, or

-

between Lothian and Fife - then blocks

-

cannot move between those areas.

-

1.2 CASTLE LIMITS

-

Areas have a Castle Limit of 0-3.

-

Castle Limits reflect the economic value

-

of an area, more than the strength of a

-

particular castle. Some of the areas shown

-

actually contained a dozen or more castles.

-

Castle Limits define how many blocks can

-

remain in an area over the winter and also

-

equal the annual value of replacement

-

steps in the area.

-

1.3 CATHEDRALS

-

Three areas (Strathspey, Lennox, and

-

Fife) contain a cathedral. The Scottish

-

church, with strong Celtic influences,

-

staunchly supported the rebellion. A

-

cathedral adds [+1] to the Castle Limit for

-

the Scots, but has no value to the English.

-

For example, Fife is worth [3] to the Scots,

-

but only [2] to the English. The Scots

-

King may move to a Friendly or Neutral

-

cathedral during the Winter Turn.

-

1.4 NOBLE HOME AREAS

-

The home areas for all fourteen (14)

-

Scottish nobles are indicated on the

-

map by their heraldic shields. Hence, the

-

heraldry on the Buchan block matches the

-

heraldry on the Buchan area.

-

Nobles have a combat advantage

-

(B2=B3) when they defend their home

-

areas. The bonus applies even if they

-

arrive as reserves or defect during battle.

-

Nobles do not have a combat advantage

-

while they are attacking their Home Area.

-

Bruce and Comyn have two Home

-

Areas. Bruce has Annan and Carrick.

-

Comyn has Badenoch and Lochaber. Both

-

Home Areas offer the same defensive

-

advantage. Also see 7.12.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

1

-

Version 4.0

+

HAMMER OF THE SCOTS ™

INTRODUCTION

-

Hammer of the Scots is a game of the

-

Scottish Wars of Independence. One player

-

plays the Scots, the other, the English. The

-

object is to control a majority of nobles

-

when a game ends.

-

There are two scenarios, Braveheart

-

(1297–1305) and The Bruce (1306–1314).

-

Each can be played as a separate game.

-

There is also a campaign game that

+

Hammer of the Scots is a game of the

+

Scottish Wars of Independence. One player

+

plays the Scots, the other, the English. The

+

object is to control a majority of nobles

+

when a game ends.

+

There are two scenarios, Braveheart

+

(1297–1305) and The Bruce (1306–1314).

+

Each can be played as a separate game.

+

There is also a campaign game that

extends over both periods.

GAME TURNS

-

The game is played in a series of years

-

starting with either 1297 or 1306. Within

-

each year are 1-5 Game Turns. Each Game

-

Turn has three (3) phases, played in the

+

The game is played in a series of years

+

starting with either 1297 or 1306. Within

+

each year are 1-5 Game Turns. Each Game

+

Turn has three (3) phases, played in the

sequence given.

[1] Card Phase (3.0)

-

Both players start every year with five

-

(5) cards. They each play one (1) card

-

face-down. The cards are then revealed

-

and the higher card becomes Player 1 (first

+

Both players start every year with five

+

(5) cards. They each play one (1) card

+

face-down. The cards are then revealed

+

and the higher card becomes Player 1 (first

move). Ties go to the English player.

[2] Move Phase (4.0)

-

Move Cards allow 1-3 Group Moves.

-

All friendly blocks in one area are a Group

-

(except Norse, 4.7). Depending on Move

-

Rate, blocks may move 2 or 3 areas per

-

Move Phase, but must stop upon crossing

+

Move Cards allow 1-3 Group Moves.

+

All friendly blocks in one area are a Group

+

(except Norse, 4.7). Depending on Move

+

Rate, blocks may move 2 or 3 areas per

+

Move Phase, but must stop upon crossing

a red border or upon entering an enemy-

-

occupied area. Player 1 completes all

+

occupied area. Player 1 completes all

movement, then Player 2 moves.

[3] Battle Phase (5.0)

-

Battles occur when enemy blocks are

-

located in the same area. They are fought

-

one by one in a sequence determined by

+

Battles occur when enemy blocks are

+

located in the same area. They are fought

+

one by one in a sequence determined by

Player 1.

-

After all battles are fought, repeat steps

-

[1] to [3] until the Year ends.

+

After all battles are fought, repeat steps

+

[1] to [3] until the Year ends.

• WINTER TURN (7.0)

-

After each year ends, a Winter Turn is

-

played where nobles return home (perhaps

-

to switch sides) and blocks in excess of

-

Castle Limits (1.2) disband. Then players

-

receive Replacements. Shuffle the entire

+

After each year ends, a Winter Turn is

+

played where nobles return home (perhaps

+

to switch sides) and blocks in excess of

+

Castle Limits (1.2) disband. Then players

+

receive Replacements. Shuffle the entire

deck and deal 5 new cards to each player.

+

1.0 MAPBOARD

+

The mapboard depicts Scotland and

+

northern England. The English player sits

+

at the southern edge of the mapboard, the

+

Scottish player at the northern edge.

+

1.1 AREAS

+

The map is divided into areas to

+

govern the location and movement of

+

blocks. These areas are divided by green

+

or red borders which restrict movement

+

(see 4.3). Where there is no border - for

+

instance, between Carrick and Argyll, or

+

between Lothian and Fife - then blocks

+

cannot move between those areas.

+

1.2 CASTLE LIMITS

+

Areas have a Castle Limit of 0-3.

+

Castle Limits reflect the economic value

+

of an area, more than the strength of a

+

particular castle. Some of the areas shown

+

actually contained a dozen or more castles.

+

Castle Limits define how many blocks can

+

remain in an area over the winter and also

+

equal the annual value of replacement

+

steps in the area.

+

1.3 CATHEDRALS

+

Three areas (Strathspey, Lennox, and

+

Fife) contain a cathedral. The Scottish

+

church, with strong Celtic influences,

+

staunchly supported the rebellion. A

+

cathedral adds [+1] to the Castle Limit for

+

the Scots, but has no value to the English.

+

For example, Fife is worth [3] to the Scots,

+

but only [2] to the English. The Scots

+

King may move to a Friendly or Neutral

+

cathedral during the Winter Turn.

+

1.4 NOBLE HOME AREAS

+

The home areas for all fourteen (14)

+

Scottish nobles are indicated on the

+

map by their heraldic shields. Hence, the

+

heraldry on the Buchan block matches the

+

heraldry on the Buchan area.

+

Nobles have a combat advantage

+

(B2=B3) when they defend their home

+

areas. The bonus applies even if they

+

arrive as reserves or defect during battle.

+

Nobles do not have a combat advantage

+

while they are attacking their Home Area.

+

Bruce and Comyn have two Home

+

Areas. Bruce has Annan and Carrick.

+

Comyn has Badenoch and Lochaber. Both

+

Home Areas offer the same defensive

+

advantage. Also see 7.12.

+

Rulebook Organization

+

This rulebook is formatted so that the sidebar

+

(this column) contains definitions, examples,

+

suggestions, optional rules, clarifications, and

+

historical commentary to help you understand

+

and enjoy this game.

+

Fog-of-War

+

Surprise is an exciting aspect of Hammer of

+

the Scots. Except when fighting a battle, active

+

blocks stand upright facing the owner. This

+

promotes bluff and innovative strategies

+

because players are uncertain of the strength or

+

identity of an enemy block.

+

Hammer of the Scots

+

Edward I directed that his tomb in Westminster

+

Abbey be inscribed with the epitaph Scottorurm

+

Malleus - “Hammer of the Scots.” Edward certainly

+

intended to hammer the Scots into submission, but

+

his blows served instead to forge a proud nation.

+

How the War Started

+

The Scottish Wars of Independence were actually

+

triggered by events in Europe. In 1294, France

+

managed through duplicity to seize control of the

+

Duchy of Gascony, a major province nominally

+

a part of France but retained by Edward I. War

+

ensued, and the Scottish nobles, chafing under the

+

humiliating rule of Edward I through his puppet

+

- King John Balliol of Scotland - eagerly agreed to

+

make common cause with the French.

+

Edward I, caught off guard by this uncharacteristic

+

display of Scottish defiance, delayed his invasion

+

of Flanders and moved to settle the rebellion north

+

of the Tweed. But King Philip failed to live up

+

to his side of the agreement - which called for an

+

invasion of England should Edward move against

+

Scotland - and the struggle did not last long. After

+

a brutal siege and massacre of half the population

+

of Berwick - Scotland’s largest town at the time

+

– Edward moved north to Dunbar. An attempt to

+

break the siege of Dunbar ended with disaster when

+

the smaller English force routed the Scots.

+

With the imprisonment of most of the Scottish

+

nobility - including King John Balliol - and the

+

complete annexation of Scotland by the English

+

crown, Edward thought the affair over. He

+

haughtily remarked upon leaving Scotland in 1296

+

that it was "good to be rid of shit.” He would not be

+

rid of the Scots for long.

+

Towns and Battle Sites

+

Most areas show important towns of the period.

+

These are shown for historical interest only and

+

do not affect game play. The main battles of the

+

war are also shown.

+ +

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

1

+

Version 4.0

-
+

HAMMER OF THE SCOTS ™

2.0 ARMIES

-

The wooden blocks represent English

+

The wooden blocks represent English

(red) and Scottish (blue) forces.

-

A sheet of die-cut labels is included.

-

One label must be attached to the face of

-

each block. Scottish labels go on the blue

-

blocks; English labels go on the red blocks.

-

Lightly position each label, ensure it is

-

straight, and then press firmly to the block.

-

The blocks add surprise and secrecy

-

to the game. When standing upright,

-

block type and strength is hidden from the

-

opponent.

+

A sheet of die-cut labels is included.

+

One label must be attached to the face of

+

each block. Scottish labels go on the blue

+

blocks; English labels go on the red blocks.

+

Lightly position each label, ensure it is

+

straight, and then press firmly to the block.

+

The blocks add surprise and secrecy

+

to the game. When standing upright,

+

block type and strength is hidden from the

+

opponent.

2.1 BLOCK DATA

-

Blocks have numbers and symbols

+

Blocks have numbers and symbols

defining movement and combat abilities.

2.11 Strength

-

The current strength of a block is the

-

number of pips on the top edge when

-

the block is standing upright. Strength

-

determines how many six-sided dice (d6)

-

are rolled by a block in combat. A block at

-

strength 4 rolls 4d6 (four six-sided dice); a

-

block at strength 1 rolls 1d6.

-

Blocks vary in strength from 1 to 4.

-

Some blocks have a maximum strength 4,

-

some strength 3 or 2 steps. For each hit

-

taken in combat, the block’s strength is

-

reduced by rotating the block 90 degrees

-

counter-clockwise. The sidebar shows the

+

The current strength of a block is the

+

number of pips on the top edge when

+

the block is standing upright. Strength

+

determines how many six-sided dice (d6)

+

are rolled by a block in combat. A block at

+

strength 4 rolls 4d6 (four six-sided dice); a

+

block at strength 1 rolls 1d6.

