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.
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 Scottish Castle
Limit for the area, but it has no value
to the English player. For example, Fife
is worth [3] to the Scottish player, but
only [2] to the English player. The Scots
king may move to a friendly or neutral
cathedral during winter.
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, even if they moved there this Game
Turn, or defect during battle. Nobles do
NOT have a combat advantage when they
attack 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
benefits. Also see 7.12.
HAMMER OF THE SCOTS ™
Copyright ©2009 Jerry Taylor and Columbia Games Inc.
1
Version 3.0
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 moves first, then
Player 2.
[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 deck and
deal five 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. Labels on the blue sheet go
on the blue blocks, labels on the tan sheet
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 thrown for 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 Noble block at strength 1, 2, and 3.
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, each identified by
their heraldic arms. Nobles
with green centers are loyal
to the Bruce faction. Nobles with yellow
labels are loyal to the Comyn faction.
Important: Each noble (except Moray)
has two blocks, one red and one blue. Only
one block is 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 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) and A2 (English).
2.25 Infantry
English infantry, identified
by a Cross of St. George, are
named after their counties.
The English also have one
Welsh (red dragon) and
Ulster (green cross) infantry.
Scottish Infantry, named after
prominent clans, have the
Cross of St. Andrew on an
oval shield. Most infantry are
rated C2, but a few are C3.
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 ©2009 Jerry Taylor and Columbia Games Inc.
2
Version 3.0
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*
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*
8
Nobles
2
B2/B3†
14
* Some infantry are C3.
† Nobles fire at B3 defending their Home
Area, even if they moved there this
Game Turn or defected during battle.
SCOTLAND
STRENGTH
(Maximum 3)
COMBAT
(B2)
MOVE
(2)
STEP REDUCTION
BLOCK DATA
Border limits are applied to each
player – hence, both players can move two
blocks across the same red border.
Example: If six blocks in Buchan move
to Angus, two blocks in Strathspey cannot
also move to Angus. However, two blocks
in Mar could also move to Angus.
4.4 ANGLO-SCOTTISH BORDER
The Anglo-Scottish Border is a dashed
red or green line. Blocks entering England
must stop. Blocks must stop if they cross
the red broken border into Teviot.
Each Move Point 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.
See also: Retreats/Regroups (5.5) and
Border Raids (5.9).
4.5 AREA CONTROL
Areas can either be Friendly, Neutral,
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.
The Defender (Player 2) chooses which
blocks are pinned. The "unpinned" blocks
may move normally and attack, except
they cannot cross any border used by
the enemy to enter the battle (including
reserves).
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).
4.7 NORSE MOVEMENT
The Norse block moves and attacks
separately from other blocks. It requires
one (1) movement point 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 coastal area
(only).
The Norse can never enter England or
use the Sea Move Card.
IMPORTANT: A Norse move must be
declared (both the origin and destination).
HAMMER OF THE SCOTS ™
Copyright ©2009 Jerry Taylor and Columbia Games Inc.
3
Version 3.0
3.0 THE CARDS
The game 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 are never compelled to Move.
They must play a card, but can do nothing
if desired. Moves cannot be saved.
Blocks may pass freely through
friendly blocks, but must stop when they
enter any 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 (English win
ties) is Player 1 who must play first.
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: With a group in Buchan a
player may move blocks to one or more of
Angus, Fife, Mar, Badenoch, Strathspey,
Moray, or Atholl.
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.
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.
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).
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 completed, return all blocks
to upright mode, and 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 Draw Pool
5.3 COMBAT ROUNDS
Battles are fought for a maximum of
THREE (3) combat rounds. The attacker
must retreat if a battle is not concluded by
the end of the third round. Flip all blocks
upright to hide retreat destinations.
5.31 Combat Turns
Each block has one Combat Turn
per Combat Round. In its Combat Turn,
a block may Fire, Retreat, or pass. The
sequence of Combat Turns depends on
combat ratings. All “A” blocks go before all
“B” blocks, which go before all “C” blocks.
Defending “A” blocks go before Attacking
“A” blocks, and so on.
After all blocks have taken one
Combat Turn, one Combat Round has
been fought. Repeat the 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 Combat Reserves
A player may attack via different
borders, or attack using two or three Group
Moves. The Main Attack Group must be
declared during movement; it must start
in ONE area, move together, and enter the
combat area across ONE border. All other
attacking blocks are placed in reserve.
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.
Reserve blocks may not fire, retreat, or
take hits in Round 1. Reserves are revealed
at the beginning of Round 2 or remain
hidden if the battle is over. Reserves arrive
even if all other friendly blocks have been
eliminated. Thereafter they take normal
Combat Turns.
NOTE: 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 Battle Reinforcements
All blocks moved by Player 2 to a
Contested area (battle) are Reserves that
arrive in Round 2.
Example: The English player attacks
Buchan from Angus with 4 blocks where the
Scots player has 2 blocks defending. The
Scot moves 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 one hit and two 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: An English block inflicts 3 hits.
The Scottish player has Three 4-step blocks
and must apply 1 hit to each block reducing
them all to 3 steps.
5.5 RETREATING
Each block may retreat (instead of
attacking) on its normal Combat Turn.
• Blocks must retreat to adjacent Friendly
or Neutral areas. Blocks cannot retreat
to Contested or Enemy areas. Blocks may
retreat to available area.
• If several blocks are eligible to retreat
at the same time, flip them all upright to
hide retreat destinations from the enemy.
• Border Limits apply to each Combat
Round, to Regroups, and to the
mandatory retreat after 3 rounds.
