From ec70c7cffd00866dc385eaba75df266985a99cae Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Wed, 8 Dec 2021 17:34:18 +0100 Subject: Convert rule books to a searchable HTML format. --- info/rules.html | 1475 ++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 1461 insertions(+), 14 deletions(-) (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html index 4679710..5035867 100644 --- a/info/rules.html +++ b/info/rules.html @@ -1,19 +1,1466 @@ -Hammer of the Scots - Rules + +Hammer of the Scots 4.0 + + - - - - - - - - - - - + +
+

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

+

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

+

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

+

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

+

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

+

a red border or upon entering an enemy-

+

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

+

Player 1.

+

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

+

deck and deal 5 new cards to each player.

+
+ +
+

2.0 ARMIES

+

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.

+

2.1 BLOCK DATA

+

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

+

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

+

maximum roll that will score a hit.

+

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

+

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.

+

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

+

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.

+

2.23 Archers

+

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).

+

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.

+

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

+

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

+

MOVE COMBAT MIX

+

King

+

3

+

B4

+

1

+

Archers

+

2

+

B3

+

2

+

Knights

+

2

+

B3

+

3

+

Hobelar

+

3

+

A2

+

1

+

Infantry

+

2

+

C2/C3*

+

8

+

Nobles

+

2

+

B2/B3

+

13

+

BLOCK

+

MOVE COMBAT MIX

+

Wallace

+

3

+

A3

+

1

+

King

+

3

+

A3

+

1

+

Archers

+

3

+

B2

+

1

+

Cavalry

+

3

+

B1

+

1

+

French

+

2

+

B3

+

1

+

Norse

+

(see 4.7)

+

A2

+

1

+

Infantry

+

2

+

C2/C3*

+

8

+

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

+

STEP REDUCTION

+

STRENGTH

+

(Maximum 3)

+

Yellow pips indicate Comyn Faction

+

COMBAT

+

(B2)

+

MOVE

+

(2)

+

BLOCK DATA

+
+ +
+

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.

+

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

+

allows 3 blocks to cross the border.

+

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

+

Border Raids (5.9).

+

4.5 AREA CONTROL

+

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.

+

Contested: unresolved battles.

+

Neutral: vacant areas.

+

4.6 PINNING

+

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

+

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

+

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

+

any other coastal area and may attack.

+

The Norse may Retreat or Regroup to

+

any Friendly (not vacant) coastal area.

+

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

+

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

+

two (2) blocks to move across the Anglo-

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

retreating blocks in the same battle.

+
+ +
+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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,

+

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

+

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

+

Enemy areas.

+

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

+

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

+

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,

+

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.

+

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

+

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

+

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

+

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

+

until they arrive. Celtic Unity rolls for Ulster/

+

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

+

start a battle does not close any borders.

+

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

+

can retreat to Badenoch.

+
+ +
+

required are eliminated (5.8).

+

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

+

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

+

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

+

beginning in the next Combat Round.

+

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

+

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.

+

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

+

Anglo-Scottish Border. (4.4).

+

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

+

which block is removed.

+

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

+

switch to Edward II has two effects:

+

Edward II cannot Winter (7.4) in

+

Scotland.

+

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

+

English win a Sudden Death Victory (9.1).

+

6.21 Bruce or Comyn

+

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"

+

instead of the normal event.

+

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)

+

as the attacker. Player 1 chooses the order.

+

6.22 King Balliol

+

King Balliol, can return from exile.

+

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

+

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.

+

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

+

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

+

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.

+

Black Cross Blocks

+

+

Scottish

+

English

+

+

Wallace

+

Hobelars

+

+

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

+

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

+

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

+

remove a block).

+

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

+

5

+

Version 4.0

+
+ +
+

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

+

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.

+

7.1 NOBLES GO HOME

+

First, all English nobles move to

+

their Home Areas. If that area is enemy-

+

occupied, the noble defects to the Scots at

+

current strength (change to Blue block).

+

Then, all Scots nobles move to their

+

Home Areas. If that area is enemy-

+

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

+

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

+

if both their Home Areas are enemy-

+

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

+

(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

+

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

+

Castle Limits must Disband (owner choice).