+

Blocks vary in strength from 1 to 4.

+

Some blocks have a maximum strength 4,

+

some strength 3 or 2 steps. For each hit

+

taken in combat, the block’s strength is

+

reduced by rotating the block 90 degrees

+

counter-clockwise. The sidebar shows the

same block at strength 3, 2 and 1.

2.12 Combat Rating

-

The Combat Rating is indicated by a

-

letter and number, such as A1 or B2. The

-

letter determines when a block attacks. All

-

A blocks attack first, then all B blocks, then

-

all C blocks. The number indicates the

+

The Combat Rating is indicated by a

+

letter and number, such as A1 or B2. The

+

letter determines when a block attacks. All

+

A blocks attack first, then all B blocks, then

+

all C blocks. The number indicates the

maximum roll that will score a hit.

-

EXAMPLE: A block rated B1 only scores

-

a hit for each “1” rolled, but a block rated

+

EXAMPLE: A block rated B1 only scores

+

a hit for each “1” rolled, but a block rated

B3 scores one hit for each 1, 2, or 3 rolled.

2.13 Move Rating

-

A block's Move Rating (either 2 or 3)

-

is indicated on its lower-left corner. This is

-

the maximum number of areas the block

+

A block's Move Rating (either 2 or 3)

+

is indicated on its lower-left corner. This is

+

the maximum number of areas the block

may move per turn.

2.2 BLOCK TYPES

2.21 Leaders

-

The Scots have two leader

-

blocks, Wallace and the King.

-

The English have one leader

-

block (Edward) who represents

-

Edward I until 1307 and then

-

Edward II. Leaders are normal

-

combat blocks, but have Move

-

3 and other advantages.

+

The Scots have two leader

+

blocks, Wallace and the King.

+

The English have one leader

+

block (Edward) who represents

+

Edward I until 1307 and then

+

Edward II. Leaders are normal

+

combat blocks, but have Move

+

3 and other advantages.

See: 6.0.

2.22 Nobles

-

There are fourteen (14)

-

Nobles, (including Moray) each

-

identified by their heraldic

-

arms. Nobles with green pips

-

are loyal to the Bruce faction.

-

Nobles with yellow pips are

+

There are fourteen (14)

+

Nobles, (including Moray) each

+

identified by their heraldic

+

arms. Nobles with green pips

+

are loyal to the Bruce faction.

+

Nobles with yellow pips are

loyal to the Comyn faction.

-

IMPORTANT: Each noble (except Moray)

-

has two blocks, one red and one blue.

-

Only one block is in play at a time: the

-

Red version when that noble supports the

-

English, and the Blue version when that

-

noble supports the Scots. Control of nobles

-

is the main victory condition in the game.

+

IMPORTANT: Each noble (except Moray)

+

has two blocks, one red and one blue.

+

Only one block is in play at a time: the

+

Red version when that noble supports the

+

English, and the Blue version when that

+

noble supports the Scots. Control of nobles

+

is the main victory condition in the game.

2.23 Archers

-

Archers are identified by a

-

small shield and cross of

-

arrows. English and Welsh

+

Archers are identified by a

+

small shield and cross of

+

arrows. English and Welsh

archers are rated B3 and the Scots B2.

2.24 Knights

-

English knights have the Cross

-

of St. George on a shield

-

and a combat rating of B3.

-

The Scots have one block of

-

French knights rated B3 who

-

enter the game under special

-

rules (7.61). Both sides also

-

have one block of light cavalry

-

rated B1 (Scots Keith) and A2 (English

-

Hobelar).

+

English knights have the Cross

+

of St. George on a shield

+

and a combat rating of B3.

+

The Scots have one block of

+

French knights rated B3 who

+

enter the game under special

+

rules (7.61). Both sides also

+

have one block of light cavalry

+

rated B1 (Scots Keith) and A2 (English

+

Hobelar).

2.25 Infantry

-

Most infantry are rated C2,

-

but some of them are C3.

-

English infantry, identified

-

by a Cross of St. George, are

-

named after their counties.

-

The English also have one

-

Welsh (red dragon) and Ulster

-

(green cross) infantry. Scottish

-

Infantry, named after prominent clans,

-

have the Cross of St. Andrew on an oval

-

shield.

+

Most infantry are rated C2,

+

but some of them are C3.

+

English infantry, identified

+

by a Cross of St. George, are

+

named after their counties.

+

The English also have one

+

Welsh (red dragon) and Ulster

+

(green cross) infantry. Scottish

+

Infantry, named after prominent clans,

+

have the Cross of St. Andrew on an oval

+

shield.

2.26 Norse

-

The Norse block represents

-

possible intervention by

-

Norsemen who controlled

-

much of the area north of Ross, including

-

the Orkney and Shetland Islands. Warlike

-

clans of Norse origin also ranged from

-

the Outer Hebrides. The block has an

-

A2 combat rating and special movement

+

The Norse block represents

+

possible intervention by

+

Norsemen who controlled

+

much of the area north of Ross, including

+

the Orkney and Shetland Islands. Warlike

+

clans of Norse origin also ranged from

+

the Outer Hebrides. The block has an

+

A2 combat rating and special movement

abilities and limitations. See 4.7.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

2

-

Version 4.0

-

Strength 3

-

Strength 1

-

Strength 2

ENGLAND

-

BLOCK

+

BLOCK

MOVE COMBAT MIX

-

King

-

3

-

B4

+

King

+

3

+

B4

1

-

Archers

-

2

-

B3

+

Archers

+

2

+

B3

2

-

Knights

-

2

-

B3

+

Knights

+

2

+

B3

3

-

Hobelar

-

3

-

A2

+

Hobelar

+

3

+

A2

1

-

Infantry

-

2

-

C2/C3*

+

Infantry

+

2

+

C2/C3*

8

-

Nobles

-

2

-

B2/B3

+

Nobles

+

2

+

B2/B3

13

-

BLOCK

+

SCOTLAND

+

BLOCK

MOVE COMBAT MIX

-

Wallace

-

3

-

A3

+

Wallace

+

3

+

A3

1

-

King

-

3

-

A3

+

King

+

3

+

A3

1

-

Archers

-

3

-

B2

+

Archers

+

3

+

B2

1

-

Cavalry

-

3

-

B1

+

Cavalry

+

3

+

B1

1

-

French

-

2

-

B3

+

French

+

2

+

B3

1

-

Norse

-

(see 4.7)

-

A2

+

Norse

+

(see 4.7)

+

A2

1

-

Infantry

-

2

-

C2/C3*

+

Infantry

+

2

+

C2/C3*

8

-

Nobles

-

2

-

B2/B3

+

Nobles

+

2

+

B2/B3

14

-

* 5 of the infantry blocks are C3.

-

Nobles have a B3 combat rating

-

defending their Home Area, even if

-

they moved there this Game Turn or

-

defected during battle.

-

SCOTLAND

+

* 5 of the infantry blocks are C3.

+

Nobles have a B3 combat rating

+

defending their Home Area, even if

+

they moved there this Game Turn or

+

defected during battle.

STEP REDUCTION

-

STRENGTH

-

(Maximum 3)

+

Strength 3

+

Strength 2

+

Strength 1

+

BLOCK DATA

+

STRENGTH

+

(Maximum 3)

Yellow pips indicate Comyn Faction

-

COMBAT

-

(B2)

-

MOVE

+

MOVE

(2)

-

BLOCK DATA

+

COMBAT

+

(B2)

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

2

+

Version 4.0

-
-

Border Limits are applied to each

-

player – hence, both players can move two

+

HAMMER OF THE SCOTS ™

+

3.0 THE CARDS

+

The deck has twenty (20) Move and

+

five (5) Event cards. At the beginning of

+

each Year, all the cards are shuffled and

+

five are dealt out face-down to each player.

+

Players may then examine their cards.

+

3.1 CARD PLAY

+

Both players start a Game Turn by

+

playing one card face-down. The cards

+

are then revealed and the higher card

+

determines Player 1 for that Game Turn

+

(English win ties).

+

3.11 Move Cards

+

Move Cards allow one, two, or three Group

+

Moves according to card value.

+

3.12 Event Cards

+

Event cards give a special action

+

as noted on the card. Event cards are

+

resolved first. The player of an Event card

+

is Player 1.

+

If both players play an Event card,

+

both events are resolved (English player

+

first) and then the year ends.

+

4.0 MOVEMENT

+

Players must play a card, but may do

+

nothing if desired. Moves cannot be saved.

+

Blocks may pass through vacant areas

+

or friendly blocks, but must stop if they

+

enter an area containing enemy block(s).

+

Blocks only move once per Game

+

Turn, except to Retreat or Regroup.

+

4.1 INITIATIVE

+

Card values determine play order each

+

Game Turn. The higher card is Player 1

+

who must play first. English win ties.

+

4.2 GROUP MOVES

+

All friendly blocks in one area are a

+

Group (except Norse, 4.7). A player may

+

move as many Groups as the card played.

+

Hence, a Card 3 allows up to three Groups

+

to move. A player can move any number

+

of blocks in a Group to one or more areas

+

within their Move Rating (2.13).

+

EXAMPLE: A group of 4 blocks in

+

Buchan may move to Angus, Mar,

+

Badenoch, and/or Strathspey. Blocks can

+

continue if they have sufficient movement

+

and have not crossed a red border.

+

4.3 BORDER LIMITS

+

There are two border colors: Green

+

and Red. A maximum of six (6) blocks

+

can cross a Green border, and two (2) can

+

cross a Red border per Movement Phase.

+

Blocks crossing a red border must stop.

+

Border Limits are applied to each

+

player – hence, both players can move two

blocks across the same red border.

-

EXAMPLE: If 6 Scots blocks in Buchan

-

move to Angus, 2 Scots blocks in Strathspey

-

cannot also move to Angus. However, two

-

Scottish blocks in Mar could move to Angus.

+

EXAMPLE: If 6 Scots blocks in Buchan

+

move to Angus, 2 Scots blocks in Strathspey

+

cannot also move to Angus. However, two

+

Scottish blocks in Mar could move to Angus.

4.4 ANGLO-SCOTTISH BORDER

-

The Anglo-Scottish Border is a dashed

-

red or green line. Each Group Move

-

allows only one (1) block to cross the

-

border (but they still fight as one group if

-

attacking the same area). Thus, a 3-card

+

The Anglo-Scottish Border is a dashed

+

red or green line. Each Group Move

+

allows only one (1) block to cross the

+

border (but they still fight as one group if

+

attacking the same area). Thus, a 3-card

allows 3 blocks to cross the border.

