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.
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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