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ANCIENTS RULES OF PLAY

ANCIENTS

TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER


1.2 Maps

TABLE OF CONTENTS
1.0
2.0
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8
3.0
4.0
5.0
6.0
7.0
7.1
7.2
7.3
7.4
7.5
7.6
8.0
9.0

Standard Battles . . . . . . . . . . . .
Standard Battle Turn Sequence
Removal of Leaders . . . . . . . . . .
Panic Check . . . . . . . . . . . . . . .
Reinforcements . . . . . . . . . . . . .
Movement . . . . . . . . . . . . . . . . .
Replacement of Leaders . . . . . .
Fire Combat . . . . . . . . . . . . . . .
Melee . . . . . . . . . . . . . . . . . . . .
Rally . . . . . . . . . . . . . . . . . . . . .
Leaders . . . . . . . . . . . . . . . . . . .
Victory . . . . . . . . . . . . . . . . . . .
Optional Rules . . . . . . . . . . . . .
Naval Battles . . . . . . . . . . . . . . .
Naval Battle Turn Sequence . . .
Ship Movement . . . . . . . . . . . . .
Ramming . . . . . . . . . . . . . . . . .
Marine Movement . . . . . . . . . . .
Marine Attacks . . . . . . . . . . . . .
Ballista Attacks . . . . . . . . . . . . .
Repair . . . . . . . . . . . . . . . . . . . .
Further Suggestions . . . . . . . . .
Designer's Notes . . . . . . . . . . . .

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1.0 STANDARD BATTLES


Ancients is a game of tactical combat in the age before
gunpowder. The game contains over five-dozen historical
scenarios, and many more are being added.
The best way to learn a new game such as this is to
scan the rules briefly, then try one of the smaller
scenarios. Walk through the turn sequence a step at a
time until you feel ready to review the rules in detail.

Each scenario requires the use of one of the included


map sheets. These show terrain features superimposed
with a grid of hexagons (hexes) to regulate movement
and combat. Since each map is usable in several
different scenarios, the map scale varies from
approximately 100-200 yards per hex. Despite the fact
that the maps are reusable, terrain shown is accurate
for each battle. Errors (such as the river behind French
lines at Agincourt or the village at Hastings) are always
in unimportant locations and will seldom encroach on
the area of play.

1.3 Pieces
The game pieces represent the troop-types involved in
each battle. On the front of each piece is printed its full
strength, while on the back is its reduced value when
'disordered' (see Rules Section 2.7) due to combat or
terrain. In games such as this, it is traditional to refer to
such pieces as 'units'. Players should be aware of this
definition, even though it is a misnomer in this
particular game. To provide units corresponding to the
unit size of every army in every period of time would be
impractical. Instead, generic pieces representing like
types of troops are used.

1.4 Unit Types


Following are descriptions of the various types of units
available in Ancients. Listed with each type are their
Combat Factor, Movement Allowance, and Special
Ability (if any) for their ordered and disordered sides.

Special Ability
None
*
Doubled vs. Cavalry
A Missile fire rating
B Missile fire rating

1.1 Components
All the components youll need to play the scenarios are
available on the Ancients web-site, with the exception of
at least one six-sided die (which can be borrowed from
another game or purchased at a neighborhood hobby
shop).
The set of rules youre reading should be downloaded
and printed for easy reference, as should the scenario
listings. Ideally, the maps and pieces should be printed
using a color printer for best effect. The latter should be
mounted on cardboard and carefully cut out.

1.4.1

Page 1

Infantry
Light Infantry (LI, 2-3, 2-3)
Mobs of poorly armed, often untrained men.

ANCIENTS RULES OF PLAY


Chariots (CH, 4B4, 1B4)

Typically they have a shield, one weapon, and


no body armor. They would be peasant levies
or barbarians.

Light, two-wheeled wagons carrying two or


three warriors.

Heavy Infantry ( HI, 4-2, 3-2)


1.4.3
Heavily armed, well trained professional
infantry. Examples include Roman Legions or
Huskarls.

Elephants (EL, 6*3, 3*3)


Either African or Asian type with a fighting
platform (howdah) and several warriors.