+

7.4 EDWARD WINTERING

+

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

+

Scotland in 1306.

+

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

+

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

+

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

+

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

+

until eliminated (5.8).

+

7.62 Scottish Builds

+

Each RP is used to either:

+

• Draw 1 block from the pool and deploy

+

it in that area at strength 1.

+

• 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

+

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

+

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.

+

7.7 ENGLISH FEUDAL LEVY

+

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

+

Draw Pool.

+

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

+

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

+

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,

+

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

+

northern highlands.

+

Replacements

+

Unlike the Scots, the English player cannot use

+

RPs to deploy blocks from the Draw Pool

+

Replacement steps cannot be saved. Any steps

+

that cannot be used are forfeit.

+

Disbanding

+

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

+

that remains over winter.

+
+ +
+

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

+

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,

+

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

+

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

+

DURATION

+

1297 through 1305, unless one side

+

achieves a Sudden Death victory.

+

ENGLISH DEPLOYMENT

+

Deploy the blocks listed below at full

+

strength on the mapboard:

+

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

+

in the English Draw Pool face-down.

+

Draw 4 blocks and deploy in England

+

at full strength.

+

SCOTTISH DEPLOYMENT

+

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

+

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

+

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

+

army and prepared for the worst.

+

DURATION

+

1306 through 1314, unless one side

+

achieves a Sudden Death victory.

+

ENGLISH DEPLOYMENT

+

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

+

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

+

and draw 6 blocks in England.

+

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

+

strength on the mapboard:

+

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

+

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

+

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

+

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

+

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

+

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.

+

Another, however, was about to begin.

+
+ +
+

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

+

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

+

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

+

manner.

+

• 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

+

(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

+

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

+

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

+

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

+

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

+

thus Edward is not in play for 1297.

+

HAMMER OF THE SCOTS

+

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

+

8

+

Version 4.0

+

INDEX

+

Anglo-Scottish Border

+

4.4

+

Area Control

+

4.5

+

Areas

+

1.1

+

Battles

+

5.0

+

Battle Hits

+

5.41

+

Battle Reinforcements

+

5.33

+

Battle Sequence

+

5.1

+

Border Control

+

5.5

+

Border Limits

+

4.3

+

Border Raids

+

5.9

+

Castle Limits

+

1.2

+

Cathedrals

+

1.3

+

Celtic Unity

+

5.2

+

Combat Eliminations

+

5.8

+

Combat Rating

+

2.12

+

Combat Reserves

+

5.32

+

Combat Resolution

+

5.4

+

Combat Rounds

+

5.3

+

Combat Turns

+

5.31

+

Contested Areas

+

4.5

+

Enemy Areas

+

4.5

+

English Builds

+

7.63

+

English Feudal Levy

+

7.7

+

French Knights

+

7.61

+

Friendly Areas

+

4.5

+

Group Move

+

4.2

+

Home Areas (Nobles)

+

1.4

+

Initiative

+

4.1

+

Kings: English

+

6.1

+

Kings: Scottish

+

6.2, 7.2

+

Moray

+

5.7, 7.1

+

Movement

+

4.0

+

Group Move

+

4.2

+

Move Rating

+

2.13

+

Neutral Areas

+

4.5

+

Nobles

+

2.22

+

Capture

+

5.7, 7.1

+

Home Areas

+

1.4, 7.1

+

Norse

+

2.26, 4.7

+

Pinning

+

4.6

+

Regrouping

+

5.6

+

Replacement Points (RPs)

+

7.6

+

Retreats

+

5.5

+

Scenarios

+

8.0

+

Braveheart

+

8.1

+

The Bruce

+

8.2

+

Scottish King

+

6.2, 7.2

+

Scottish Builds

+

7.62

+

Strength

+

2.11

+

Victory

+

9.0

+

Wallace

+

2.21, 7.5

+

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

+

WA 98231 USA

+

360/366-2228

+

800/636-3631 (toll free)

+

For game updates and discussion, see:

+

www.columbiagames.com

+
+ + -- cgit v1.2.3