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INTRODUCTION

Chainmail is a game that allows players to recreate key battles from the medieval era by using cards. The focus is to provide fun, ease of play and short game
times while providing some interesting historical flavor. Chainmail places a
premium upon player decision-making and card management.

WOODS
Combat: Defender +1 BP
Movement: 2 MP

GAME COMPONENTS
The games components include:
Game maps

3 sheets of cardboard playing pieces

1 Blue deck of battle cards (38 cards)

1 Red deck of battle cards (40 cards)

1 rules book

MARSH
Combat: No effect
Movement: Infantry 2 MP/ Cavalry may not enter

Game Maps- Each battle has a game map. The game maps contain rows/

RIVERS AND BURNS


Combat: May not shock attack or retreat across
Movement: Infantry 3 MP / Cavalry may not cross

columns of squares, each square identified by cross-referencing the letter for


that row with the number for that column. For example, on the Bannockburn
board the town of St. Ninians Kirk is in square A2. Various terrain is depicted on
the boards that can affect movement points (MP) and battle points (BP). Terrain types are:

BRIDGE
Combat: Defender + 1 BP
Movement: No effect

Woods (Legnano, Bouvines, Bannockburn) - Units pay 2


MP to enter a woods square. Units defending in a woods square get 1 BP (extra)
for defending therein. This terrain BP is never doubled. Longbow and crossbow
units may not missile fire into woods squares.

ROADS
Combat: No effect
Movement: 1 MP

Marsh (Bouvines, Bannockburn) - Infantry units pay 2 MP to


enter a marsh square. If they do so, or they retreat into one, they are automatically, and immediately, disordered. Marsh has no effect on battle. Cavalry units
may not enter, or attack into, marsh squares.

Burns and Rivers (Bouvines, Bannockburn) -

Infantry
units pay 3 MP to cross a burn or river square side. Cavalry units may not cross
a burn or river square side unless using a bridge. Longbow and crossbow units
may fire across burns or rivers, but no unit may shock attack across a burn or
river.

Bridge (Bouvines, Bannockburn) -

Bridges allow movement


across burns and rivers for no extra MP. Units may shock attack across a bridge
square side with the defender receiving 1 BP (extra). This terrain BP is never
doubled.

CLEAR
Combat: No effect
Movement: 1 MP

TOWN
Combat: No effect
Movement: 1 MP

CLEAR WITH LEVELS


Combat: Attacker +1 BP
Movement: +1 MP to go up one level
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Chainmail Rules
BATTLE

BATTLE RATING
UNIT TYPE
BK

BK

BERKLEY

FRONT
FULL STRENGTH

BACK
REDUCED
STRENGTH

FACING ARROW IDENTIFICATION


Play Note: Some units have a battle rating of zero 0. It
doesnt mean they cant shock attack or defend, just that
theyre not very good at it.
BK

BK

LONGBOW
English (Bannockburn)

EDWARD C

BV

CB

is a factor as you move from one level to another level. Level 3 is the highest
level, 2 is next highest, and 1 is the lowest level. During movement, it cost +1
MP to move up one level, this is cumulative. During attacks, a unit attacking from a higher level receives a +1 BP
combat bonus when attacking a unit on a lower level. This is not cumulative.
Note: Terrain other than Clear is highlighted with White squares.

GAME UNITS
Each combat unit is represented by a counter. Each combat unit is either an infantry unit (pike, longbow, and crossbow units) or a cavalry unit (light cavalry,
knights or dismounted knights). Each army also has a leader who may be used
to help individual units in combat.
Units have the following information:
A combat units battle rating is the base number of battle points (BP) it has
to contribute to a shock attack. The front side of the unit has the higher
BP value printed in white. Most units have a back side that has a reduced
BP value printed in gold (reverse side, flip unit to this side when reduced).
Some units have no reverse side. A combat units BP may be increased by
cards, terrain, etc.

PIKEMEN
Scots (Bannockburn)

ROBERT BRUCE 1

LB

to connected road square through any terrain for 1 MP. No effect to BP.

Clear terrain with levels (Lewes) - Clear terrain where elevation


K

BERKLEY

Clear (All), Towns and Roads (Bouvines, Bannockburn) - Units pay 1 MP to enter. Roads allow movement from roads square

CROSSBOW
French (Bovines)

BURGUNDY 4

BV

LC

LIGHT CALVARY
HRE (Bovines)

LG

Legnano

LW

Lewes

BV

Bouvines

BK

Bannockburn

A facing arrow that denotes the frontal facing direction of a counter.

INFANTRY TYPE UNITS:

SANCERRE

LG

Unit type and Identification show the type of unit (infantry, cavalry, etc.)
and give some of the historical commanders names. Battle identifiers are:

Pike - Has a P in front of its BP. May shock attack but not missile fire. An
Elite has an asterisk (*) under the BP number.

KNIGHT
HRE (Legnano)

Longbow - Has a LB in front of its BP. Longbow units may missile fire at
HRE 4

LW

DK

3
5

DISMOUNTED KNIGHT*
Royalist (Lewes)

enemy units. They do so either in a players turn (missile attack fire) by expending MP, or during the opposing players turn (missile defense fire) by the play
of a Longbow Defense Fire card. Longbow units may not shock attack; they
will defend against one. Longbow may not fire into woods. Longbow units only
appear in Bannockburn.

LEADER
Barons (Lewes)

Crossbow - Has a CB in front of its BP. Crossbow units may missile fire

EDWARD 3

2/2
LW

at enemy units. Crossbow units missile fire (missile attack and defense fire)
with the play of a Crossbow card. Crossbow units may not shock attack, they
will defend against one. Crossbow may not fire into woods. Crossbow units only
appear in Bouvines.

DE MONTFORT

CARROCCIO*
Lombards (Legnano)
CARROCCIO

Dismounted Knights - Has a DK in front of its BP.


* See Battle Rules

is Attack, bottom is defense. Appear only in Lewes.

Top BP number

Chainmail Rules
CAVALRY TYPE UNITS:
Light Cavalry -

Has a LC in front of its BP. May shock attack but not

missile fire.

Disordered
Unit

Knight - Has a K in front of its BP. May shock attack but not missile fire.
The only unit allowed to have a Knights Charge Card or Chivalry Charge card
played. An Elite has an asterisk (*) under the BP number.

Leader -

Each army has a leader, usually a king. Leaders are rated for the number of BP they add (which are never multiplied or
increased) to any shock attack or defense (but not missile fire) when stacked
with a unit.

A leader adds his attack rating (The first number) as BP to any attack

A leader adds his defense rating (The second number) as BP to any defense

Leaders are moved like any other unit, using MP from cards to do so. They are
considered to be cavalry in being able to combine cards to move them when not
stacked. Leaders that start stacked with a combat unit which is ordered to move,
may move along with that combat unit without additional expenditure of MP.
Leaders can not attack or defend by themselves. Leaders by themselves move to
the nearest friendly unit if attacked or if an enemy unit moves adjacent to them.
However, a leader is eliminated, if the unit he is stacked with is eliminated.

INFORMATION MARKERS:
Disordered - Used to note which units are disordered.
Rallied - Used to denote which units have been rallied that round and may
not move or attack for the rest of that round.
Used - Used to denote which units have moved or attacked that round and
may not move again that round. Units marked with a used marker can not
move again that round, however, they may attack again that round.