-

Blocks must stop if they cross the

-

red dashed border into Teviot. Blocks

+

Blocks must stop if they cross the

+

red dashed border into Teviot. Blocks

entering England must always stop.

-

See also: Retreats/Regroups (5.5) and

+

See also: Retreats/Regroups (5.5) and

Border Raids (5.9).

4.5 AREA CONTROL

-

Areas can be Friendly, Neutral,

-

Contested, or Enemy controlled. Changes

+

Areas can be Friendly, Neutral,

+

Contested, or Enemy controlled. Changes

to area control are effective immediately.

-

Friendly: solely occupied by your blocks.

-

Enemy: occupied by opponent's blocks.

+

Friendly: solely occupied by your blocks.

+

Enemy: occupied by opponent's blocks.

Contested: unresolved battles.

Neutral: vacant areas.

4.6 PINNING

-

In Contested areas, attacking blocks

-

(including Reserves) prevent an equal

+

In Contested areas, attacking blocks

+

(including Reserves) prevent an equal

number of defending blocks from moving.

-

Player 2 chooses which blocks are

-

pinned. The "unpinned" blocks may move

-

normally and/or attack, except they

-

cannot cross borders controlled by the

+

Player 2 chooses which blocks are

+

pinned. The "unpinned" blocks may move

+

normally and/or attack, except they

+

cannot cross borders controlled by the

enemy (See 5.5).

-

EXAMPLE: Six blocks occupy Buchan.

-

They are attacked by 3 blocks from Angus

-

and 2 blocks from Strathspey. A total of

-

5 blocks are pinned, but 1 may move (via

+

EXAMPLE: Six blocks occupy Buchan.

+

They are attacked by 3 blocks from Angus

+

and 2 blocks from Strathspey. A total of

+

5 blocks are pinned, but 1 may move (via

Badenoch or Mar only).

4.7 NORSE MOVEMENT

-

The Norse block moves and attacks

-

separately from other blocks. It requires

-

1 Group Move to move all by itself. The

-

Norse move by sea from a coastal area to

+

The Norse block moves and attacks

+

separately from other blocks. It requires

+

1 Group Move to move all by itself. The

+

Norse move by sea from a coastal area to

any other coastal area and may attack.

-

The Norse may Retreat or Regroup to

+

The Norse may Retreat or Regroup to

any Friendly (not vacant) coastal area.

-

The Norse can never enter England or

+

The Norse can never enter England or

use the Sea Move Card.

-

IMPORTANT: A Norse move must be

-

declared (both the origin and destination).

-

They move directly to the chosen coastal

+

IMPORTANT: A Norse move must be

+

declared (both the origin and destination).

+

They move directly to the chosen coastal

area; no borders are crossed.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

3

-

Version 4.0

-

3.0 THE CARDS

-

The deck has twenty (20) Move and

-

five (5) Event cards. At the beginning of

-

each Year, all the cards are shuffled and

-

five are dealt out face-down to each player.

-

Players may then examine their cards.

-

3.1 CARD PLAY

-

Both players start a Game Turn by

-

playing one card face-down. The cards

-

are then revealed and the higher card

-

determines Player 1 for that Game Turn

-

(English win ties).

-

3.11 Move Cards

-

Move Cards allow one, two, or three Group

-

Moves according to card value.

-

3.12 Event Cards

-

Event cards give a special action

-

as noted on the card. Event cards are

-

resolved first. The player of an Event card

-

is Player 1.

-

If both players play an Event card,

-

both events are resolved (English player

-

first) and then the year ends.

-

4.0 MOVEMENT

-

Players must play a card, but may do

-

nothing if desired. Moves cannot be saved.

-

Blocks may pass through vacant areas

-

or friendly blocks, but must stop if they

-

enter an area containing enemy block(s).

-

Blocks only move once per Game

-

Turn, except to Retreat or Regroup.

-

4.1 INITIATIVE

-

Card values determine play order each

-

Game Turn. The higher card is Player 1

-

who must play first. English win ties.

-

4.2 GROUP MOVES

-

All friendly blocks in one area are a

-

Group (except Norse, 4.7). A player may

-

move as many Groups as the card played.

-

Hence, a Card 3 allows up to three Groups

-

to move. A player can move any number

-

of blocks in a Group to one or more areas

-

within their Move Rating (2.13).

-

EXAMPLE: A group of 4 blocks in

-

Buchan may move to Angus, Mar,

-

Badenoch, and/or Strathspey. Blocks can

-

continue if they have sufficient movement

-

and have not crossed a red border.

-

4.3 BORDER LIMITS

-

There are two border colors: Green

-

and Red. A maximum of six (6) blocks

-

can cross a Green border, and two (2) can

-

cross a Red border per Movement Phase.

-

Blocks crossing a red border must stop.

Border Movement Example

-

The English play a Movement 2, which allows

+

The English play a Movement 2, which allows

two (2) blocks to move across the Anglo-

-

Scottish border. They move into Annan (vacant)

-

and continue to attack into Galloway. Both

+

Scottish border. They move into Annan (vacant)

+

and continue to attack into Galloway. Both

English blocks arrive on Round 1 of the battle.

Black borders in earlier editions

-

The green borders on the map were black in

-

earlier editions of the game. Green and black

+

The green borders on the map were black in

+

earlier editions of the game. Green and black

borders have the same limit (6 blocks).

Card Play

-

Players may choose to pass when playing an

-

event card but, like movement, effects cannot

-

be saved for future use. Players may examine

+

Players may choose to pass when playing an

+

event card but, like movement, effects cannot

+

be saved for future use. Players may examine

the cards their opponent has played this year.

The Black Douglas

-

One of the most romanticized figures of the war was

-

James “The Black” Douglas, a ferocious warrior,

-

daring guerrilla, and brilliant field commander who

+

One of the most romanticized figures of the war was

+

James “The Black” Douglas, a ferocious warrior,

+

daring guerrilla, and brilliant field commander who

terrorized the enemy.

-

The stuff of Douglas’ character was inherited

-

from his father, the crusty Sir William Douglas.

-

William was contemptuous of King John Balliol’s

-

supplication to the English crown and one of the few

-

Scots never to bow to Edward. An early comrade of

-

Wallace, Douglas was captured after the debacle at

+

The stuff of Douglas’ character was inherited

+

from his father, the crusty Sir William Douglas.

+

William was contemptuous of King John Balliol’s

+

supplication to the English crown and one of the few

+

Scots never to bow to Edward. An early comrade of

+

Wallace, Douglas was captured after the debacle at

Irvine and died in the Tower of London in 1299.

-

His son was to avenge his death in spades. One of

-

the Bruce’s most trusted lieutenants, James Douglas

-

proved his worth not only on the battlefield but

-

during sieges as well. Douglas was adept at finding

-

means of entry into even the best defended castles

-

and fortresses, and was legendary for savage

+

His son was to avenge his death in spades. One of

+

the Bruce’s most trusted lieutenants, James Douglas

+

proved his worth not only on the battlefield but

+

during sieges as well. Douglas was adept at finding

+

means of entry into even the best defended castles

+

and fortresses, and was legendary for savage

reprisals on garrison troops who fell into his hands.

-

On his deathbed Bruce asked Douglas to carry

-

his heart into battle in the Holy Land where it

-

could witness the defeat of the enemies of God.

-

Accordingly, Douglas and a large company of

-

Scottish knights set sail for Castile in 1330 where

-

King Alfonso XI was conducting a campaign against

-

the Moors of Grenada. Douglas, bearing Bruce’s

-

heart, was given command of an army at Tebas

-

de Ardales on March 25. There, he and most of his

-

men were slain after being cut-off from the main

-

body of troops. The Moors finally accomplished

+

On his deathbed Bruce asked Douglas to carry

+

his heart into battle in the Holy Land where it

+

could witness the defeat of the enemies of God.

+

Accordingly, Douglas and a large company of

+

Scottish knights set sail for Castile in 1330 where

+

King Alfonso XI was conducting a campaign against

+

the Moors of Grenada. Douglas, bearing Bruce’s

+

heart, was given command of an army at Tebas

+

de Ardales on March 25. There, he and most of his

+

men were slain after being cut-off from the main

+

body of troops. The Moors finally accomplished

what the English could not.

Norse in Battle

-

Because the Norse moves and attacks separately

-

from other blocks, it is either the Main Attacker

-

(alone), or joins the attack as a Reserve.

-

Norse moves must be declared because they do

-

not close any borders for the English player.

-

Because area control changes immediately

-

Norse retreat options may change due to the

-

outcome of other battles or even due to other

+

Because the Norse moves and attacks separately

+

from other blocks, it is either the Main Attacker

+

(alone), or joins the attack as a Reserve.

+

Norse moves must be declared because they do

+

not close any borders for the English player.

+

Because area control changes immediately

+

Norse retreat options may change due to the

+

outcome of other battles or even due to other

retreating blocks in the same battle.

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

3

+

Version 4.0

-
+

HAMMER OF THE SCOTS ™

5.0 BATTLES

5.1 BATTLE SEQUENCE

-

Battles are fought one by one after

-

all movement is completed. Each battle

-

must be completed before fighting the next

-

battle. Player 1 determines which battle is

-

fought first before examining any enemy

-

blocks. Reveal blocks by tipping them

-

forward to maintain current Strength. After

-

that battle is complete, stand all blocks

-

upright. Player 1 then selects the next

-

battle but need not commit to any specific

+

Battles are fought one by one after

+

all movement is completed. Each battle

+

must be completed before fighting the next

+

battle. Player 1 determines which battle is

+

fought first before examining any enemy

+

blocks. Reveal blocks by tipping them

+

forward to maintain current Strength. After

+

that battle is complete, stand all blocks

+

upright. Player 1 then selects the next

+

battle but need not commit to any specific

sequence of battles in advance.

5.2 CELTIC UNITY

-

Soldiers from Ulster or Wales were

-

not entirely reliable on the battlefield.

-

Each time Ulster and Welsh blocks (both

-

Infantry and archers) are revealed in

+

Soldiers from Ulster or Wales were

+

not entirely reliable on the battlefield.

+

Each time Ulster and Welsh blocks (both

+

Infantry and archers) are revealed in

battle, roll one die for each block.

1-4: No effect

5-6: Block goes into the English Draw Pool

5.3 COMBAT ROUNDS

-

Battles are fought for a maximum of

-

3 Combat Rounds. The attacker must

-

retreat if they have not won by the end of

-

the third round. Stand all blocks upright

-

before any Retreats. The other player can

+

Battles are fought for a maximum of

+

3 Combat Rounds. The attacker must

+

retreat if they have not won by the end of

+

the third round. Stand all blocks upright

+

before any Retreats. The other player can

then Regroup.