Phalanx (PX, 6*1, 2*1)

Camp (CP, 2A0, 1A0)

Heavily armed infantry, massed shoulder-toshoulder with pikes (long spears). The wall of
shield and tangle of spears gives them extra
defense against missiles.

This is the baggage of the army in the field. It


may be fortified by a dirt moat or palisade or
just by pulling the wagons into a circle. It
contains the war-chest, supplies, loot, and
sometimes even families of the troops. Needless
to say, it is very important to the morale and
physical needs of the men.

Light Archers (LA, 1A3, 0A3)


Archers or possibly slingers. They have little or
no body armor. Their purpose is to disrupt the
enemy, not fight hand-to-hand.

Leader (LDR, x2, n/a)


These are not meant to be actual persons, but
rather command points. This is to reflect the
ability of especially able generals or a good
military system, or just to balance a scenario.
They are critical to the battle. Use them wisely.

Heavy Archers (HA, 3A2, 1B2)


Archers with armor (such as Assyrian archers
or medieval crossbowmen). They can defend
themselves in melee, but they sacrifice mobility.

1.4.2

Other

Mixed Missile (MM, 2B3, 1B3)

2.0 STANDARD BATTLE TURN SEQUENCE

Javelin throwers, Slingers, and Archers with


limited hand-to-hand ability, such as Greek
peltasts.
Or, these could include regular
infantry with a high proportion of missile
troops.

Each scenario is divided into a number of game-turns,


each game-turn into two player-turns, and each
player-turn into a number of phases. The player whose
turn it is, is referred to as the phasing player, the other
as the non-phasing player. Each player turn is
summarized as follows:

Cavalry
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8

Light Cavalry (LC, 2-6, 1-6)


Mounted troops with little or no body armor.
They are usually armed with spears or javelins.
They are used to scout, screen flanks, or to ride
down fleeing foes.
Heavy Cavalry (HC, 4-5, 2-5)
Well armored, main shock cavalry. They can
execute charges, and can deliver the decisive
blow in battle.
Knights (KT, 8-4, 4-4)
Extra heavy cavalry in chain or plate armor.

Removal of Leaders
Panic Check
Reinforcement Phase
Movement
Replacement of Leaders
Fire Combat
Melee
Rally

Once the second player has completed his or her player


turn, the game-turn is over, and the completion of a
turn is logged using whatever method is most
convenient (scratch paper, changing the facing of a die,
etc).
In the Standard Battle game, the scenarios are six turns
long. After the second players sixth turn, add up

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ANCIENTS RULES OF PLAY


Victory Points (see Rules Section 4.0) to determine the
winner.

the flank hex directly opposite to the top of the unit, is


also referred to in these rules as the "center rear" hex.

The sequence of Play is now outlined in greater detail.

2.2 Panic Check

2.4.2 Stacking: No more than one unit may occupy


a single hex at a time. Leaders, Volley Markers, and
captured camps are exempt from this restriction and
any number of these may be in a hex (with or without
combat units). A unit may not move over an enemy unit
(except Leaders alone), but may move over a friendly
one. In this case, however, both units become
disordered.

If an army has lost all its leaders, or a certain number


of strength points (designated by the scenario), it
panics. All units are flipped to disordered status. They
must move away from enemy units, toward the nearest
map edge, until either rallied by leaders or exited off the
map.

2.4.3 Moving: To move, a unit enters one of its three


frontal hexes. It is then adjusted so that its center rear
hex is facing toward the hex it just left. It must pay the
cost of the terrain (see Terrain Effects Chart). If a unit
does not have sufficient points to enter a given hex, it
may not enter it.

An army will not panic more than once per game.

2.4.4 Change Facing: A unit may turn up to 180


degrees at a cost of one movement point.

2.1 Removal of Leaders


Remove all the phasing player's leader counters, and
place them aside.

2.3 Reinforcements
Check the scenario to see if reinforcements are due. If
so, they may be moved on this turn, saved until a later
turn, or remain off indefinitely. If the entry hexes are
occupied, the reinforcements may be placed off map on
an 'imaginary' hex. They may attack the blocking units,
but neither retreat nor move until they can enter the
map.
Note that reinforcements enter at full-strength, even if
the rest of the army has panicked.