Schiltron
Rallied

Used
Shield Wall

INFORMATION MARKERS

MP

BP
BLUE DECK

MP 7 BP 3
AXEMEN
AXE
XEM
EMEN
E
MEN
ME
M
EN
EN

BANNOCKBURN
NOCKBURN
OCKBURN
OC
O
C
CKBU
BU
UR
URN
U
RN
N ONLY
ONL
LY
L
Y
Axemen cards may be used as an attack, during a Scots
turn, or during an English turn. When played, they are
considered the play of a card and not an attack. Thus
play of an Axemen card can precipitate another attack.
An Axemen card entitles the Scots to use 2 BP to attack
any English unit frontally adjacent to any pike infantry
in schiltron.
The battle is resolved using basic rules. If the Scots win,
or there is a tie, the basic rules apply with no effect on the
pike infantry unit (does not have to advance, etc).
If the Scots lose the battle, this Axemen card is removed
from the game, permanently.

Bannockburn
Bouvines

B22

Lewes
Legnano

ACTION ALLOWED ONLY IN LISTED BATTLE

RED DECK

MP 5 BP 3

Schiltron/Shield Wall - Used to denote which units are in schiltron


or Shield Wall, doubles the units BP.

ACTION ALLOWED IN ALL BATTLES

THE CARDS
In each battle one side uses the Blue deck of cards while the other uses the Red.
Battle descriptions will explain which side uses the Blue deck and the Red deck
in a given battle. (For example Lewes has 18 cards in the Blue deck and 18 cards in the
Red deck that apply for that battle.) The MP and BP shown on a card are usable in
all battles. Actions are usable in all battles unless specified on the card. Actions
that are specific to one battle are noted on the card and a yellow highlight is
on the action title.

KNIGHTS CHARGE
May only use 1 movement card to move this
knight prior to conducting the knights charge
Treat this card as your attack for this card play
Move the knight 1 or 2 squares straight ahead
adjacent to enemy unit (may not start adjacent)
Double BP of the charging knight (do not double
BP when attacking infantry in schiltron)

Cards have the following information:

Players may use additional cards to increase BP


as per the rules.

May not combine this attack with another unit.

MP - This rating is the number of movement points that the card, when
played for movement purposes, provides for the units of that army.
BP - This rating is the number of additional battle points that the card,
when played for battle purposes during shock combat, provides for the
units of that army.

Bannockburn
Bouvines

R5

Lewes

CARD USED IN THESE BATTLES


3

Chainmail Rules

BATTLE

RED
DECK
TOTAL

DEALT
PER
TURN

BLUE
DECK
TOTAL

DEALT
PER
TURN

Legnano

18

12

18

12

Bouvines

27

16

28

15

Lewes

18

11

18

12

Bannockburn

27

15

28

15

Example: For Legnano, each player gives himself 12


cards from his battle deck of 18, setting the rest aside.
Each keeps his cards secret from the other player until
played. Players will cycle their dealt cards each turn until
they run out of cards or both players pass consecutively.
Then all the used cards and unused cards from the players
hand are shuffled together with the un-dealt cards again
to start the next turn.
Counter Attack Card: In terms of who can play how
many cards for Counter Attack, the designations Attacker/Defender refer to whose turn it is. You can not
play a second counter attack card against one
already played.
Chivalry Charge Card: This card is advantageous under
certain battle conditions to place your opponents knight
units in a bad position.

Action - Cards contain a specific action that is used when the player plays
that card for action purposes. The Action description provide unique game
rules specific to that card and may override a game rule. If used as an action, it may not be used for its MP or BP. If used as MP or BP the action
may not be used.

Use of a card for MP, BP, or Actions, count against a players 5 - card maximum
for his round.
The Blue and Red decks are always kept separately. Players get to use some - not all - of their cards each turn. The
number of cards available to each player for a given turn is listed for that battle
in the battle description.

STARTING PLAY
I.

II.

Shuffle and Deal Cards.

2.

Determine Initiative.

3.

Player with initiative passes, or plays 1-5 cards for


his round.

ROUND SEQUENCE:
a.

Pass or play a card(s) for action or MP.

b.

Player may attack one target unit per card


or group of cards played for the same purpose
(usually MP).

c.

Continue card play until up to 5 cards are


played for either MP, BP, or actions. (Note:
more than one attack can occur in a round
but only one attack per card, or group of cards
played).

4.

Next player may pass, or play 1-5 cards for his


round as above.

5.

Players continue alternating rounds.

6.

Turn ends when both players pass consecutively in a


round, or both players use all of their cards.

Construct the battle deck for the battle being played. The cards
for each deck (Red and Blue) list to which battle they apply.

III.

Distribute Cards
Each player shuffles his deck and blindly and randomly deals himself the number of cards he is to get for that
turn, placing excluded cards aside and out of play.

IV.

Initiative
Players check to see who goes first in each game turn unless the
battle rules state otherwise. To determine who goes first each
game turn each player randomly/blindly draws a card from
the deck of cards not dealt out for that turn. High MP card
gets to choose who will go first that turn. Tie? Draw again.

TURN PLAY SEQUENCE:


1.

Setting up the Combat Units


Each battle description lists which units start the game already on the board and which enter as reinforcements.
Place starting units in their designated squares and set reinforcements where they can be easily reached.

V.

Play then begins with that player undertaking a player round.

COURSE OF PLAY
At the beginning of each turn, each player shuffles all (the entire battle deck)
of his cards and deals to himself (randomly and blindly), cards according to his
battle card availability.
The game consists of an indeterminate number of game turns. Each game turn
consists of an indeterminate number of Player Rounds. In each Player Round,
the player whose round it is, plays from 0 to 5 of his cards. 5 cards is the maximum number of cards that may be played by the player whose round it is.
Use of a card for MP, BP, or Actions, count against a players 5 card maximum
for his round. The cards are used to move his units and attack the enemy, as
described below.
When that player has finished that round, play passes to his opponent, who
then undergoes a Player Round (0 to 5 cards).

Chainmail Rules
Play passes back and forth, as above, until both players have played all the cards
they had for that turn, or both players pass consecutively. When that happens,
that game turn is over.
Exception: If one player has no cards left to play, the other player plays all of
his remaining cards (or as many as he wishes, up to the round maximum of 5)
as one last round for that turn. Unplayed cards are discarded.
A player can choose not to play any of his cards; if he does
so (or has no cards left), he passes. If both/all players pass
consecutively, the turn is over, even if cards remain in hand. Discard any unplayed cards.

CARD PLAY

Example: The English Player plays a card with 4 MP


and a card with 5 MP, for a total of 9 MP available.
The most MP he could give to a single infantry unit with
the play of those 2 cards is 5 MP. However, he could give
all 9 MP to a cavalry unit if he chooses. Using this example he gives 3 MP to one Infantry unit, another 1 MP
to a second infantry unit and 5 MP to a cavalry unit.
One infantry moves one square forward, the other moves
and changes facing. The cavalry changes facing during
his route and moves four squares.
CH A NGE
FACING

Each card allows the player who plays that card to do only one of the things
listed on the card (MP, BP, or actions). Once the card is played, it is discarded.