5.31 Combat Turns

-

Each block has one Combat Turn

-

per Combat Round. In its Combat

-

Turn, a block performs 1 action: Fight,

-

Retreat, or Pass. All “A” blocks act before

-

all “B” blocks, which act before all “C”

-

blocks. Defending “A” blocks act before

-

Attacking “A” blocks, and so on.

-

After all blocks have taken 1 Combat

-

Turn, 1 Combat Round has been fought.

-

Repeat this sequence for a second or third

+

Each block has one Combat Turn

+

per Combat Round. In its Combat

+

Turn, a block performs 1 action: Fight,

+

Retreat, or Pass. All “A” blocks act before

+

all “B” blocks, which act before all “C”

+

blocks. Defending “A” blocks act before

+

Attacking “A” blocks, and so on.

+

After all blocks have taken 1 Combat

+

Turn, 1 Combat Round has been fought.

+

Repeat this sequence for a second or third

round as necessary.

-

EXAMPLE: A Knight (B3) and an English

-

Infantry (C2) attack a Scots Noble (B2) and

-

an Infantry (C2). The combat sequence for

-

each combat round is: Scots Noble, English

+

EXAMPLE: A Knight (B3) and an English

+

Infantry (C2) attack a Scots Noble (B2) and

+

an Infantry (C2). The combat sequence for

+

each combat round is: Scots Noble, English

Knight, Scots Infantry, English Infantry.

5.32 Attacker's Reserves

-

A player may attack via different

-

borders, or attack using 2 or 3 Group

-

Moves. The Main Attack Group must be

-

declared during movement; it must start in

-

1 area, move together, and enter the battle

-

together (via the same border). All other

+

A player may attack via different

+

borders, or attack using 2 or 3 Group

+

Moves. The Main Attack Group must be

+

declared during movement; it must start in

+

1 area, move together, and enter the battle

+

together (via the same border). All other

attacking blocks are placed in reserve.

-

Reserve blocks may not fight, Retreat,

-

or take hits in Round 1. Reserves are

-

revealed at the beginning of Round 2 or

-

remain hidden if the battle is over.

-

EXAMPLE: The English player has 4

-

blocks in Angus and 2 in Mar. Both groups

-

(two moves) attack Buchan. The Attacker

-

declares the Angus group his Main Attack.

-

Reserves arrive in Round 2 even if all

-

other friendly blocks were eliminated in

-

Round 1. Battlefield Control changes if the

-

Attacker eliminates all defenders in Round

-

1 before Defending reinforcements arrive.

-

The original Attacker is now the Defender

-

for Rounds 2 and 3. The new Attacker must

+

Reserve blocks may not fight, Retreat,

+

or take hits in Round 1. Reserves are

+

revealed at the beginning of Round 2 or

+

remain hidden if the battle is over.

+

EXAMPLE: The English player has 4

+

blocks in Angus and 2 in Mar. Both groups

+

(two moves) attack Buchan. The Attacker

+

declares the Angus group his Main Attack.

+

Reserves arrive in Round 2 even if all

+

other friendly blocks were eliminated in

+

Round 1. Battlefield Control changes if the

+

Attacker eliminates all defenders in Round

+

1 before Defending reinforcements arrive.

+

The original Attacker is now the Defender

+

for Rounds 2 and 3. The new Attacker must

Retreat after the 3rd round if not victorious.

5.33 Defender's Reserves

-

All blocks moved by Player 2 to a

-

Contested Area are Reserves that arrive in

+

All blocks moved by Player 2 to a

+

Contested Area are Reserves that arrive in

Round 2.

-

EXAMPLE: The English attack Buchan

-

from Angus with 4 blocks where the Scots

-

have 2 blocks defending. The Scots then

-

move 3 blocks from Moray to Buchan as

-

reinforcements that arrive in Round 2.

+

EXAMPLE: The English attack Buchan

+

from Angus with 4 blocks where the Scots

+

have 2 blocks defending. The Scots then

+

move 3 blocks from Moray to Buchan as

+

reinforcements that arrive in Round 2.

5.4 COMBAT RESOLUTION

-

Each block in its Combat Turn rolls as

-

many dice as its current Strength. A hit is

-

scored for each die roll equal to or lower

+

Each block in its Combat Turn rolls as

+

many dice as its current Strength. A hit is

+

scored for each die roll equal to or lower

than the block’s Combat Rating.

-

EXAMPLE: A Knight with 3 steps rolls 3

-

dice. Knights have B3 combat, meaning all

-

rolls of 1, 2, & 3 are hits. Rolls of 4, 5, & 6

-

are misses. If the dice rolled are 2, 4, & 5,

+

EXAMPLE: A Knight with 3 steps rolls 3

+

dice. Knights have B3 combat, meaning all

+

rolls of 1, 2, & 3 are hits. Rolls of 4, 5, & 6

+

are misses. If the dice rolled are 2, 4, & 5,

the knight scores 1 hit and 2 misses.

5.41 Battle Hits

-

Combat is not simultaneous. All hits are

-

applied immediately. Enemy blocks are not

-

targeted individually. Each hit is applied

-

to the strongest enemy block. If two or

-

more blocks share the highest Strength, the

-

owner chooses which to reduce.

-

EXAMPLE: The English inflict 3 hits. The

-

Scots have two 4-step blocks and must

-

apply 1 hit to each, reducing them both to 3

+

Combat is not simultaneous. All hits are

+

applied immediately. Enemy blocks are not

+

targeted individually. Each hit is applied

+

to the strongest enemy block. If two or

+

more blocks share the highest Strength, the

+

owner chooses which to reduce.

+

EXAMPLE: The English inflict 3 hits. The

+

Scots have two 4-step blocks and must

+

apply 1 hit to each, reducing them both to 3

steps and apply the 3rd hit to either block.

5.5 RETREATING

-

Each block may Retreat (instead of

-

attacking) on its normal Combat Turn.

-

Blocks must retreat to any available

-

adjacent Friendly or Neutral area(s).

-

Blocks cannot retreat to Contested or

+

Each block may Retreat (instead of

+

attacking) on its normal Combat Turn.

+

Blocks must retreat to any available

+

adjacent Friendly or Neutral area(s).

+

Blocks cannot retreat to Contested or

Enemy areas.

-

Border Limits are reset for each Combat

-

Round, and for Regroups, and for the

+

Border Limits are reset for each Combat

+

Round, and for Regroups, and for the

mandatory Retreat after 3 rounds.

-

Border Control: Blocks may not Retreat

-

via a border that was last used by the

-

enemy to enter a battle. If both players

-

used the same border, only Player 2

+

Border Control: Blocks may not Retreat

+

via a border that was last used by the

+

enemy to enter a battle. If both players

+

used the same border, only Player 2

may Retreat through that border.

-

Blocks that cannot Retreat when

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

4

-

Version 4.0

+

Blocks that cannot Retreat when

Schiltroms

-

The schiltrom was a Scottish formation that

-

grouped footmen, armed with long spears, into

-

a large hollow square (or oval) where they were

-

able to resist the deadly charge of heavy horse.

-

Reinforcements were often harbored in the middle

-

of the formation so that men could be rushed to

-

crumbling defensive lines when needed.

-

Invented by Wallace at Falkirk as a defensive tactic,

+

The schiltrom was a Scottish formation that

+

grouped footmen, armed with long spears, into

+

a large hollow square (or oval) where they were

+

able to resist the deadly charge of heavy horse.

+

Reinforcements were often harbored in the middle

+

of the formation so that men could be rushed to

+

crumbling defensive lines when needed.

+

Invented by Wallace at Falkirk as a defensive tactic,

Bruce improved schiltroms by employing battle-

-

hardened veterans capable of moving and attacking

-

in formation, an idea later refined by Swiss Pikemen

-

to devastating effect. Although always vulnerable

-

to massed ranged fire (whether from arrows or

-

cannon), the schiltrom was a revolutionary tactic

-

that reduced the power of knights on the battlefield.

+

hardened veterans capable of moving and attacking

+

in formation, an idea later refined by Swiss Pikemen

+

to devastating effect. Although always vulnerable

+

to massed ranged fire (whether from arrows or

+

cannon), the schiltrom was a revolutionary tactic

+

that reduced the power of knights on the battlefield.

Schiltroms (optional rule)

-

To reflect the dynamics of battles involving

-

Scottish schiltroms, all Scottish infantry fire at

-

+1 (C3=C4) in battles when the English side has

+

To reflect the dynamics of battles involving

+

Scottish schiltroms, all Scottish infantry fire at

+

+1 (C3=C4) in battles when the English side has

no archers.

The Longbow

-

The war was a proving ground for the English

-

longbow, a weapon soon to terrorize the French

-

during the 100 Years War. The longbow had a

-

range of 350-400 yards, but the necessary draw

-

weight of 100-175 pounds required great strength

-

and extensive training. Edward I was the first to

-

appreciate the potential for this terrible weapon and

-

its ability to revolutionize the medieval battlefield.

-

Scottish archers were few and far between – the

-

shortbowmen and slingers of Etterick Forest were no

+

The war was a proving ground for the English

+

longbow, a weapon soon to terrorize the French

+

during the 100 Years War. The longbow had a

+

range of 350-400 yards, but the necessary draw

+

weight of 100-175 pounds required great strength

+

and extensive training. Edward I was the first to

+

appreciate the potential for this terrible weapon and

+

its ability to revolutionize the medieval battlefield.

+

Scottish archers were few and far between – the

+

shortbowmen and slingers of Etterick Forest were no

match for English or Welsh longbowmen.

Attacker or Defender

-

Because both players move before combat, a

-

player can be the Defender in some battles, and

+

Because both players move before combat, a

+

player can be the Defender in some battles, and

the Attacker in others.

Combat Reserves

-

Main Attack blocks must start the turn in

-

the same area, move together, and cross the

-

same border into battle. All other blocks are

-

in Reserve. Main Attack blocks cannot be

-

voluntarily placed in Reserve. Put your main

-

attack blocks in the area you are attacking and

-

keep reserves on the border(s) they have used

+

Main Attack blocks must start the turn in

+

the same area, move together, and cross the

+

same border into battle. All other blocks are

+

in Reserve. Main Attack blocks cannot be

+

voluntarily placed in Reserve. Put your main

+

attack blocks in the area you are attacking and

+

keep reserves on the border(s) they have used

until they arrive. Celtic Unity rolls for Ulster/

-

Welsh reserves are not made until they are

+

Welsh reserves are not made until they are

revealed at the start of Combat Round 2.

Closing Borders

-

Only blocks attacking or reinforcing an area

-

close borders. A move by Player 1 that does not

+

Only blocks attacking or reinforcing an area

+

close borders. A move by Player 1 that does not

start a battle does not close any borders.