HAMMER OF THE SCOTS ™
Copyright ©2009 Jerry Taylor and Columbia Games Inc.
4
Version 3.0
Schiltroms
The schiltrom was a formation that grouped
footmen into a large hollow square (or oval) and
armed them with long spears 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 them 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 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 borders they
have used until they arrive.
Reserves subject to Celtic Unity rolls do not roll
until they are revealed in 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 Atholl, leaving Badenoch
empty. Player 2 (English) attacks Atholl. Either
player may retreat via the Atholl-Badenoch
border but whoever does so first, closes the
border to the enemy.
• Border Control: Blocks may not retreat
through borders that were used by the
enemy player to enter the battle. If
both players used the same border, only
Player 2 may retreat through that border.
• Blocks that cannot retreat when required
are eliminated (5.8).
• English blocks may not retreat/regroup
into Scotland. Scottish blocks may not
retreat/regroup into England.
• For Norse retreats/regroups see 4.7.
5.6 REGROUPING
When a battle ends the victor may
immediately Regroup. All victorious blocks
(including any in Reserve) may Regroup to
any adjacent Friendly or Neutral area.
IMPORTANT: All of the rules and limits
of Retreating (5.5) apply to Regrouping,
except Border Control.
5.7 CAPTURING NOBLES
When a noble is eliminated in combat,
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
When non-noble blocks are removed,
they are placed in a player's Draw Pool
and may return to the game during an
English Feudal Levy or Scots Winter Build.
EXCEPTION: If killed in battle or unable
to retreat when required, blocks with a
black cross (sidebar) are permanently
eliminated. If these blocks are removed by
the Pillage Card, Border Raids, or Winter
Attrition they disband to the Draw Pool.
5.9 BORDER RAIDS
The Scottish player may invade
England (except during a Truce). It costs
one (1) movement point per block to cross
the border.
If one (1) or more Scots blocks occupy
England, the English player must eliminate
one (1) non-Noble block at the end of
every Game Turn. The English player does
not have to reveal which block is removed.
If the English player has only noble
blocks on the board, no blocks are
eliminated. 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 in battle, 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 events.
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. Any resulting battle
is fought immediately with the defecting
noble(s) as the attacker.
6.22 King Balliol
King Balliol, exiled in France, can
return to the throne starting in 1301,
provided no other king has been crowned.
There are two conditions:
• 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.
Any resulting battle is fought immediately
with the defecting noble(s) as the attacker.
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 I
• Norse
• French Knights
Defection Battles
Defection battles caused by a CORONATION
EVENT or HERALD CARD are fought as
normal battles (3 rounds maximum; victor can
Regroup, etc.).
Coronation & English Event Card
If the English also play an event card it is
resolved first (4.1). The Scots may wait until
after the English turn to decide whether to use
their card as a Coronation or as the listed event.
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 ©2009 Jerry Taylor and Columbia Games Inc.
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Version 3.0
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 some blocks
Disband (return to Draw Pool) and players
prepare for the next year. Play the Winter
actions in the exact order given.
7.1 NOBLES GO HOME
Nobles cannot disband.
First, all English nobles move to
their Home Areas. If that area is enemy-
occupied, the English noble defects to the
Scots at current strength.
Then, all Scots nobles move to their
Home Areas. If that area is enemy-
occupied, the Scottish noble defects to the
English at current strength.
Exception: Moray may move home
or remain where located (subject to Castle
Limit). He may also disband.
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.
• Neither king may winter in England.
• Edward I cannot spend two consecutive
winters in Scotland nor winter in
Scotland in 1306.
If Edward I winters in Scotland, all red
blocks (except Nobles) may winter with him
regardless of the area's Castle Limit.
Warning: When Edward winters, there
is no Feudal Levy this winter and England
begins the next year empty.
7.5 SCOTTISH DISBANDING
Scots blocks may remain in areas
subject to Castle Limits or Disband. Non-
noble blocks that exceed 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 one block from the pool and
deploy in the same area at strength 1.
• Build one step on one existing block in
the same 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.
7.63 English Builds
The English player may use RPs
generated by a Friendly area only to
strengthen infantry or nobles located there.
The English player cannot use RPs to
deploy blocks from the English Draw Pool.
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 ©2009 Jerry Taylor and Columbia Games Inc.
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Version 3.0
The Scottish Nobility
The elimination of a Scottish noble block in
combat 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-politick, 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.
Saving Replacements
Replacement steps cannot be saved. Any steps
that cannot be used are forfeit.
Noble Home Areas
Nobles cannot disband even to make room for
other blocks (except Moray).
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 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
and draw 4 blocks in England.
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: Edward I dies at the end
of 1306 and the king block then becomes
Edward II (see 6.1). Edward I cannot
winter in Scotland 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.
Set aside Wallace and Moray (dead)
The French Knights (7.61) are off map.
Place the other 7 blue blocks in the
Scottish Draw Pool face down.
HAMMER OF THE SCOTS ™
Copyright ©2009 Jerry Taylor and Columbia Games Inc.
7
Version 3.0
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. Only when John "The Red" Comyn,
the Lord of Badenoch, was murdered by Bruce
in a Dumfries church in 1306 did the Comyns
finally turn away from the cause of freedom and
make 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:
• A 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 for a Tourney 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 ©2009 Jerry Taylor and Columbia Games Inc.
8
Version 3.0
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 3457, Blaine
WA 98231 USA
360/366-2228
800/636-3631 (toll free)
For game updates and discussion, see:
www.columbiagames.com