CH A NGE
FACING

4
P

BK

DESPENCER

EDWARD 1

If a card is played for MP, the player must use at least one MP. All MP do not
have to be used, but those not used are lost.

1 MP

BK

1 MP

BK

When a card (or cards) is (are) used, it must be used for the purpose (above)
declared. That player may not play any other card(s) until that purpose is completed, although several cards may be played together for the same purpose.

1 + 1 MP
GLOUCESTER 1

The actions available are explained on the card. Some actions are exclusive to
one battle, and if so are denoted in the title of the card and are highlighted in
yellow.

1 MP

1 MP

1 + 1 MP

Certain cards may be played during an opponents round. Such play does not
count against the number of cards a player may play in his round. But that card
is considered used, and thus discarded for that turn.

MOVEMENT
When a card is played and the player states he is using that card for movement,
he may use the number of Movement Points listed - e.g., MP 6 means he has 6
Movement Points from that card - to move one or more of his units. The player
may play several cards at the same time, totaling their MP to give to his units.
Single infantry units are limited to the maximum MP available on a single
played card. However a single cavalry or leader unit can combine the MP of
two or more cards.
Units pay a specific number of movement points to move into each square. The
cost to enter each square is listed on the Terrain Chart shown on the map sheet.
Certain sides of squares have additional terrain, and it may cost extra MP to
cross that side (such as at burns) and enter that square. A unit may not enter a
square unless it has the MP to do so.
Units move only across the sides of the squares; they may never move across
the corners. Movement is from square to adjacent square. Diagonal movement
is never allowed.

1 MP

MP 4 BP 4
COUNTER ATTACK
This cancels the attack of one unit, defenders choice.

MP 5 BP 4

If played against an attacker whose card is allowing


multiple units to attack the target unit, it is good only
against one of those units. Any remaining attacking units
finish the original attack before the counterattack begins.

For the counter attack the defending player may change


the facing of and move any one unit, other than the
original defending unit, by moving up to 2 MP. That
moving unit, plus any other units positioned as to be so
eligible (including the original defending unit), may now
attack that attacking unit whose attack was canceled. Other
cards may be used to augment BP of both counter-attacker
BOUVINES ONLY
and the new defender.

CHIVALRY CHARGE

Play Note: The movement advantage a cavalry unit has


over an infantry unit is the ability to use multiple cards
for movement.

Play Note: There are no zones of control in Chainmail.

Units are free to move past (but not through) enemy units.

Chainmail Rules
Play Note: Use of MP to longbow missile attack fire
is considered card play that still enables a shock attack
(normal combat), and combined with the use of your
longbows can be very telling.

Facing

Reinforcements -

FRONTAL
BK

FLANK

Once a unit stops movement it can not move again that round (but could attack again). Once a unit attacks it can not move that round (but could attack
again). Place Used markers on units to help you keep track of which units
have moved and/or attacked. Each unit may move only once per round, although the number of MP it uses is limited only by the cards played. Thus, a
player can use several cards at once to give many MP to his units, but once he
has moved those units, he may not move them again that round.

FLANK

Both players may receive new


units reinforcements during the course of the game.
Reinforcements are eligible to enter the map according to the reinforcement
schedule in the battle. They enter the map into the square(s) indicated, using
the cards for movement in the normal way.

Stacking -

DOUGLAS 1

Only one combat unit may be in a square at any one time. A


combat unit may not move into a square occupied by another unit, friendly or
enemy. Units may attack into an enemy-occupied square. But, when that attack
is resolved, only one unit will be in that square.

REAR

Play note: Units that are disordered and lose a battle


at two to one BP or more are reduced once and have to
retreat, they are not reduced twice.

Leaders may stack with any one combat unit and this is the only time two units
can be in the same square.
A unit may only move in the direction it is faced. It costs 1 MP each time a unit
changes the direction in which it is faced.

Play Note: Multipliers are applied literally: a unit doubled for a card play and doubled for a flank attack will
have its base BP increased fourfold. Thus, a 3 BP unit
attacking in this manner will, because of the multipliers,
be attacking with a BP strength of 12.

Units moving by road, directly from one road square to another, connected
road square, do not pay any MP to change facing, as long as they maintain the
facing in the direction the road is pointing.

BK

DOUGLAS 1

A unit may always change facing during its move, even if it is adjacent to an
enemy-occupied square.

2 + 1 MP

Facing - A unit must always face one of the sides of the square it is in; never
the corner. The top side (with the units ID) of the counter is the side which determines facing and is denoted with a directional arrow. The direction in which
the unit is faced is called frontal. The squares/sides to each side are its flank; the
square/side to its back is its rear.

1 + 1 MP

MP 5 BP
BK

2 Bannockbur

EDWARD 1

CHIVALRY CH

Example: A 2 BP English Pike unit crosses the bridge


(1 MP) and changes facing (1 MP), then moves into the
woods (2 MP) and changes facing again (1 MP) for a
total of 5 MP. The English pike unit now conducts a
flank attack, he would start with 4 BP (double his 2 BP
for the flank attack) to 2 BP for the Scot pike unit. Both
players could play cards for BP and actions for
the battle.
6

Important: A unit may change facing only two sides during any single round,
regardless of how many MPs it spends.

BATTLE
A battle occurs when one player attacks another players unit. There are two
types of battle, Shock Attack and Missile Attack Fire. Missile attack fire uses
card movement points as opposed to shock attack which occurs following a
card play. The playing of a card to move/fire longbow and crossbow units still
allows you to make a shock attack. Only one missile attack fire and one shock
attack are allowed per play of a card or group of cards for the same purpose
during a players round.

Shock Attack - After a player plays one or more cards for movement, or
plays a card (or cards) for action purposes, he may launch one shock attack. He
cannot shock attack unless he has played at least one card (for either of those
purposes; cards played for battle points do not count) and only one shock at-

Chainmail Rules
tack is allowed per play of a card or a group of cards used for the same purposes
(usually to get many movement points).

May only use 1 movement card to move this


k i ht i t
d ti th k i ht h
BOUVINES ONLY

KNIGHTS CHARGE

One Shock Attack is defined by the target unit: the player attacking one enemy (defending) unit. More than one friendly unit may shock attack that unit,
but only one defending unit may be the object of a shock attack.

MP 3 BP 5

MP 4 BP 3

More than one shock attack can occur in a round but only one shock attack per
card or group of cards played.

BK

MORAY 1

Pike, light cavalry, and knight units may shock attack any enemy unit in an
adjacent square, as long as the shock attacking unit is facing towards that square.
Units shock attack only with their frontal side of the unit.

1 + 1 MP
BK

Multipliers (doubles, triples) are done before any additions or subtractions


called for by the game.
Increases and Decreases to BP
Actions: Some cards may also be used for their actions which will increase
a units BP. If used for an action the card may not also be used for its BP.

Position. This applies only to attacking units. If a unit is attacking into an


enemy units flank side (see facing), it doubles (2x) its BP. If a unit is attacking into an enemy units rear side, it triples (3x) its BP. The position bonus
applies to individual units, not to all attackers.

Terrain Benefits.

Leaders: They add their ratings as BP to any unit they are stacked with,
depending on whether they are attacking or defending.