-

For example, Player 1 (Scot) moves two blocks

-

from Badenoch into vacant Atholl, leaving

+

For example, Player 1 (Scot) moves two blocks

+

from Badenoch into vacant Atholl, leaving

Badenoch empty. No borders are closed.

-

Player 2 (English) attacks Atholl from

-

Strathspey via Badenoch. Now, only the English

+

Player 2 (English) attacks Atholl from

+

Strathspey via Badenoch. Now, only the English

can retreat to Badenoch.

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

4

+

Version 4.0

-
+

HAMMER OF THE SCOTS ™

required are eliminated (5.8).

-

English blocks may not Retreat/Regroup

-

into Scotland. Scottish blocks may not

+

English blocks may not Retreat/Regroup

+

into Scotland. Scottish blocks may not

Retreat/Regroup into England.

-

• “A” blocks Retreat before “B” blocks,

-

which Retreat before “C” blocks. When

-

several blocks have the same combat

-

letter rating, they may retreat at the

+

• “A” blocks Retreat before “B” blocks,

+

which Retreat before “C” blocks. When

+

several blocks have the same combat

+

letter rating, they may retreat at the

same time to hide who went where.

• For Norse Retreats/Regroups see 4.7.

5.6 REGROUPING

-

When a battle ends, victorious blocks

-

(including any in Reserve) stand up and

-

may immediately Regroup. They may move

-

(in any order) to adjacent Friendly or

+

When a battle ends, victorious blocks

+

(including any in Reserve) stand up and

+

may immediately Regroup. They may move

+

(in any order) to adjacent Friendly or

Neutral areas. Border Limits apply (4.3).

5.7 CAPTURING NOBLES

-

When a noble is eliminated in combat

-

or via Pillage, it immediately switches

-

to the enemy side (exchange block color)

-

at Strength 1 and is placed in Reserve.

-

Captured nobles fight for their new side

+

When a noble is eliminated in combat

+

or via Pillage, it immediately switches

+

to the enemy side (exchange block color)

+

at Strength 1 and is placed in Reserve.

+

Captured nobles fight for their new side

beginning in the next Combat Round.

-

EXCEPTION: The Scots noble Moray

-

never changes allegiance. If killed in battle

+

EXCEPTION: The Scots noble Moray

+

never changes allegiance. If killed in battle

Moray is permanently eliminated.

5.8 ELIMINATED BLOCKS

-

All Non-noble blocks eliminated by

-

the Pillage Card, Border Raids, Winter

-

Attrition, or Disbanding are placed in the

+

All Non-noble blocks eliminated by

+

the Pillage Card, Border Raids, Winter

+

Attrition, or Disbanding are placed in the

Draw Pool.

-

The 6 Blocks with a black cross

-

(sidebar) are only permanently eliminated

-

if killed in Combat or unable to retreat

-

when required.

-

Other non-noble blocks that are

-

eliminated in Combat are placed in a

-

player's Draw Pool and may return during

-

a future turn.

+

The 6 Blocks with a black cross

+

(sidebar) are only permanently eliminated

+

if killed in Combat or unable to retreat

+

when required.

+

Other non-noble blocks that are

+

eliminated in Combat are placed in a

+

player's Draw Pool and may return during

+

a future turn.

5.9 BORDER RAIDS

-

The Scottish player may move to Raid

-

England (except during a Truce). It costs

-

1 movement point per block to cross the

+

The Scottish player may move to Raid

+

England (except during a Truce). It costs

+

1 movement point per block to cross the

Anglo-Scottish Border. (4.4).

-

If any Scottish blocks occupy England,

+

If any Scottish blocks occupy England,

the English player must Disband 1 non-

-

Noble block at the end of every Game

-

Turn. English Nobles may not be chosen.

-

The English player does not have to reveal

+

Noble block at the end of every Game

+

Turn. English Nobles may not be chosen.

+

The English player does not have to reveal

which block is removed.

-

Raiding blocks cannot Winter in

+

Raiding blocks cannot Winter in

England.

6.0 KINGS

6.1 ENGLISH KINGS

-

The Edward block represents

-

Edward I until killed in

-

combat, or until the end of

-

1306. In either case it then

-

becomes Edward II. The

+

The Edward block represents

+

Edward I until killed in

+

combat, or until the end of

+

1306. In either case it then

+

becomes Edward II. The

switch to Edward II has two effects:

-

Edward II cannot Winter (7.4) in

+

Edward II cannot Winter (7.4) in

Scotland.

-

If the Edward II block is eliminated in

-

combat, the Scots win a Sudden Death

+

If the Edward II block is eliminated in

+

combat, the Scots win a Sudden Death

Victory (9.1).

6.2 SCOTTISH KINGS

-

The Scots do not have a King

-

block at the start of play.

-

Once per game the Scots may

-

crown a king. There are three

-

candidates for the throne:

-

Bruce, Comyn, and Balliol. If a Scottish

-

King is crowned and later killed, the

+

The Scots do not have a King

+

block at the start of play.

+

Once per game the Scots may

+

crown a king. There are three

+

candidates for the throne:

+

Bruce, Comyn, and Balliol. If a Scottish

+

King is crowned and later killed, the

English win a Sudden Death Victory (9.1).

6.21 Bruce or Comyn

-

To crown either Bruce or Comyn:

-

• Wallace must be dead.

+

To crown either Bruce or Comyn:

+

• Wallace must be dead.

• The candidate must be located in Fife.

-

• The Scottish player must play any

-

Event card, announcing "Coronation"

+

• The Scottish player must play any

+

Event card, announcing "Coronation"

instead of the normal event.

-

The King block is then placed in

-

Fife at full strength. The candidate block

-

remains in play, representing another

+

The King block is then placed in

+

Fife at full strength. The candidate block

+

remains in play, representing another

family member under normal noble rules.

-

If Bruce becomes king, all Comyn

-

nobles except Moray immediately defect

-

to the English, or if Comyn becomes king,

-

then all Bruce nobles immediately defect

-

to the English. Resulting battles are fought

-

immediately with the defecting noble(s)

+

If Bruce becomes king, all Comyn

+

nobles except Moray immediately defect

+

to the English, or if Comyn becomes king,

+

then all Bruce nobles immediately defect

+

to the English. Resulting battles are fought

+

immediately with the defecting noble(s)

as the attacker. Player 1 chooses the order.

6.22 King Balliol

King Balliol, can return from exile.

-

There are 4 conditions:

+

There are 4 conditions:

• It must be 1301 or later.

• No other king has been crowned.

• The French knight must be on the map.

-

• The Scottish player must play any

-

Event card, announcing "Return of the

+

• The Scottish player must play any

+

Event card, announcing "Return of the

King" instead of the normal event.

-

Wallace may be dead or alive. The

-

king block is immediately deployed at full

-

strength with the French knight. All Bruce

-

nobles immediately defect to the English.

-

Resulting battles are fought immediately

-

with the defecting noble(s) as the attacker.

+

Wallace may be dead or alive. The

+

king block is immediately deployed at full

+

strength with the French knight. All Bruce

+

nobles immediately defect to the English.

+

Resulting battles are fought immediately

+

with the defecting noble(s) as the attacker.

Player 1 chooses the order.

-

HAMMER OF THE SCOTS

Edward the Longshanks

-

Edward I was one of the leading monarchs of

-

the Middle Ages. He was a noted pioneer of legal

-

reforms; a great architect of administrative justice;

-

an innovator of financial administration; and one

-

of the founders of parliamentary government.

-

European Kings and Popes held him in the highest

-

esteem, and few monarchs ever dominated the

-

English nobility like Edward.

-

The Song of Lewes, however, compares Edward

-

to a brave lion - proud and fierce - but also

-

unreliable and deceitful. In his later years, Edward's

-

commitment to justice evolved into cruelty and

-

judicial murder. He saw the Scottish war as a

-

rebellion, not a war between nations, and therefore

-

believed that chivalry did not apply. Gruesome

+

Edward I was one of the leading monarchs of

+

the Middle Ages. He was a noted pioneer of legal

+

reforms; a great architect of administrative justice;

+

an innovator of financial administration; and one

+

of the founders of parliamentary government.

+

European Kings and Popes held him in the highest

+

esteem, and few monarchs ever dominated the

+

English nobility like Edward.

+

The Song of Lewes, however, compares Edward

+

to a brave lion - proud and fierce - but also

+

unreliable and deceitful. In his later years, Edward's

+

commitment to justice evolved into cruelty and

+

judicial murder. He saw the Scottish war as a

+

rebellion, not a war between nations, and therefore

+

believed that chivalry did not apply. Gruesome

executions and lawlessness characterized the war.

-

Edward's conduct was animated by a fierce

-

determination to preserve, protect, and enhance his

-

rights as King. Yet he was more a savvy opportunist

-

than a Machiavellian strategist. It is doubtful that

-

he had any grand designs on Scotland prior to the

-

death of his cousin and ally King Alexander III of

-

Scotland in 1286. But when he was asked by the

-

leading men of Scotland to adjudicate the dispute

-

between Bruce and Balliol for the vacant throne

-

(known to historians as "the Great Cause"), he did

-

not hesitate to assert a long-standing but dormant

+

Edward's conduct was animated by a fierce

+

determination to preserve, protect, and enhance his

+

rights as King. Yet he was more a savvy opportunist

+

than a Machiavellian strategist. It is doubtful that

+

he had any grand designs on Scotland prior to the

+

death of his cousin and ally King Alexander III of

+

Scotland in 1286. But when he was asked by the

+

leading men of Scotland to adjudicate the dispute

+

between Bruce and Balliol for the vacant throne

+

(known to historians as "the Great Cause"), he did

+

not hesitate to assert a long-standing but dormant

claim to sovereignty over Scotland.

-

A battle-hardened veteran of the Montfortian

-

rebellions of 1263-1267, Pope Urban IV's crusade

-

in 1270, and the Welsh wars of 1277, 1282-1283,

-

and 1294-1295, Edward was a capable military

-

commander and a brilliant mobilizer of men,

-

equipment, and victuals. Scottish victories came only

-

when Edward I was absent from Scotland or dead.

+

A battle-hardened veteran of the Montfortian

+

rebellions of 1263-1267, Pope Urban IV's crusade

+

in 1270, and the Welsh wars of 1277, 1282-1283,

+

and 1294-1295, Edward was a capable military

+

commander and a brilliant mobilizer of men,

+

equipment, and victuals. Scottish victories came only

+

when Edward I was absent from Scotland or dead.

Black Cross Blocks

-

-

Scottish

+

Scottish

English

-

-

Wallace

+

Wallace

Hobelars

-

-

Moray

-

Edward

-

+

Moray

+

Edward

Norse

-

French Knights

Defection Battles

-

Defection battles caused by a CORONATION

-

EVENT or HERALD CARD are fought

-

immediately as normal battles (3 rounds

-

maximum; victor can Regroup, etc.). Player 1

+

Defection battles caused by a CORONATION

+

EVENT or HERALD CARD are fought

+

immediately as normal battles (3 rounds

+

maximum; victor can Regroup, etc.). Player 1

chooses the order.