2.4 Movement
In his movement phase, a player may move some, none,
or all his units, within the following restrictions. Units
are moved one at a time, the movement of each being
completed before the next is moved. A units movement
is completed once the movement of a subsequent unit
is begun, or when the player indicates that the last unit
to be moved has completed its movement.
Units move from hex to hex, paying costs in movement
points to enter each hex, and in some cases to cross
hex-sides (see Terrain Effects Chart). Units may move
up to their movement allowance each turn, but may
never exceed their movement allowance in a single turn.
Nor may they "save" movement points from one turn to
another, nor "loan" points to another unit.
2.4.1 Facing: Any unit on the map must be arranged
so that it is facing one of the 6 adjacent hexes. The 3
hexes at its 'top' are its front. The other 3 are its flank.
Leaders and Camps have a 360 degree front. Note that

In the example above, the unit pays 1MP to enter the hex
on its right front; 2MPs to enter the hill hex; 1MP to
change facing; 1MP to enter the hex now on its front
center. It could then spend its remaining point if so
desired.
2.4.5 Phalanxes: Phalanxes treat all terrain as if it
has a movement cost of 1.
2.4.6 Exiting map: To exit the map, move to one of
the hexes on the map's edge. Pay I additional movement
point to exit off the map. Units that exit the map may
not re-enter play, but do not count as losses for panic
either. (Exception: see special rules in certain
scenarios).
2.4.7 Enter map: Reinforcements (see Rule Section
2.3) are brought into play by paying to enter a hex on
the map's edge.

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ANCIENTS RULES OF PLAY


2.4.8 Zones of Control: Unlike in many wargames,
units do not control surrounding hexes in any way (but
see Optional Rule 5.1).

2.6.8 Terrain Effects: Units in woods and villages are


treated as phalanx, when fired upon by missiles (see
Terrain Effects Chart).

2.4.9 Camps: Camps have no movement allowance,


and therefore cannot move. Units which capture an
enemy camp must remain in the camp hex for the
remainder of the game (they are "looting"). Such units
have no flank hexes, and are not subject to missile fire.
They may never attack.

2.5 Replacement of Leaders


Replace leaders removed in phase 2.1, in any hex
desired.

2.6 Fire Combat


The non-phasing player (the one that didn't just move)
may now fire with any units that have missile fire ability
(A or B).
2.6.1 Arc of Fire: A unit may fire at any unit within
a 120 degree arc of its front (exception: see Rule 2.6.7).
2.6.2 Line of Sight: The firing unit must be able to
trace a line of sight to its target. Hills, Villages, Woods,
and other units block this line of sight. When firing
directly between to hexes, both must contain blocking
terrain in order for the line of sight to be blocked. (See
the adjacent example.)
2.6.3 Multiple Attacks: Each unit fires individually.
A unit may fire only once this phase. A target unit may
be fired upon any number of times this phase.
2.6.4 Fire Mechanics: To determine the effect of a
unit firing, find the correct table for the type of firing
unit as determined by the firing units special ability (A
or B). Cross-index the range with the type of unit being
fired at. This gives the number(s) needed to hit the
target. Roll one die each time a unit fires, applying the
result of each combat before moving on to the next.
2.6.5 Results: If a unit is hit by missile fire, it suffers
a 'DD' result as explained below (Rule 2.7.7).
2.6.6 Effects of Firing on Movement: After a unit
has fired, a Volley Marker is placed on it. A unit with
such a marker may not move, change facing, or attack.
It may retreat before combat
2.6.7 Camps: When being used for Fire Combat,
Camps do not have an arc of fire. They may fire at any
unit with range and line of sight, regardless of position.
Also, Camps are immune to incoming fire attacks.

In the example above, the arrows indicate Unit As arc of


fire. Unit A cannot fire at Unit 1 (its line of sight is
blocked by the hill). Unit A may fire on Unit 2 (the hill is
not blocking). Unit A cannot fire on Unit 3 (Unit 3 is
outside of its arc of fire).