Use of Cards as BP: The number of BP on each card is added to the total
BP for those units. The attacking and defending players may play as many
cards as they wish within their maximums. The attacker must stay within
his 5 card per Round maximum. The defender has no such limit, and the
cards he plays do not count against the 5-card limit.

Important: Cards used for BP are selected secretly and played simultaneously.
No card may be played after each player reveals which cards he is using.

Resolving shock attack battle - Each player totals his BP (as


above). All cards played for BP are revealed simultaneously. High total wins. If
there is a tie, defender wins.

1 MP

1 MP

Battles are resolved by having the attacker compare his Battle Points (BP) to
those of the defender. Each player receives his base BP for each battle from
the current (full or reduced) battle rating on the units piece. These BP may be
increased or reduced.

Determining Battle Points (bp) for shock attack -

P
BK

Longbow and Crossbow units may not shock attack, but they defend
against one.

ROBERT BRUCE 1

A player may shock attack an enemy unit with as many units as he has (frontally) adjacent to that target / defending enemy unit. However, cavalry and
infantry may not combine to shock attack the same unit.

GLOUCESTER 1

MP 5 BP 4

C
CHIVALRY CHARGE
BOUVINES ONLY

Example: The Scots player in Bannockburn plays a card


(A) with 4 MP and spends one MP to move a 2 BP pike
infantry straight ahead and then spends one more MP to
change its facing, ending that units move in the frontal
square of an English 2 BP pike infantry unit. With the
remaining 2 MP from the card, he moves a 3 BP pike
infantry unit straight ahead into the flank square of the
same English pike infantry unit. He decides to attack
the English pike unit he just moved next to. The Scot
player has 8 BP (2 BP for the pike frontally adjacent +
6 BP for the 3 BP pike infantry attacking from the flank
square) and the English 2 BP. Both players can now add
card BP to the attack. The Scots player uses 1 card (B)
to add 5 BP, for a total of 13 BPs. The English player
uses 1 card (C) for 4 BP for a total of 6 BP. The Scots
player wins the attack with more than twice the BP of the
defender. The English pike must reduce and retreat.

To secretly play BP cards players should put both hands


under the table. In their right hand they put the cards
they want used for BP in this battle. In their left hand
they put the remainder of their cards. Players bring both
hands above the table at the same time and place any
cards in their right hands face up on the table.

Play note : Full strength units that must reduce, flip


to their reduced side, if they have one. Units forced to
reduce while in a reduced status are eliminated.
7

Chainmail Rules
Attacker is the Winner:
BK

KEITH 1

MORAY 1

BK

GLOUCESTER 1

2
P

BK

BK

LC

LB

HEREFORD A

If the attacker has more BP, but less than twice the BP of the defender, the
defender (usually) has a choice. He may either stay in his square and flip the
unit to its reduced side, or he may retreat (see below) the unit. If the defender
cannot retreat due to blocking terrain or units, the unit must reduce. Also if the
defender was disordered prior to the battle, he must reduce the unit and is no
longer disordered.
If the attacker has more than twice as many BP as the defender, whether disordered or not, the defender must reduce and retreat. Disordered units that reduce are no longer disordered.

Example: English longbow unit A can target either Scot


unit shown. He would need to use 2 MP to missile attack
fire at Scot unit B or change facing ( for 1 MP) and use
3 MP to missile attack fire at Scot unit D ( for a total of
4 MP). Note that attack at Scot unit D is firing over a
friendly unit C. If unit C was a Scots unit a missile attack
fire could not be done on Scots unit D. The English player
chooses to missile attack fire Scots unit B which disorders
that unit. The English player can now launch a shock attack (since he played a card for MP) with English pike unit
C against Scots unit D.

The attacker must advance one of the attacking units (his choice) into the vacated square, whether it is vacated by retreat or unit elimination. Advancing
units may change facing when they enter the square, at no cost in MP. Any
other victorious units may also change facing at no cost, but may not move.

AN EXAMPLE OF A PLAYER ROUND

Missile fire is only allowed by Longbow and Crossbow units. Longbow and
Crossbow missile fire disorders the target. Regardless of the result, there is no
advance after fire. A second disorder as a result of missile fire has no effect.

French players turn


The French player plays the Crossbow card for the action
(1 of 5) on the HRE Knight, disordering it. The second
card (2 of 5)played is for MP, moving 2 infantry units
a total of 5 MPs. Both are now adjacent and facing the

Nothing happens unless the defender has more than double the BP of the attacker. In that case one attacking unit - the one with the highest BP on its counter (if ties, attacker decides) - is reduced.

MISSILE FIRE

Missile Attack Fire:


A longbow unit may missile attack fire at any enemy unit directly adjacent to its
frontal side, or two squares distant directly through its frontal side. They may
fire over a friendly unit.

LC

BV

Longbow and Crossbow Missile attack fire is not considered an attack in the
sense of rules for shock attack. Longbow Missile attack fire uses card movement
points to do so, as opposed to shock attack which occurs following a card play.
The playing of the card to move/fire longbow units still allows you to make a
shock attack. Only one missile attack fire and one shock attack per play of a
card or group of cards for the same purpose.

HAINAULT

FLANDERS 3

K
BV

CB

BV

ISLE DE FRANCE

BV

MP 6 BP 3

ROBERT 4

CROSSBOWS

BV

BOUVINES ONLY

The Attacker plays this card as part of his round.


The Defender plays it at any time he wants during
an opponents Round, even while an enemy player
is totaling his Attack BP! However, if played
defensively, it must be played before any other
cards are chosen, revealed or used.

MP 5 BP 4

When the Crossbow card is played, the player


designates one of his crossbow infantry units that is
not Disordered as firing. The enemy unit frontally
adjacent to that firing unit is then automatically
Disordered. You cannot eliminate or reduce a unit
by playing a Crossbow card.

Bannockburn B16
CHIVALRY CHARGE
Bouvines
BOUVINES ONLY

ROBERT 2

BV

ROBERT 1

HRE infantry unit. The French player now declares a


shock attack against the HRE infantry unit. During the
combat, the French player plays 1 battle card (3 of 5) and
has 11 BP (2 + 4 + 5 BP card) and the HRE plays 2
battle cards and has 10 BP (2 + 5BP card+ 3BP card).
Continued on next page
8

Defender is the Winner:

It costs a Longbow unit 2 MP to fire at an adjacent enemy unit


It costs a Longbow unit 3 MP to fire at a target 2 squares distant.
Longbow units may move before they attack fire, but not after they attack fire.
A Crossbow unit may only missile attack fire by the play of a Crossbow card. It
may only missile attack fire units directly adjacent to its frontal side.

Missile Defensive Fire:


A longbow and crossbow unit may do missile defensive fire during the opponents turn by the play of a Longbow Defense Fire card or Crossbow card.
They may missile defense fire only at target units that end a move adjacent
frontally. The effect is the unit fired on is disordered.

Chainmail Rules
EFFECTS OF BATTLE
MP 6 BP 3

2
BV

BV

Players get Victory Points for eliminating - removing from play - enemy units.
An eliminated units victory point is equal to its full strength BP. One Player
wins the instant the other player has lost the listed number of BP for that battle.
Count the normal (full) side BP. Reduced units do not count towards eliminated BP. Eliminated Longbow units (Bannockburn) are worth 1 BP for victory
purposes. The Carroccio (Legnano) counts as 10 BP towards victory. Eliminated
leaders count as 4 BP for victory purposes.