Coronation & English Event Card

-

If the English also play an event card it is

-

resolved first. The Scots may wait until after the

-

English turn to decide whether to use the card

-

as a Coronation or the listed event. Coronation

+

If the English also play an event card it is

+

resolved first. The Scots may wait until after the

+

English turn to decide whether to use the card

+

as a Coronation or the listed event. Coronation

Battles are fought before the year ends.

Raids and Truces

-

The Scots cannot initiate a Border Raid during

-

a Truce even if England is empty. Scots blocks

-

already in England can remain there during a

-

Truce (and the English player would still have to

+

The Scots cannot initiate a Border Raid during

+

a Truce even if England is empty. Scots blocks

+

already in England can remain there during a

+

Truce (and the English player would still have to

remove a block).

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

5

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

5

Version 4.0

-
+

HAMMER OF THE SCOTS ™

7.0 WINTERING

-

A game year ends if both players play

-

an Event card at the same time, or after

-

all five cards have been played. Cards are

+

A game year ends if both players play

+

an Event card at the same time, or after

+

all five cards have been played. Cards are

never carried forward into the next year.

-

When a Year ends, there is a special

-

Winter Turn during which nobles return to

-

their home areas and players prepare for

-

the next year. Play the Winter actions in the

-

exact order given.

+

When a Year ends, there is a special

+

Winter Turn during which nobles return to

+

their home areas and players prepare for

+

the next year. Play the Winter actions in the

+

exact order given.

7.1 NOBLES GO HOME

-

First, all English nobles move to

+

First, all English nobles move to

their Home Areas. If that area is enemy-

-

occupied, the noble defects to the Scots at

+

occupied, the noble defects to the Scots at

current strength (change to Blue block).

-

Then, all Scots nobles move to their

+

Then, all Scots nobles move to their

Home Areas. If that area is enemy-

-

occupied, the noble defects to the English at

+

occupied, the noble defects to the English at

current strength (change to Red block).

Nobles cannot disband (except Moray).

-

MORAY: Moray may move home or

-

remain where he is located (subject to Castle

+

MORAY: Moray may move home or

+

remain where he is located (subject to Castle

Limit). He may also disband (7.5).

7.12 Bruce & Comyn

-

Bruce and Comyn must move to either

-

of two areas. They are only converted

+

Bruce and Comyn must move to either

+

of two areas. They are only converted

if both their Home Areas are enemy-

-

occupied. The new owner may put the

+

occupied. The new owner may put the

converted block in either Home Area.

7.2 SCOTTISH KING

-

The King may move to any Friendly or

-

Neutral cathedral, remain where located

+

The King may move to any Friendly or

+

Neutral cathedral, remain where located

(subject to the Castle Limit), or Disband.

7.3 ENGLISH DISBANDING

All blocks in England must Disband.

7.31 Knights, Archers & Hobelars

-

Archers, Knights, and Hobelars must

+

Archers, Knights, and Hobelars must

Disband (exception see 7.4).

7.32 English Infantry

-

Infantry (including Wales and Ulster)

-

may remain in Scotland subject to Castle

-

Limits or Disband. Infantry that exceed

+

Infantry (including Wales and Ulster)

+

may remain in Scotland subject to Castle

+

Limits or Disband. Infantry that exceed

Castle Limits must Disband (owner choice).

7.4 EDWARD WINTERING

-

If located in Scotland, Edward I may

-

Winter there or Disband.

+

If located in Scotland, Edward I may

+

Winter there or Disband.

Edward II may not Winter in Scotland.

-

Edward I cannot spend two consecutive

-

winters in Scotland nor Winter in

+

Edward I cannot spend two consecutive

+

winters in Scotland nor Winter in

Scotland in 1306.

-

All red blocks (except Nobles) may

-

Winter with Edward regardless of the

+

All red blocks (except Nobles) may

+

Winter with Edward regardless of the

area's Castle Limit.

-

WARNING: When Edward winters in

-

Scotland, there is no Feudal Levy and

+

WARNING: When Edward winters in

+

Scotland, there is no Feudal Levy and

England begins the next year empty.

7.5 SCOTTISH DISBANDING

-

Scots blocks may remain in areas

-

subject to Castle Limits or Disband to the

-

draw pool. Non-noble blocks exceeding

-

Castle Limits must Disband (owner choice).

-

EXCEPTION: Wallace may move to

-

Selkirk (unless enemy occupied) where he

+

Scots blocks may remain in areas

+

subject to Castle Limits or Disband to the

+

draw pool. Non-noble blocks exceeding

+

Castle Limits must Disband (owner choice).

+

EXCEPTION: Wallace may move to

+

Selkirk (unless enemy occupied) where he

gains 2 steps.

7.6 WINTER BUILDS

-

A friendly area generates Replacement

-

Points (RPs) equal to its Castle Limit

-

(Angus = 2 RPs). A Cathedral adds +1RP

+

A friendly area generates Replacement

+

Points (RPs) equal to its Castle Limit

+

(Angus = 2 RPs). A Cathedral adds +1RP

to the Scottish Castle Limit for the area.

7.61 French Knights

-

If the Scots control 8+ nobles, add the

-

French knights to the Scottish Draw Pool.

-

Once drawn, the block remains in play

+

If the Scots control 8+ nobles, add the

+

French knights to the Scottish Draw Pool.

+

Once drawn, the block remains in play

until eliminated (5.8).

7.62 Scottish Builds

Each RP is used to either:

-

• Draw 1 block from the pool and deploy

+

• Draw 1 block from the pool and deploy

it in that area at strength 1.

-

• Build 1 step on 1 existing block in that

+

• Build 1 step on 1 existing block in that

area.

-

RPs can be used in any combination

-

of Builds or Draws. Multiple steps may be

-

added to one block. Players may add steps

+

RPs can be used in any combination

+

of Builds or Draws. Multiple steps may be

+

added to one block. Players may add steps

to blocks just drawn. RPs cannot be saved.

-

When drawing blocks, Castle Limits

-

must be obeyed. Hence, no additional

-

blocks can be added to Buchan if two

-

blocks are already there.

-

If the Norse or French are drawn

-

for Lanark or Badenoch (inland), draw a

+

When drawing blocks, Castle Limits

+

must be obeyed. Hence, no additional

+

blocks can be added to Buchan if two

+

blocks are already there.

+

If the Norse or French are drawn

+

for Lanark or Badenoch (inland), draw a

different block and then put the Norse/

French back in the pool

7.63 English Builds

-

The English player may use RPs

-

generated by a Friendly area to strengthen

-

only infantry or nobles located there.

+

The English player may use RPs

+

generated by a Friendly area to strengthen

+

only infantry or nobles located there.

7.7 ENGLISH FEUDAL LEVY

-

The English player receives new blocks

-

by a Feudal Levy, except when Edward I

+

The English player receives new blocks

+

by a Feudal Levy, except when Edward I

is wintering in Scotland.

-

Shuffle all blocks (face-down) in the

+

Shuffle all blocks (face-down) in the

Draw Pool.

-

Draw one half (round up) and deploy

-

them at full strength in England.

+

Draw one half (round up) and deploy

+

them at full strength in England.

7.8 NEW CARDS

-

Shuffle the deck and deal out five new

+

Shuffle the deck and deal out five new

cards to each player and play the next year.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

6

-

Version 4.0

The Scottish Nobility

-

The elimination of a Scottish noble block does

-

not necessarily imply the death of that noble.

-

Nobles were often captured in battle and held

-

hostage to ensure the loyalty of retainers and

-

heirs. Other times, after a brief imprisonment,

-

captured nobles would be pardoned and allowed

-

to go free upon a pledge of loyalty to their

-

captors. The death of a noble on the battlefield

-

meant a new feudal lord of the household, and

-

newly empowered lords often had different ideas

-

about the rebellion than their predecessors.

-

Beneath the real-politic, however, was a

-

smoldering hatred for the English that could

-

never be extinguished. Observed the English

-

Lanercost Chronicle, a history of the war written

+

The elimination of a Scottish noble block does

+

not necessarily imply the death of that noble.

+

Nobles were often captured in battle and held

+

hostage to ensure the loyalty of retainers and

+

heirs. Other times, after a brief imprisonment,

+

captured nobles would be pardoned and allowed

+

to go free upon a pledge of loyalty to their

+

captors. The death of a noble on the battlefield

+

meant a new feudal lord of the household, and

+

newly empowered lords often had different ideas

+

about the rebellion than their predecessors.

+

Beneath the real-politic, however, was a

+

smoldering hatred for the English that could

+

never be extinguished. Observed the English

+

Lanercost Chronicle, a history of the war written

at the time:

-

"In all these aforesaid campaigns the Scots were

-

so divided among themselves that sometimes the

-

father was on the Scottish side and the son on the

-

English, and vice versa; also one brother might

-

be with the Scots and another with the English;

-

yea, even the same individual be first with one

-

party and then with the other. But all those who

-

were with the English were merely feigning, either

-

because it was the stronger party, or in order to

-

save the lands they possessed in England; for

-

their hearts were always with their own people,

+

"In all these aforesaid campaigns the Scots were

+

so divided among themselves that sometimes the

+

father was on the Scottish side and the son on the

+

English, and vice versa; also one brother might

+

be with the Scots and another with the English;

+

yea, even the same individual be first with one

+

party and then with the other. But all those who

+

were with the English were merely feigning, either

+

because it was the stronger party, or in order to

+

save the lands they possessed in England; for

+

their hearts were always with their own people,

although their persons might not be so."

The English Levy

-

By feudal custom, the English king would often

-

petition his major nobles to raise an army,

-

sometimes to fight in France, sometimes in Scotland,

-

sometimes both. Economic and political realities,

-

plus the demands of fighting in France (which was

-

by far the more important of the two areas to the

-

English king) meant that a major campaign into

-

Scotland could not occur every year.

-

In game terms, the English player will only be

-

able to mount a major campaign into Scotland

-

with a high movement hand. With a good

-

movement hand, it is possible to get as far

-

north as Moray in one year. However, wintering

-

an army with Edward I at Mentieth or Fife is

-

often the only practical way to campaign in the

+

By feudal custom, the English king would often

+

petition his major nobles to raise an army,

+

sometimes to fight in France, sometimes in Scotland,

+

sometimes both. Economic and political realities,

+

plus the demands of fighting in France (which was

+

by far the more important of the two areas to the

+

English king) meant that a major campaign into

+

Scotland could not occur every year.