2.7 Melee
The phasing player may now attack with any units
eligible to do so. Each attack is announced and resolved
before moving on to the next
2.7.1 Multiple Attacks: Each unit may make only
one attack per phase, even if its target retreats. Each
unit attacks alone, not in combination with other units
An enemy unit may be attacked any number of times.
2.7.2 Angle of Attack: A unit may attack only those
enemy units in one of its three frontal hexes.
2.7.3 Retreat Before Combat Eligibility: A unit
under attack may retreat one hex if it wishes, provided
its movement allowance is greater than that of the
attacker, it is not disordered, and there is an empty
adjacent hex which is not itself adjacent to the attacking
unit.
2.7.4 Retreat Before Combat Mechanics: The
retreating unit enters a vacant, adjacent hex which is
not itself adjacent to the attacking unit, adjusting facing
so that its center rear hex-side is adjacent to the hex
from which it retreated. The retreating unit is then
flipped to its disordered side.
2.7.5 Compute Combat Strength: Take the combat
strength of the attacking unit, multiplied by any
modifications. Modifications are as follows:

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ANCIENTS RULES OF PLAY


Leaders:
Units stacked with leaders are doubled for
attack or defense, for each leader present.
Flank:
Units attacking from an enemy's flank are
doubled. Note that Camps have no flank
hexes, so units are never doubled in
attacks against them in this manner.
Terrain:
See Terrain Effects for additional modifiers.
Special Abilities
Units with an asterisk (*) special ability
have their combat strength doubled when
attacking or defending against cavalry
units.
Combat Strength of Zero (0)
Units with a zero for their Combat Strength
may not attack in melee, but defend as
though their Combat Strength were a one.
They are not subject to any beneficial
modifiers from Leaders or Terrain.
2.7.6 Compute Combat Odds: Compare the modified
attackers strength to the defender's strength, multiplied
by his modifiers. Reduce this to a ratio, i.e. divide the
attacker's strength by the defender's and drop fractions.
Example 20/ 10 = 2-1, 19/ 10 = 1 - 1, etc. This
determines the odds column to be used on the Combat
Results Table.
2.7.7 Combat Resolution: Roll a die and cross-index
with the column found in Step 2. The result will be a
code defined as follows:
M

Melee. Both units are flipped to disordered


status (if not already). Units already
disordered are not further affected.

AD Attacker Disordered. The attacking unit is


flipped to disordered status. If the unit is
already disordered, it is eliminated.
DD Defender Disordered. The defending unit is
flipped to disordered status. If the unit is
already disordered, it is eliminated.
DE Defender Eliminated. Defending unit is
removed from play.
2.7.8 Advance After Combat: If the defender's hex is
vacated, whether due to retreat before combat or
elimination in combat, the attacker must move the
victorious unit into the empty hex (exception: Phalanx

and Heavy Infantry are free of this obligation. They may


advance if they wish, but are not required to do so).
Facing is implemented as in regular movement i.e., rear
center toward hex just vacated.
Example: The defending unit is a Phalanx on a hill with
a Leader. It is attacked in the flank by a Knight with two
leaders.
Step 1: The Defender has a lower movement allowance,
and therefore cannot retreat before combat.
Step 2: Attacker
8 Unit Strength
x2 Flank attack
x2 Leader
x2 Leader
64

Defender
6 Unit Strength
x2 Phalanx vs Cavalry
x2 Hill
x2 Leader
48

64/48 rounds off to 1-1.


Step 3: A four is rolled. Both units are flipped to
disordered status. A leader loss roll (Rule 3.4)
must be made for each leader involved the in the
combat.
Step 4: No advance may be made, since the hex is still
occupied.

2.8 Rally
All Volley Markers are removed from units. Any phasing
disordered unit stacked with a friendly leader is
restored to full strength.

3.0 LEADERS
Leaders are not large formations of troops and therefore
behave differently.

3.1 Movement
Leaders have no movement allowance. They are simply
placed where desired at the conclusion of the phasing
player's movement phase.

3.2 Retreat
A leader may always retreat before combat. Remove the
counter from the map until next movement phase. Any
unit that was stacked with the retreating leader must
either retreat itself, or if unable or unwilling, it suffers
a 'DD' result before the attack begins.