BV

CB

WINNING THE GAME

Disordered
Unit

BV

Retreat: A unit that retreats moves into any vacant square to its rear or flank
sides (defenders choice). It may only retreat forward (frontally) as a last resort.
If the unit does not have a vacant square to retreat to it suffers an additional
reduction. The retreating unit may change its facing at no cost in MP. If a unit
cannot retreat, it is reduced instead.

MP 4 BP 5

BV

ROBERT 4

CHARGE RELUCTANCE

ROBERT 2

HAINAULT

Important: A second disorder effect does not apply to missile attacks. In such a
case a second disordered result is ignored.

FLANDERS 3

Disorder: Units can become disordered as a result of missile fire or terrain.


While in disordered status the unit may not shock attack or missile fire. A disordered unit that loses a battle as a result of shock attack is
reduced (and is no longer disordered).

MP 4 BP 5

LC

BV

ISLE DE FRANCE

Unit Reduction: Reducing a unit means flipping the counter to its lower BP
rated side (if it has one). A unit that is already reduced, or has no reduced side,
that suffers another reduced is eliminated and removed from the game.

ROBERT 1

The battle is won by the French player but not by double


the battle points. The HRE player decides to retreat the
unit one square directly to the units rear. The French
player advances a unit into the vacated square.
The French player plays a Knights Charge card (4 of 5),
moving the knight unit, 2 spaces to attack the retreated
HRE infantry unit on the flank. The French player now
declares a second combat this round (part of the play
of the Knights Charge card). The HRE player knows
that the French player can only play a single battle card
(since the French player has already played 4 of 5 cards),
but must choose between using a lot of cards to hold the
square against the quadrupled (doubled for the knights
charge plus doubled again for attacking on the flank)
charging knights BP factors, or retreat. The HRE decides
that it would cost playing too many cards to win the
battle, so he plays no cards. The French player plays his
FLANDERS 3

ROBERT 2

P
ROBERT 2

HAINAULT

Disordered
Unit

BV

BV

BV

BV

When there are no cards no left, the turn is over. Shuffle the armys respective
decks, draw the allotted number of cards for each, and start the next turn.

last card for 4 BP (5 of 5) allowed that round to ensure


victory. Because the French players BPs were more than
twice the BP of the HRE player the unit is reduced and
must retreat. The French players round is now over and
the HRE player now begins his round of up to 5 cards.
FLANDERS 3

You may not draw any more cards, and the battle is then resolved, after which
play transfers to the other army, wherein you start the blind draw process over.

ROBERT 4

At the same time you must (if there are cards remaining) draw the top card
from the Defenders deck and use it for its BP or Action.

MP 5 BP 4

KNIGHTS CHARGE
May only use 1 movement card to move this
knight prior to conducting the knights charge

LC

BV

As Attacker you may then pull the next card (blindly) from the top of the
deck and use it either for BP or for the listed Action.

BV

ROBERT 1

ISLE DE FRANCE

HAINAULT

MP 6 BP 4

BV

BV

Having played a card (or cards), you may then decide to attack, as per the rules.
When doing so:

BV

Disordered
Unit

CB

For whichever side goes first, you pick the top card from that armys deck.
Choose to use the card to move or for the listed action. If you want to move a
cavalry unit a distance by playing more than one card to do so, as is allowed,
you take two cards, but you may then not use any of the actions, just the MP.

BV

LC

BV

Essentially you, as the player, play both sides, setting up the units as for normal
play. You then deal out the cards (blindly and randomly) each army gets from
their respective decks, as per the scenario instructions, putting each armys play
deck face down, on each side of you.

ISLE DE FRANCE

SOLITAIRE CHAINMAIL

ROBERT 1

BV

CB

ROBERT 4

Battle Set-up

THE BATTLE OF LEGNANO


Italy, May 29, 1176
The Holy Roman Empire, under Frederick I Barbarossa vs The Lombard League, under Alberto da Giussano

HRE Army. All units start facing South. (All units are Knights)

INTRODUCTION
The Lombards won this battle rather handily, as they do outnumber
the Germans and have a nice complement of infantry with knights.
The HRE knights, though, are much better at what they do than the
Lombards, and good use of them can make a big difference. If you
find the Lomard winning too handily reduce the Lombard hand per
turn by a card or two.

Square

Unit

Square

Unit

A13

Rhineland 1

B9

HRE 4

A9

Swabia 2

B7

Fred Grd 2

A7

HRE 3

B6

Fred Grd 1

A3

Rhineland 2

B4

HRE 2

B13

HRE 7

B3

HRE 1

THE CARDS

B12

HRE 6

G7

Swabia 1

The HRE player uses the Legnano Battle Cards from the Blue deck,
there are 18 cards. The Lombard player uses the Legnano Battle
Cards from the Red deck, there are 18 cards. Each Player is dealt 12
cards each turn from their respective Legnano battle cards.

B10

HRE 5

Leader can be stacked with


any unit.

INITIATIVE
The Lombard player should be given the Initiative for the first Turn.

STARTING PLAY

THE CARROCCIO

Below are the starting Squares for the units.


Lombard Army. All units start facing North.
Square

Unit

Square

Unit

K6

Milan Knights 2

Q10

Milan Infantry 4

K5

Milan Knights 1

Q9

013

Milan Knights 8

Milan DC 1 (Death
Company)

O12

Milan Knights 6

Q8

O11

Milan Knights 5

Milan DC 2 (Death
Company)

O9

Piacenza Mtd
Knights

Q7

Milan DC 3 (Death
Company)

O8

Vercelli Mtd
Knights

Q6

Milan Infantry 5

Q5

Milan Infantry 6

Lodi Mtd Knights

Q4

Verona Infantry 2

O5

Milan Knights 7

Q3

Verona Infantry 1

O4

Milan Knights 4

R8

Carroccio

O3

Milan Knights 3

Q13

Brescia Infantry 2

Leader can be stacked with


any unit.

Q12

Brescia Infantry 1

Q11

Verona Infantry 3

O7

A Carroccio was a war chariot drawn by oxen, used by many medieval republics of cities and armies. It was a rectangular platform
on which the standard of the city and an altar were erected; priests
held services on the altar before the battle, and the trumpeters beside
them encouraged the fighters to the fray.
In battle the Carroccio was surrounded by the bravest warriors in
the army and it served both as a rallying-point and as the palladium
of the citys honour; its capture by the enemy was regarded as an
irretrievable defeat and humiliation. It was first employed by the
Milanese in 1038, and played a great part in the wars of the Lombard
League against the emperor Frederick Barbarossa. Richard I used one
in his march from Acre to Arsouf in the 3rd Crusade.
It costs 2 Movement Points to move the Carroccio, regardless of terrain. No unit may stack with the Carroccio.
If the Carroccio is attacked by any HRE unit the result is an automatic elimination of the Carroccio. The Carroccio counts as 10 BP
towards HRE victory.