+

In game terms, the English player will only be

+

able to mount a major campaign into Scotland

+

with a high movement hand. With a good

+

movement hand, it is possible to get as far

+

north as Moray in one year. However, wintering

+

an army with Edward I at Mentieth or Fife is

+

often the only practical way to campaign in the

northern highlands.

Replacements

-

Unlike the Scots, the English player cannot use

+

Unlike the Scots, the English player cannot use

RPs to deploy blocks from the Draw Pool

-

Replacement steps cannot be saved. Any steps

+

Replacement steps cannot be saved. Any steps

that cannot be used are forfeit.

Disbanding

-

Disbanded blocks are not permanently

+

Disbanded blocks are not permanently

eliminated; they go to the draw pool.

Noble Home Areas

-

Nobles (except Moray) cannot Disband, even to

-

make room for other blocks. In locations with

-

castle value 1, the noble is the the only block

+

Nobles (except Moray) cannot Disband, even to

+

make room for other blocks. In locations with

+

castle value 1, the noble is the the only block

that remains over winter.

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

6

+

Version 4.0

-
+

HAMMER OF THE SCOTS ™

8.0 SCENARIOS

8.1 BRAVEHEART

-

The Scottish nobility was reduced after

-

the battle of Dunbar to abject servitude and

-

humiliation. But in the ashes of defeat two

-

courageous young men rose to continue the

+

The Scottish nobility was reduced after

+

the battle of Dunbar to abject servitude and

+

humiliation. But in the ashes of defeat two

+

courageous young men rose to continue the

fight against tremendous odds.

-

William Wallace had turned brigand in

-

1294. His murderous guerrilla war against the

-

English culminated in the sack of Lanark in

-

1297. Suddenly, the invincible English looked

-

invincible no longer. Meanwhile, Andrew de

-

Moray, a young knight from one of Scotland's

-

major land-owning families in the north,

+

William Wallace had turned brigand in

+

1294. His murderous guerrilla war against the

+

English culminated in the sack of Lanark in

+

1297. Suddenly, the invincible English looked

+

invincible no longer. Meanwhile, Andrew de

+

Moray, a young knight from one of Scotland's

+

major land-owning families in the north,

launched a bloody uprising in the Highlands.

-

Scotland, already smoldering with

-

discontent and sporadic resistance by the

-

fall of 1296, flamed into open rebellion by

-

the spring of 1297. It took Longshanks seven

+

Scotland, already smoldering with

+

discontent and sporadic resistance by the

+

fall of 1296, flamed into open rebellion by

+

the spring of 1297. It took Longshanks seven

years to put out the fire lit by these two heroes.

DURATION

-

1297 through 1305, unless one side

+

1297 through 1305, unless one side

achieves a Sudden Death victory.

ENGLISH DEPLOYMENT

-

Deploy the blocks listed below at full

+

Deploy the blocks listed below at full

strength on the mapboard:

-

Nobles: All nobles (except Bruce,

-

Moray, and Galloway) in their home

+

Nobles: All nobles (except Bruce,

+

Moray, and Galloway) in their home

areas. Comyn is deployed in Badenoch.

Lothian: Cumbria Infantry.

Mentieth: Northumber Infantry.

-

England: Place the 13 other red blocks

+

England: Place the 13 other red blocks

in the English Draw Pool face-down.

-

Draw 4 blocks and deploy in England

+

Draw 4 blocks and deploy in England

at full strength.

SCOTTISH DEPLOYMENT

-

Deploy the blocks listed below at full

+

Deploy the blocks listed below at full

strength on the mapboard:

Annan: Bruce.

Galloway: Galloway.

Fife: Wallace, Douglas, & Barclay.

Moray: Moray, Fraser.

Strathspey: Grant.

-

The Scottish King (6.2) and French

-

knights (7.61) are off map. Place the other

-

7 blue blocks in the Scottish Draw Pool

+

The Scottish King (6.2) and French

+

knights (7.61) are off map. Place the other

+

7 blue blocks in the Scottish Draw Pool

face-down.

8.2 THE BRUCE

-

After John Comyn's negotiated surrender

-

to Longshanks in February 1304, an uneasy

-

peace returned to Scotland. Robert Bruce had

-

not supported Comyn's rebellion and resented

-

Edward's betrayal of his promise to deliver

-

him the Scottish throne. Bruce conspired with

-

sympathetic nobles and the leadership of

-

the Scottish church to seize the throne and

-

inspire his countrymen to revolt, a task made

-

easy when news spread of Wallace's brutal

-

execution in August 1305.

-

Bruce and John Comyn met alone in a

-

Dumfries church. They engaged in violent

-

argument over the wisdom of Bruce's plans; it

+

After John Comyn's negotiated surrender

+

to Longshanks in February 1304, an uneasy

+

peace returned to Scotland. Robert Bruce had

+

not supported Comyn's rebellion and resented

+

Edward's betrayal of his promise to deliver

+

him the Scottish throne. Bruce conspired with

+

sympathetic nobles and the leadership of

+

the Scottish church to seize the throne and

+

inspire his countrymen to revolt, a task made

+

easy when news spread of Wallace's brutal

+

execution in August 1305.

+

Bruce and John Comyn met alone in a

+

Dumfries church. They engaged in violent

+

argument over the wisdom of Bruce's plans; it

ended with Bruce's knife in Comyn's heart.

-

With the absolution of the Scottish clergy,

-

Bruce was crowned at Scone on March 10,

-

1306, the 10th anniversary of the outbreak

-

of the rebellion. Faced with civil war against

-

Comyn loyalists and imminent attack from

-

England, Bruce desperately assembled an

+

With the absolution of the Scottish clergy,

+

Bruce was crowned at Scone on March 10,

+

1306, the 10th anniversary of the outbreak

+

of the rebellion. Faced with civil war against

+

Comyn loyalists and imminent attack from

+

England, Bruce desperately assembled an

army and prepared for the worst.

DURATION

-

1306 through 1314, unless one side

-

achieves a Sudden Death victory.

+

1306 through 1314, unless one side

+

achieves a Sudden Death victory.

ENGLISH DEPLOYMENT

-

Deploy the blocks listed below at full

+

Deploy the blocks listed below at full

strength on the mapboard:

-

Nobles: all 6 Comyn nobles (not Moray)

-

in their home areas. Comyn is deployed

+

Nobles: all 6 Comyn nobles (not Moray)

+

in their home areas. Comyn is deployed

in Badenoch.

Moray: Cumbria Infantry.

Mentieth: Mentieth, Northumber Infantry

Lothian: Durham Infantry.

Lanark: Stewart, Westmor Infantry.

-

England: Place the 11 other red blocks

-

in the English Draw Pool face down

+

England: Place the 11 other red blocks

+

in the English Draw Pool face down

and draw 6 blocks in England.

-

IMPORTANT: The English cannot

-

Winter in Scotland in this scenario because

+

IMPORTANT: The English cannot

+

Winter in Scotland in this scenario because

Edward I died in 1306.

SCOTTISH DEPLOYMENT

-

Deploy the blocks listed below at full

+

Deploy the blocks listed below at full

strength on the mapboard:

-

Nobles: Dunbar, Lennox, Atholl, Mar

-

in their home areas. Deploy Bruce in

+

Nobles: Dunbar, Lennox, Atholl, Mar

+

in their home areas. Deploy Bruce in

Carrick.

Fife: King, Douglas, Barclay.

Lennox: Campbell.

Carrick: Lindsay.

-

Wallace and Moray are both dead. The

-

French knights can enter as per 7.61.

-

Place the other 7 blue blocks in the

+

Wallace and Moray are both dead. The

+

French knights can enter as per 7.61.

+

Place the other 7 blue blocks in the

Scottish Draw Pool face-down.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

7

-

Version 4.0

Comyn & Bruce

-

The bitter struggle between the Bruce and Comyn

-

factions for control of Scotland defined the conflict.

-

Robert the Bruce was determined to win the Scottish

-

throne that was - in his mind - wrongfully denied

-

his family after King Alexander III's death in 1286.

-

Bruce's changing allegiances during the first conflict

-

(1297-1304) suggest that his main priority was

+

The bitter struggle between the Bruce and Comyn

+

factions for control of Scotland defined the conflict.

+

Robert the Bruce was determined to win the Scottish

+

throne that was - in his mind - wrongfully denied

+

his family after King Alexander III's death in 1286.

+

Bruce's changing allegiances during the first conflict

+

(1297-1304) suggest that his main priority was

possession of the crown, not national independence.

-

The Comyns, on the other hand, were the most

-

powerful members of the Scottish "war party" and

-

strong supporters of the exiled King John Balliol.

-

This made them not only natural enemies of the

-

Bruce but also implacable foes of the English. They

-

led the rebellion against England after Wallace’s

-

defeat at Falkirk in 1298, and made reluctant peace

-

with Edward in 1304 after the English king agreed

-

they could keep their lands. John "The Red" Comyn,

-

the Lord of Badenoch, was murdered by Bruce in a

-

Dumfries church in 1306. Bruce was absolved and

-

crowned a month later. From then on, the Comyns

-

turned away from the cause of freedom and made

+

The Comyns, on the other hand, were the most

+

powerful members of the Scottish "war party" and

+

strong supporters of the exiled King John Balliol.

+

This made them not only natural enemies of the

+

Bruce but also implacable foes of the English. They

+

led the rebellion against England after Wallace’s

+

defeat at Falkirk in 1298, and made reluctant peace

+

with Edward in 1304 after the English king agreed

+

they could keep their lands. John "The Red" Comyn,

+

the Lord of Badenoch, was murdered by Bruce in a

+

Dumfries church in 1306. Bruce was absolved and

+

crowned a month later. From then on, the Comyns

+

turned away from the cause of freedom and made

firm alliance with the English.

The Auld Alliance

-

The Anglo-French conflict constrained Edward’s

-

ability to prosecute the war in Scotland. French

-

King Philip’s savage naval raids against English

-

seaports in 1295 caused hysteria throughout the

-

realm and ensured that England would concentrate

-

her primary attention southward. The disastrous

-

Flemish campaign in 1297, reinforced anxiety over

+

The Anglo-French conflict constrained Edward’s

+

ability to prosecute the war in Scotland. French

+

King Philip’s savage naval raids against English

+

seaports in 1295 caused hysteria throughout the

+

realm and ensured that England would concentrate

+

her primary attention southward. The disastrous

+

Flemish campaign in 1297, reinforced anxiety over

affairs across the channel.