3.3 Combat
Leaders double the strength of any unit(s) they are
stacked with, in both attack and defense.

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ANCIENTS RULES OF PLAY


3.4 Death

5.1 Zones of Control

If the unit a leader is stacked with becomes disordered,


or is eliminated through combat, roll a die. A 1 means
the leader is killed, a 2-6=no effect. No roll is made if a
leader is on a disordered unit that suffers a 'melee'
result.

A unit's 3 frontal hexes constitute its Zone of Control


(ZOC). Units are free to enter an enemy ZOC, but there
is a restriction for leaving one: a unit that leaves an
enemy ZOC at any point during movement may not
attack in the upcoming combat phase. The purpose of
this is to prevent a unit from disengaging, marching
around the enemy's flank, and making an attack before
his opponent has an opportunity to respond. This rule
is highly recommended.

3.5 Capture
If enemy units enter a leader's hex either during
movement or advance after combat, the leader is
captured (placed to one side of the map).

4.0 VICTORY
The performance of the players is evaluated by counting
victory points. The player with more points is the
winner. If both have the same number of points, the
battle is a draw. One victory point is awarded for each
of the following:

5.2 Free Deployment


Rather than being forced to set up historically, players
may wish to deploy their armies themselves. By die roll,
or by mutual agreement, one player is chosen to be the
first player. Set-up is as follows:
R

He places his camp marker on any hex of any


map sheet.

Capturing enemy camp (even if recaptured


later).

He places all units (and all reinforcements)


within 3 hexes of the camp.

Causing enemy army to panic.

He places his opponent's camp anywhere


desired.

Having twice as many total strength points on


map as opponent at the end of the scenario.
Count full strength value of all units, including
those disrupted (flip disrupted units over to
their non-disrupted sides before counting
strength points). Camps and panicking units do
not count.

The second player may adjust the location of


his camp by up to three hexes.

The second player places all his units within 3


hexes of his camp.

The game begins with the first player moving.

5.3 Extended Play


Turn 6 is considered to be nightfall. If the players agree,
however, the battle begins earlier in the day and
nightfall does not occur until some later turn. Also upon
mutual agreement, play may continue after dark. In
either case, play may not exceed 12 turns (exhaustion).
After nightfall, no units may move unless it is toward a
friendly camp or off the map. No fire may take place at
a range greater than 1 - and then it is resolved as if the
range were 2. Panic does not occur after dark.

5.4 Elevation
5.0 OPTIONAL RULES
Once players have mastered the basic game, they may
wish to add some of the following rules. Anything goes,
as long as it is mutually agreed upon.

Units on a hill may fire over obstacles at units on lower


ground, and vice versa, unless the obstacle is on a hill
hex or the obstacle is closer to the unit at the lower
elevation. Units on hills may fire at each other over
intervening obstacles, unless the obstacle is also on top
of a hill.

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ANCIENTS RULES OF PLAY


5.5 Arrow Supply
Running out of arrows was rarely critical. Firstly,
archery itself wasn't decisive until late in the middle
ages. Secondly, enemy arrows were reusable. Players
wishing to keep track of this (on scratch paper) for
purposes of play balance, or in a campaign game may
do so.
Each turn a unit fires, it expends one volley. English
longbowmen firing 2-3 times a turn expend two volleys.
New volleys may be purchased between battles at 100
volleys for 1 build point (see 8.2). A unit may carry a
maximum of 6 volleys (exception: camps).
Old volleys may be recovered from target hexes during
the fire phase, by units occupying those hexes. Units
collecting arrows may not move, fire, or attack. In other
words, treat them as if they had fired. One half of all the
arrows fired into the target hex are recovered. Of course
' to implement this rule, it is necessary to keep track of
the number of volleys fired into each hex.

