Hammer of the Scots Gameplay Overview

Actions
- Card Phase — Both players secretly choose one card from their five-card hand and reveal simultaneously. The higher movement value becomes Player 1 for this Game Turn (English wins ties). An Event card may be played, but it has no movement value and forfeits turn order -- the player who plays an Event becomes Player 2 and the opponent moves. The only exception is when BOTH players play Events: then the English player is Player 1 (winning the tie) and the year ends after both events resolve. Players may also choose to pass -- the effect cannot be saved.
- Move Phase — Player 1 completes ALL their Group Moves, then Player 2 completes all of theirs. A Move Card of value N allows N Group Moves; each Group Move activates one area's blocks. Moves cannot be saved.
- Norse Movement — The Norse block moves and attacks separately from all other blocks. One Group Move activates the Norse alone. It moves by sea from any coastal area to any other coastal area; no borders are crossed.
- Battle Phase — After all movement is complete, resolve battles one at a time in any order chosen by Player 1. Each battle lasts up to 3 Combat Rounds.
- Combat Round — Within a battle, each block takes one Combat Turn per round to Fire, Retreat, or Pass. The order is strict: defending A blocks, attacking A blocks, defending B, attacking B, defending C, attacking C.
- Reserves & Main Attack — When attacking with multiple groups, exactly one is the Main Attack (fights in Round 1); all others are Reserves (arrive in Round 2). Player 2's reinforcements to an existing battle are also Reserves.
- Retreat & Regroup — A block may Retreat instead of firing on its Combat Turn, moving to an adjacent Friendly or Neutral area. When a battle ends, the victor may Regroup to adjacent Friendly or Neutral areas.
- Capturing Nobles — When a noble is eliminated in combat (or by Pillage), it immediately switches sides at Strength 1 and is placed in Reserve. The captured noble fights for its new side starting next Combat Round.
- Pinning — When attacked, defending blocks become pinned in their area. Each attacking block (including Reserves) pins one defender. Player 2 (the defender) chooses which of their blocks are pinned.
- Border Raid — The Scottish player may invade England (except during a Truce). Costs 1 movement point per block to cross the Anglo-Scottish Border. Forces the English to bleed off blocks every Game Turn while occupied.
- Event Cards — The deck contains 5 Event cards: Sea Move, Truce, Herald, Pillage, Victuals. Events resolve first in the Card Phase; the Event player is Player 1. If both players play Events, both resolve (English first) and the year ends.
- Coronation — The Scots crown Bruce or Comyn as King by playing any Event card and announcing 'Coronation' in place of its printed event. Triggers immediate defection of the rival faction.
- Return of the King (Balliol) — King John Balliol may return from exile via Event card, replacing its printed event. Brings the French Knights into play and triggers Bruce-faction defection.
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