-

By 1302, rumors reached England that the French

-

were planning to send the Count of Artois at the

-

head of a large force of knights to return the exiled

-

King John Balliol to the Scottish throne. Alarmed

-

that the Balliol dynasty might be reestablished at

-

his expense, Robert the Bruce defected from the

-

rebellion and made common cause with Edward

-

I, who promised that, should he ever reestablish

+

By 1302, rumors reached England that the French

+

were planning to send the Count of Artois at the

+

head of a large force of knights to return the exiled

+

King John Balliol to the Scottish throne. Alarmed

+

that the Balliol dynasty might be reestablished at

+

his expense, Robert the Bruce defected from the

+

rebellion and made common cause with Edward

+

I, who promised that, should he ever reestablish

English authority in Scotland, Bruce would be King.

-

On July 11, 1302, however, the threat of a French

-

invasion of Scotland was squashed forever. 13,000

-

men of Flanders adopted the schiltrom tactics

-

pioneered by Wallace at Falkirk and slaughtered

-

7,500 French horse at the battle of Courtrai. When

-

news of the disaster reached Scotland, the heart

-

went out of the rebellion and Edward confidently

-

turned his full attention to finishing off Comyn and

-

his allies. By 1304, the war – so nearly won by the

-

rebellious Scots two years earlier – had ended.

+

On July 11, 1302, however, the threat of a French

+

invasion of Scotland was squashed forever. 13,000

+

men of Flanders adopted the schiltrom tactics

+

pioneered by Wallace at Falkirk and slaughtered

+

7,500 French horse at the battle of Courtrai. When

+

news of the disaster reached Scotland, the heart

+

went out of the rebellion and Edward confidently

+

turned his full attention to finishing off Comyn and

+

his allies. By 1304, the war – so nearly won by the

+

rebellious Scots two years earlier – had ended.

Another, however, was about to begin.

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

7

+

Version 4.0

-
+

HAMMER OF THE SCOTS ™

8.3 CAMPAIGN GAME

-

This game starts as per Braveheart

-

scenario and is played until one player

-

achieves victory. Extend game years

-

beyond 1314 if necessary.

-

REMEMBER: Edward I cannot winter in

-

Scotland in 1306 and becomes Edward II

+

This game starts as per Braveheart

+

scenario and is played until one player

+

achieves victory. Extend game years

+

beyond 1314 if necessary.

+

REMEMBER: Edward I cannot winter in

+

Scotland in 1306 and becomes Edward II

in 1307.

9.0 VICTORY

-

The object of the game is to control

-

a majority of Nobles at the end of the

-

scenario. In the Braveheart Scenario, a tie

-

is possible if both players control seven

-

nobles at the end of 1305. In this case, the

-

Scots win if Wallace is on the map; the

-

English win if Wallace is dead or in the

+

The object of the game is to control

+

a majority of Nobles at the end of the

+

scenario. In the Braveheart Scenario, a tie

+

is possible if both players control seven

+

nobles at the end of 1305. In this case, the

+

Scots win if Wallace is on the map; the

+

English win if Wallace is dead or in the

Draw Pool.

9.1 Sudden Death

An instant victory occurs when:

-

• Either player controls all nobles in play

-

at the end of a Game Turn.

-

Remember: Moray never defects to

-

the English; he must be dead or in the

-

Draw Pool for the English to win in this

+

• Either player controls all nobles in play

+

at the end of a Game Turn.

+

Remember: Moray never defects to

+

the English; he must be dead or in the

+

Draw Pool for the English to win in this

manner.

-

• The English player wins immediately if

-

the Scottish King is eliminated in battle

+

• The English player wins immediately if

+

the Scottish King is eliminated in battle

(5.8).

-

• The Scottish player wins immediately

-

if the Edward II is eliminated in battle

+

• The Scottish player wins immediately

+

if the Edward II is eliminated in battle

(5.8).

Declaration of Arbroath, April 6, 1320

-

Yet if he [Robert the Bruce, King of Scotland] should

-

give up what he has begun, and agree to make us or

-

our kingdom subject to the King of England or the

-

English, we should exert ourselves at once to drive

-

him out as our enemy and a subverter of his own

-

rights and ours, and make some other man who was

-

well able to defend us our King; for, as long as but

-

a hundred of us remain alive, never will we on any

-

conditions be brought under English rule. It is in

-

truth not for glory, nor for riches, nor honors that we

-

are fighting, but for freedom – for that alone, which

+

Yet if he [Robert the Bruce, King of Scotland] should

+

give up what he has begun, and agree to make us or

+

our kingdom subject to the King of England or the

+

English, we should exert ourselves at once to drive

+

him out as our enemy and a subverter of his own

+

rights and ours, and make some other man who was

+

well able to defend us our King; for, as long as but

+

a hundred of us remain alive, never will we on any

+

conditions be brought under English rule. It is in

+

truth not for glory, nor for riches, nor honors that we

+

are fighting, but for freedom – for that alone, which

no honest man gives up but with life itself.

TOURNAMENT PLAY

-

The preferred method to establish

-

sides is for all players to secretly bid one

+

The preferred method to establish

+

sides is for all players to secretly bid one

of E1, E2, E3, S1, S2, or S3.

-

Bids to play the English (E#) are for

-

the number of years they will play with

-

King Edward face-up in the Draw Pool,

-

not eligible to be drawn, but still counting

+

Bids to play the English (E#) are for

+

the number of years they will play with

+

King Edward face-up in the Draw Pool,

+

not eligible to be drawn, but still counting

toward feudal levy size.

-

Bids to play the Scottish (S#) are how

-

many extra blocks will be added to the

-

English Feudal Levy in 1297, above the

+

Bids to play the Scottish (S#) are how

+

many extra blocks will be added to the

+

English Feudal Levy in 1297, above the

usual 4.

-

The tournament GM compares bids.

-

Opposite bids cancel each other out and

-

these players play against each other.

-

Hence an E3 bid plays an S3 bid and

-

neither effect applies.

-

Remaining bids are matched as closely

-

as possible with the net effect being

-

applied to the higher bidding player. Hence

-

an E2 versus S1 game has a net of E1 and

+

The tournament GM compares bids.

+

Opposite bids cancel each other out and

+

these players play against each other.

+

Hence an E3 bid plays an S3 bid and

+

neither effect applies.

+

Remaining bids are matched as closely

+

as possible with the net effect being

+

applied to the higher bidding player. Hence

+

an E2 versus S1 game has a net of E1 and

thus Edward is not in play for 1297.

-

HAMMER OF THE SCOTS

-

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

-

8

-

Version 4.0

+

CREDITS

+

Game Design:

+

Tom Dalgliesh

+

Jerry Taylor

+

Developers:

+

Grant Dalgliesh

+

George Seary

+

Cal Stengel

+

Art/Graphics:

+

Mark Churms (Cover)

+

Tom Dalgliesh (Blocks)

+

Jerry Taylor (Map)

+

Contributors:

+

Nick Barker

+

Leonard Coufal

+

Ananda Gupta

+

Jeff Grant

+

Robert Holzer

+

Arius Kaufman

+

Bob McDonald

+

Ian Notter

+

Michael Tanner

+

Charles Vasey

+

Dave Walton

INDEX

-

Anglo-Scottish Border

+

Anglo-Scottish Border

4.4

-

Area Control

+

Area Control

4.5

-

Areas

+

Areas

1.1

-

Battles

+

Battles

5.0

-

Battle Hits

+

Battle Hits

5.41

-

Battle Reinforcements

+

Battle Reinforcements

5.33

-

Battle Sequence

+

Battle Sequence

5.1

-

Border Control

+

Border Control

5.5

-

Border Limits

+

Border Limits

4.3

-

Border Raids

+

Border Raids

5.9

-

Castle Limits

+

Castle Limits

1.2

-

Cathedrals

+

Cathedrals

1.3

-

Celtic Unity

+

Celtic Unity

5.2

-

Combat Eliminations

+

Combat Eliminations

5.8

-

Combat Rating

+

Combat Rating

2.12

-

Combat Reserves

+

Combat Reserves

5.32

-

Combat Resolution

+

Combat Resolution

5.4

-

Combat Rounds

+

Combat Rounds

5.3

-

Combat Turns

+

Combat Turns

5.31

-

Contested Areas

+

Contested Areas

4.5

-

Enemy Areas

+

Enemy Areas

4.5

-

English Builds

+

English Builds

7.63

-

English Feudal Levy

+

English Feudal Levy

7.7

-

French Knights

+

French Knights

7.61

-

Friendly Areas

+

Friendly Areas

4.5

-

Group Move

+

Group Move

4.2

-

Home Areas (Nobles)

+

Home Areas (Nobles)

1.4

-

Initiative

+

Initiative

4.1

-

Kings: English

+

Kings: English

6.1

-

Kings: Scottish

+

Kings: Scottish

6.2, 7.2

-

Moray

+

Moray

5.7, 7.1

-

Movement

+

Movement

4.0

-

Group Move

+

Group Move

4.2

-

Move Rating

+

Move Rating

2.13

-

Neutral Areas

+

Neutral Areas

4.5

-

Nobles

+

Nobles

2.22

-

Capture

+

Capture

5.7, 7.1

-

Home Areas

+

Home Areas

1.4, 7.1

-

Norse

+

Norse

2.26, 4.7

-

Pinning

+

Pinning

4.6

-

Regrouping

+

Regrouping

5.6

-

Replacement Points (RPs)

+

Replacement Points (RPs)

7.6

-

Retreats

+

Retreats

5.5

-

Scenarios

+

Scenarios

8.0

-

Braveheart

+

Braveheart

8.1

-

The Bruce

+

The Bruce

8.2

-

Scottish King

+

Scottish King

6.2, 7.2

-

Scottish Builds

+

Scottish Builds

7.62

-

Strength

+

Strength

2.11

-

Victory

+

Victory

9.0

-

Wallace

+

Wallace

2.21, 7.5

-

Winter Builds

+

Winter Builds

7.6

-

CREDITS

-

Game Design:

-

Tom Dalgliesh

-

-

Jerry Taylor

-

Developers:

-

Grant Dalgliesh

-

-

George Seary

-

-

Cal Stengel

-

Art/Graphics:

-

Mark Churms (Cover)

-

-

Tom Dalgliesh (Blocks)

-

-

Jerry Taylor (Map)

-

Contributors:

-

Nick Barker

-

-

Leonard Coufal

-

-

Ananda Gupta

-

-

Jeff Grant

-

-

Robert Holzer

-

-

Arius Kaufman

-

-

Bob McDonald

-

-

Ian Notter

-

-

Michael Tanner

-

-

Charles Vasey

-

-

Dave Walton

-

COLUMBIA GAMES, INC

-

POB 1600, BLAINE

+

COLUMBIA GAMES, INC

+

POB 1600, BLAINE

WA 98231 USA

-

360/366-2228

+

360/366-2228

800/636-3631 (toll free)

-

For game updates and discussion, see:

+

For game updates and discussion, see:

www.columbiagames.com

+

Copyright ©2002-19 Jerry Taylor & Columbia Games Inc.

+

8

+

Version 4.0

-- cgit v1.2.3