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.

5

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.

6

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