WINNING THE GAME


Play continues until the instant one player wins by eliminating the
required number of enemy BP in units eliminated (not from reductions). Count the full side BP of eliminated units. Knights removed
for Pursuit have no effect on victory.
The Lombards win by eliminating 25 HRE BP.
The HRE win by eliminating 30 Lombard BP (the Carroccio counts
as 10 BP if eliminated).

10

THE BATTLE OF BOUVINES

Battle Set-up

Flanders, July 27, 1214


France, under King Philippe II Augustus, vs the Holy Roman Empire and its Allies, under Emperor Otto IV of Brunswick

INTRODUCTION
The Battle of Bouvines, July 27, 1214, was a
conclusive medieval battle ending the twelve
year old War of Bouvines that was important
to the early development of both the French state by confirming the
French crowns sovereignty over the Norman lands of Brittany and
Normandy.

THE CARDS
The HRE player uses the Bouvines Battle Cards from the Blue deck,
there are 28 cards. The French player uses the Bouvines Battle Cards
from the Red deck, there are 27 cards. The HRE Player is dealt 15
cards each turn and the French player is dealt 16 from their respective Bouvines battle cards.
Design note: The difference in card availability reflects the command
superiority of Philippe. If players find the French winning too often they can
give the HRE an extra card each turn.

STARTING PLAY
Below are the starting squares for the units. Note the specific facing
of the French units
The French Army Under Philippe II, King of France
The following units start facing west:
Square

Unit

O12

Beaumont Knights 4-2 (Burgundy stripe unit)

O13

Montmorency Knights 4-2 (Burgundy stripe unit)

O14

Sancerre Knights 4-2 (Burgundy stripe unit)

Q15

Soissons Light Cavalry 3-2 (Burgundy stripe unit)

Q16

Norman Knights 5-3 (Gold stripe unit)

Q17

Isle de France Knights 4-2 (Gold stripe unit)

Q18

Isle de France Light Cavalry 3-2 (Gold stripe unit)

The King can be stacked with any unit.


The following units start facing east:
Square

Unit

R12

St. Pol Knights 4-2 (Burgundy stripe unit)

R13

Champagne Light Cavalry 3-1 (Burgundy stripe unit)

The Holy Roman Empire and Allies Army, under


Emperor Otto IV of Brunswick
The following units start facing south:
Square

Unit

S5

Flanders Knights #A 4-2 (Blue stripe unit)

S4

Flanders Knights #B 3-2 (Blue stripe unit)

S3

Hainault Knights 4-2 (Blue stripe unit)

S2

Hainault Light Cavalry 3-1 (Blue stripe unit)

S1

Flanders Pike Infantry #1 2-1 (Blue stripe unit)

The King can be stacked with any unit.


HRE Reinforcements
The HRE/Coalition Army is marching along the road from Tournai
in one extended line, the length of which may have been several
miles. Units not starting on the game board enter through square
S-1, as the player wishes and expends MP for, in the following order:
Ferrands Division (Blue stripe units)
Ottos Division (Black stripe units)
Renauds Division (Grey stripe units)
Ferrands division was comprised of Flemish troops. Ottos division
was comprised of Saxons, Germans, and Netherlanders. Renauds division was mostly English mercenaries with some Flemish.

INITIATIVE
The HRE player should be given the initiative for the first game
turn. Every turn thereafter players determine first turn initiative as
per the rules for such.

WINNING THE GAME


Play continues until the instant one player wins by eliminating the
required number of enemy BP in units eliminated (not from reductions). Count the full side BP of eliminated units.
French win by eliminating 27 HRE BP.
HRE win by eliminating 27 French BP.

French Reinforcements
All other French units start off of the board. They are brought
in, whenever the French player expends MP to bring them in.
They pay 1 MP for the first square they enter, and they enter only
through square Q-18.
11

Battle Set-up

THE BATTLE OF LEWES


England, May 14, 1264
The Royalists, under King Henry III vs the Barons, under Simon de Montfort, Earl of Leicester

INTRODUCTION
The Battle of Lewes was one of two main battles of the conflict
known as the Second Barons War. It took place at Lewes in Sussex,
on May 14, 1264. It marked the high point of the career of Simon
de Montfort, 6th Earl of Leicester and made him the uncrowned
King of England.

TERRAIN EFFECTS
For game play all terrain is clear. However, elevation is a factor as
you move from one level to another level. Level 3 is the highest level, 2 is next highest, and 1 is the lowest level. During movement, it
cost +1 MP to move up one level, this is cumulative. During attacks,
a unit attacking from a higher level receives a +1 BP combat bonus
when attacking a unit on a lower level. This is not cumulative.

The Barons in Revolt, under Simon de Montfort, Earl of Leicester.


All units facing South.
Available Squares

Units
Simons Battle

C 6-13

6 Pike Infantry and 2 Knights; may be


either Mounted or Dismounted
Henrys Battle

E 10-12

2 Pike Infantry, 1 Mounted Knight


Gloucesters Battle

E 7-9

2 Pike Infantry, 1 Mounted Knight


de Segraves Battle

E 4-6

3 Pike Infantry

E3

1 Mounted Knight

Example: A unit moving from square K10 (level 3) to attack a unit at K5


(level 2) would receive +1 BP bonus during combat.

INITIATIVE

Example: A unit moving from square D6 (level 3) to attack a unit at D1


(level 1) would still only receive a +1 BP bonus during combat.

The Baronial player should be given the Initiative for the first Game
Turn, although players may wish to determine first turn initiative as
per the rules for such.

THE CARDS
The Baron player uses the Lewes Battle Cards from the Blue deck,
there are 18 cards. The Royalist player uses the Lewes Battle Cards
from the Red deck, there are 18 cards. The Baron Player is dealt 12
cards each turn and the Royalist is dealt 11 cards from their respective Lewes battle cards.
Design Note: This imbalance represents the difference in military capability between Simon de Montfort and King Henry III. For play balance, if
players find the Barons winning too often, we suggest giving the Royalists
12 cards not 11 per turn.

STARTING PLAY
Setting up the Combat Units. Below are the starting Squares for
the units.
The Royalist Army Under Henry III, King of England. All units
facing North.
Available Squares

Units
Henrys Battle

P 9-13 and Q 9-13

8 Pike Infantry and 2 Knights, Dismounted


Cornwalls Battle

P 2-6 and Q 2-5

8 Pike Infantry and 1 Knight, Dismounted


Edwards Battle

I 2-4 and J 3-5

6 Knights; must start Mounted

Historical Note: The battle apparently started with a mass charge by the
front three battles of Simons army.

MOUNTED AND DISMOUNTED


KNIGHTS
Knights could fight either mounted or dismounted. In Lewes, your
knights can fight in either status, and the scenario deployment designates what status they start in.
To change status mount or dismount it cost 1 MP, and is that
units movement for that round. They may not do so when they
are adjacent to any enemy unit. Simply replace one status counter
with the other (there are two counters for each unit of knights).
For Dismounted Knights, the top rating is the attacking BP, the bottom is the defensive BP.

WINNING THE GAME


Play continues until the instant one player wins by eliminating the
required number of enemy BP in units eliminated (not from reductions). Count the full side BP of eliminated units. Eliminated
Dismounted Knights are counted at their Mounted state. Knights
removed for Pursuit have no effect on victory.
The Royalists win by eliminating 25 Barons BP.
The Barons win by eliminating 30 Royalist BP.

