
Hammer of the Scots Rules Reference
Hammer of the Scots is a two-player block wargame covering the Scottish Wars of Independence from 1297 to 1314. One player commands England under Edward I (the Hammer of the Scots, later Edward II); the other commands the Scottish resistance led by William Wallace and later Robert the Bruce. Forces are wooden blocks that stand upright facing their owner -- the enemy cannot see a block's identity or current strength until it is committed to battle. Each game year is driven by a hand of five command cards that determines movement and triggers special events. Control of the fourteen Scottish nobles, who can change sides through combat, defection, and coronation, is the heart of the struggle.
Objective
Control the majority of the fourteen Scottish nobles at the end of the scenario. England seeks to occupy Scotland and hold the nobles' loyalty; Scotland seeks to free the country by keeping or winning back the nobles. A side can also win by Sudden Death -- controlling every noble in play, killing Edward II in battle (Scots win), or killing the crowned Scottish King in battle (English win).
How to Play
Card Phase: both players secretly choose 1 card and reveal simultaneously. Higher value = Player 1 (English wins ties). Events resolve before Move cards. Move Phase: Player 1 completes all Group Moves, then Player 2 does the same. A Move Card of value N allows N Group Moves. Battle Phase: resolve battles one at a time in Player 1's chosen order. Each battle lasts up to 3 Combat Rounds. Check end-of-year: if all 5 cards have been played OR both players played Events this Game Turn, the year ends -- proceed to Winter Turn. Otherwise repeat the Card / Move / Battle sequence with the next pair of cards. Winter Turn (end of year): nobles return home, units disband or build, French Knights check, English Feudal Levy, deal 5 new cards, advance the year.