12

Battle Set-up

THE BATTLE OF BANNOCKBURN


Scotland, June 24, 1314
Scotland, under King Robert I (the Bruce), vs . England, under King Edward II

INTRODUCTION

Square(s)

Unit

The Battle of Bannockburn, 24 June 1314, was a


significant Scottish victory in the Wars of Scottish Independence. It was the decisive battle in
the First War of Scottish Independence.

C15-16

2 Longbow

D17

1 Longbow

Robert the Bruce starts stacked with any unit.

INITIATIVE

THE CARDS
The Scots player uses the Bannockburn Battle Cards from the Blue
deck, there are 28 cards. The English player uses the Bannockburn
Battle Cards from the Red deck, there are 27 cards. Each Player is
dealt 15 cards each turn from their Bannockburn battle cards.

STARTING PLAY
Below are the starting squares for the units. The placement of individual unit BP and identification is up to the owning player as long
as the correct unit type is placed in the listed squares. All units start
the game at full strength.
The English Army, under King Edward II, King of England. All
English pike infantry start disordered. All units are facing West.
Square(s)

Unit

Square(s)

Unit

G4-5

2 Longbow

L3

1 Longbow

G15-16

2 Pike Infantry

L18

1 Longbow

G18

1 Longbow

M3

1 Pike Infantry

H4-5

2 Longbow

M15

1 Longbow

H14

1 Knight

N11-13

3 Pike Infantry

H18

1 Pike Infantry

N14-15

2 Longbow

I4

1 Longbow

O9

1 Pike Infantry,

I18

1 Pike Infantry

P9

1 Pike Infantry

J8-9, 10-12

5 Knights

S5

1 Pike Infantry

J18

1 Pike Infantry

U4

1 Longbow

K8-9, 11

3 Knights

K18

1 Pike Infantry

King Edward starts stacked


with any unit.

The Scots Army, under Robert I (The Bruce), King of Scotland, all
Units are Facing East

Determine first turn Initiative as per the rules for such.

SCHILTRON (SCOTS ONLY)


The play of the Robert the Bruce card is the only way Scots units
enter schiltron. Play of the Robert the Bruce card allows the Scots
player to put as many of his Pike into or out of schiltron as he wishes.
These units may be adjacent or non-adjacent to enemy units.
Pike in schiltron
May not move or attack (and that includes counter-attack)

They double (2x) their printed BP.

Knights may not charge a unit in schiltron; they may shock normally.

A disordered unit cannot form schiltron. However, units in


schiltron that become disordered can remain in schiltron.

Units in schiltron may choose to become disordered instead of


incurring a retreat result.

Units in schiltron that choose to retreat are taken out of schiltron following the retreat.

The Scots player can have as many pike units as he wishes leave
schiltron at the start of any Scot Player round no cards need to be
played. Scots units leaving in this manner (unlike during the play of
the Robert the Bruce card) may only do so if they are not adjacent to
an enemy unit. They may do so even if disordered.
Schiltron was a phalanx-like, hollow formation of pike infantry (supposedly invented by William Wallace). The infantry was trained to use
their pikes to form a wall of points that few cavalry units could break, or
even choose to try.

WINNING THE GAME

Square(s)

Unit

A17-18

2 Light Calvary

A5-11; A13-15

5 Pike Infantry (deployed as you want within


these squares)

Play continues until the instant one player wins by eliminating the
required number of enemy BP in units eliminated (not from reductions). Count the full side BP of eliminated units.

B3-4

2 Longbow

Scots win by eliminating 27 English BP.

B5-14

10 Pike Infantry (in Schiltron formation)

English win by eliminating 20 Scot BP.


13

Historical Summary

LEGNANO

BOUVINES

The battle resulted in the defeat of Holy Roman Emperor Frederick


Barbarossa by members of the Lombard League in 1176 at Legnano,
northwest of Milan. It was a major setback to the emperors plans
for imperial domination over Italy and showed for the first time the
power of infantry against feudal cavalry.

The battle of Bouvines opened with a confused cavalry fight on the


French right, in which individual feats of knightly gallantry were more
noticeable than any attempt at combined action. The serious fighting was between the two centers; the infantry of the Low Countries,
who were at this time almost the best in existence, drove back the
French. King Philippe led the cavalry reserve of nobles and knights
to retrieve the day, and after a long and doubtful fight, in which he himself was unhorsed and
narrowly escaped death, began to drive back the Flemings.

The Milanese were informed about Fredericks plan and prepared for
battle. A Carroccio, or a sacred war wagon drawn by oxen, was built
and was decorated with the city standard and an altar upon which
the cross of Archbishop Aribert of Milan was erected. According to
Sire Raoul, from Milan, 900 knights came from Milan and around
550 knights from three other towns, the rest of the Leagues forces
were foot soldiers. The Company of Death was a foot soldier unit,
that according to Milanese chronicles was led by Alberto da Giussano, and formed the core of the Lombard infantry.
At dawn on the 29 May, the Lombard League sent a reconnaissance
unit of 700 horsemen to the Seprio landscape. At the same time, the
emperor had crossed the Olona and was marching south from Cairate, five miles northeast of Busto Arsizio when he almost literally
stumbled upon the Lombards, emerging from the woods. Here, the
battle commenced. The Lombard reconnaissance and the 300 Imperial vanguard clashed. The clash was brief and bloody and with Frederick already on the horizon, the Lombard reconnaissance broke off
and fled beyond Borsano. Now, Frederick and his Imperial German
army launched a rampant and brutal attack on the Lombard League
forces near Borsano - Legnano. The Lombard cavalry was largely
routed but managed to escape the skirmish, leaving the infantry and
Carroccio on its own. Frederick advanced to the Carroccio, and assaulted the infantry and the Company of Death with his cavalry.
The infantry positioned itself in a phalanx-like line. The fight around
the Carroccio was a long and bloody fight in which the Lombard
League infantry brought the Imperial army to a stalemate. Despite
the difficulties the Imperial cavalry had against the Lombard infantry, it would have still prevailed in the long run. Finally, the Lombard
League forces received help from its regrouped cavalry and from a
Brescian cavalry that was called to aid by the fleeing reconnaissance
troops. The regrouped reconnaissance troops and the Brescian cavalry jointly attacked Fredericks army from the rear. The decisive assault was made by the Brescians, who managed to break through
the lines and attack Frederick directly. In this attack, his guards and
standard-bearer were killed, and Frederick was thrown off his horse
and believed to be dead. Upon this, the Imperial troops panicked
and fled, pursued to the Ticino by the Leagues cavalry. The generals
tried to rally the men in vain. The booty and prisoners taken by the
League were immense.

14

In the meanwhile the French on the left wing had thoroughly defeated the Imperial forces opposed to them. On the other wing the
French at last routed the Flemish cavalry and captured Ferdinand
Count of Flanders, one of the leaders of the coalition.
In the center the battle was now a melee between the two mounted
reserves led by King Philippe and the Emperor Otto in person. Here
too the imperial forces suffered defeat, Otto himself being saved only
by the devotion of a handful of Saxon knights. The Imperial Eagle
Standard was captured by the French.
The day was already decided in favor of the French when their wings
began to close inwards to cut off the retreat of the Imperial center.
The battle closed with the celebrated stand of Reginald of Boulogne,
a former vassal of King Philippe, who formed a ring of seven hundred pikemen, and not only defied every attack of the French cavalry, but himself made repeated charges or sorties with his small force
of knights. Eventually, and long after the Imperial army had begun
its retreat, the gallant pikemen were ridden down and annihilated
by a charge of three thousand men-at-arms. Reginald was taken prisoner in the melee; and the prisoners also included two other counts,
Ferdinand and William Longsword, twenty-five barons and over a
hundred knights. The killed amounted to about 170 knights of the
defeated party, and many thousands of foot on either side.
King John of England returned to England to face the barons whose
possessions in Normandy he had lost. His discontented barons
forced him to sign the Magna Carta. King Philippe was able to take
undisputed control of the territories of Anjou, Brittany, Maine, Normandy, and the Touraine, which he had recently seized from Ottos
kinsman and ally John of England.

Historical Summary

BANNOCKBURN
In 1314 Edward Bruce, brother of the Scottish king, began the siege
of Stirling Castle. Unable to make any headway, Bruce agreed to a
pact - if no relief came by midsummer 1314, the castle would surrender to Bruce. Stirling was of vital strategic importance and its loss
would be a serious embarrassment to the English. The time allowed
in the Bruce-Mowbray pact was ample for King Edward of England
to gather a powerful army.
Edward came to Scotland in the summer of 1314 with the aim of
relieving Stirling Castle: and to find and destroy the Scottish army
thus ending the war. The English army marched to reach Stirling before Mowbrays agreement expired on 24 June. King Edward followed
the line of the old Roman road, the route to Stirling.
King Robert the Bruces preparations had made the direct approach
to Stirling too hazardous. King Edward ordered the army to cross the
Bannock Burn to the east of the Roman road.
At daybreak on 24 June, the Scots pikemen began to move towards
the English. Edward was surprised to see Roberts army emerge from
the cover of the woods. As Bruces army drew nearer, they paused
and knelt in prayer.
One of the English earls, Gloucester, asked Edward to hold back - but
the king accused him of cowardice. Angered, the earl mounted his
horse and led a charge against the leading Scots pikemen, commanded by Edward Bruce. Gloucester was killed in the forest of Scottish
pikes, along with some of the other knights. The size of the English
army was beginning to work against the Edward, as his army could
not move quickly and lost time getting into position.
Bruce then committed his whole Scots army to push into the disorganized English mass. A small force of archers added to the misery
in Edwards army, which was now so tightly packed that if a man fell,
he risked being immediately crushed underfoot or suffocated. The
knights began to try to escape back across the Bannock Burn.
With the English formations beginning to break, a great shout went
up from the Scots, Lay on! Lay on! Lay on! They fail! This cry was
heard by Bruces camp followers, who promptly gathered weapons
and banners and charged forward. To the English army, close to exhaustion, this appeared to be a fresh reserve and they lost all hope.
The English forces north of the Bannock Burn broke into flight.
Some tried to cross the River Forth where most drowned in the attempt. Others tried to get back across the Bannock Burn, but as they
ran a deadly crush ensued so that men could pass dryshod upon the
drowned bodies.

LEWES
The battle of Lewes occurred because of the vacillation of King Henry III, who was refusing to honour the terms of the Provisions of Oxford, an agreement he had signed with his Barons, led by Montfort,
in 1258. The King was encamped at St. Pancras Priory with a force
of infantry, but his son, Prince Edward (later King Edward I) commanded the cavalry, at Lewes Castle a mile to the north. They wore
white crosses as their distinguishing emblem.
The Royalist army was perhaps as much as twice the size of Montforts. Having led his men out from the castle to meet the enemy, Edward gained early success, but unwisely pursued a retreating force to
the north, thus sacrificing the chance of overall victory. Meanwhile,
Montfort defeated the remainder of the Royal army led by the King
and Cornwall. All three Royals were eventually captured, and by imprisoning the King, Montfort became the de facto ruler of England.
[Compliments of Wikipedia]

GAME CREDITS
Game Design:
Richard Berg
Development:
Grant Wylie,
Mike Wylie
Rule Proofing and Editing:
Kevin Duke,
Grant Wylie,
Mike Wylie
Graphic Layout and Design:
Sean Cooke
Cover Art:
In Single Combat - Bannockburn 1314
Mark Churms 1992.
All Rights Reserved
Playtesters:
Kevin Bernatz
Barry Kendall,
Bill Morgal,
Grant Wylie,
Mike Wylie,
Matt Burchfield
Copyright 2009 Worthington Games

Edward fled with his personal bodyguard and defeat turned into a
rout. The Scottish victory was complete and Robert Bruces position
as king was greatly strengthened by the outcome.

www.worthingtongames.com

15

TURN PLAY SEQUENCE:


1.

Shuffle and Deal Cards.

2.

Determine Initiative.

3.

Player with initiative passes, or plays 1-5 cards for his round.

ROUND SEQUENCE:
a.

Pass or play a card(s) for action or MP.

b.

Player may attack one target unit per card or group of cards played for the same purpose (usually MP).

c.

Continue card play until up to 5 cards are played for either MP, BP, or actions. (Note: more than one attack
can occur in a round but only one attack per card, or group of cards played).

4.

Next player may pass, or play 1-5 cards for his round as above.

5.

Players continue alternating rounds.

6.

Turn ends when both players pass consecutively in a round, or both players use all of their cards.

Terrain Type

Combat Modifier

Movement Modifier

Used in Following Battles

Clear

No Effect

No Effect

Legnano, Bouvines, Lewes, Bannockburn

Woods

Defender +1 BP

2 MP

Legnano, Bouvines, Bannockburn

Marsh

No Effect

2 MP (Cavalry cannot enter)

Bouvines, Bannockburn

Towns and Roads

No Effect

No Effect

Bouvines, Bannockburn

Bridges

Defender +1 BP

No Effect

Bouvines, Bannockburn

Rivers and Burns

May not Shock Attack or


Retreat Across

3 MP
(Cavalry cannot cross)

Bouvines, Bannockburn

Level 1 Clear

No Effect

No Effect

Lewes

Level 2 Clear

Attacker +1 BP attacking from


Level 2 to Level 1

+1 MP to move from
Level 1 to Level 2

Lewes

Level 3 Clear

Attacker +1 BP attacking from


Level 3 to Level 2

+1 MP to move from
Level 2 to Level 3

Lewes

Shock Attack Battle Results


Battle Result

Effect

Attacker Wins

Defender retreats or reduces

Attacker Wins: 2x BP or more

Defender retreats and reduces

Defender Wins

Nothing happens

Defender Wins: 2x BP or more

Attacker reduces one unit

Missile Fire Battle Results


Missile Fire Attacks and Defense by Longbow and Crossbow units Disorder the target unit.
Attack Chart
Action

Effect

Attack into flank

Attacking unit BP doubled

Attacking into rear

Attacking unit BP tripled

Shield Wall/Shiltron

Defending unit BP doubled

Elite Bonus

Card play doubled elite unit

Barbarossa Bonus

Card play +2BP

16

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