5.6 Duels
Battles in most Hollywood movies and in ancient
legends (but rarely in real life) were settled by
champions of either side fighting it out, with the armies
in the background as expensive stage props. If you wish
to add this, assign each leader a value from 1-5 (1 being
Darius, 5 being Richard the Lionheart). When two
enemy leaders are in adjacent hexes, the phasing player
may challenge his opponent to a duel during combat. If
the defender refuses, he must perform a retreat before
combat. If he accepts, each player secretly chooses a
tactic. Players simultaneously reveal the tactic they
have chosen, and cross-index them on the table below.

Defend

Cautious

Defensive

Offensive

-1

+1

Cautious

+1

Defensive

-1

5.7 Barbarians and Knights


Fierce, impetuous warriors were difficult to control.
They charged forward to meet the enemy, with no
thought of terrain or tactics. Knights and Barbarians
should therefore roll for command control, when
indicated.
At the beginning of each movement phase, total all
available leader counters and multiply by 2. Roll a die.
If the result is greater than the number calculated,
knights and barbarians lose command control.
They must move closer to the enemy and attempt to
engage. Each hex entered must be closer to, or at least
no further away from the enemy, than the hex they
currently occupy. They must move before any other
pieces do. If they move over a friendly unit, both are
disrupted (as explained under movement). Stacking is
still prohibited.
Any attacks made by these units are resolved at odds of
at least 1-2. If the 'barbarian charge' rule (5.8) is used,
it must be used in the turn on which command control
is lost, unless it has already been used.

5.8 Barbarian Charges


People such as the Celts, Germans, Vikings, etc. relied
on the ferocity of their initial charge to smash the enemy
quickly, before they burnt themselves out. They valued
size to overwhelm an opponent, and ferocity to 'psyche
him out'. This was their 'military doctrine'.

Attack
Offensive

Example: A 4-rated leader attacks a 2-rated leader. The


attacker chooses the "offensive" tactic, the defender the
"cautious", producing when cross referenced, a reading
of "+1". This is added to the strength of the attacker,
producing a figure of 5 (4+1). From this is deducted the
strength of the defending leader (2), producing a die-roll
modifier of +3. The attacking player now rolls a single
die, to which the modifier is added. On a die-roll, say, of
2 (modified to 5: 2+3=5), neither leader would become a
casualty.

= Automatic no effect

The resulting number is added to the attacking leader's


value, and the defending leader's value is then deducted
from this. The resulting number becomes a die-roll
modifier. The attacker rolls a die (to which the modifier
is applied). A result of 1 or less causes the attacking
leader to die, a 6 or more kills the defender. Any other
result produces no effect.

To reflect this, and to give barbarian LI units a chance


against bigger units, the barbarian player may triple the
strength of all his LI units for any one turn. He may
choose to save this bonus and use it when he sees fit,
unless the command control rule (5.7) is being used.

5.9 Elephants
Elephants were very temperamental beasts in battle.
Any number of ingenious techniques were used to cause
them to panic (often into their own troops). To reflect
this, a player may use one of his command points

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ANCIENTS RULES OF PLAY


(leaders) to affect the enemy elephants. At the beginning
of a player's movement, he may voluntarily remove one
leader counter for the full turn. He then rolls one die for
each enemy elephant.
1
2
3
4
5
6

No effect
No effect
No effect
Balks, will not move or attack this turn
Balks, will not move or attack this turn
Panics, phasing player gains control of the unit
for one full turn.

5.10 Dismounting
At the beginning of battle, the owning player may
substitute infantry units for cavalry units, as outlined
below.
1
2
1
1
1
2

Light Cavalry
Heavy Cavalry
Knight
Horse Archer
Cataphract
Cataphract

1
1
1
1
1
1

Mixed Missile
Heavy Infantry
Heavy Infantry
Light Archer
Heavy Archer
Heavy Infantry

Odds

Results

1-2

AD

1-1

2-1

DD

3-1

DE

In missile fire, declare all firing units and their targets.


Now add together all the die roll ranges. Divide by six
and round up if the remainder is four or more. This is
the number of units that successfully hit their targets.
Example: Two units have die roll ranges of 1-3 to hit
and one has 1-4. 3+3+4 = 10. 10/6 = 1, and a
remainder of four. This rounds up to 2. Two of the
units hit their targets (not one unit twice); owning player
chooses which unit is hit.

Knights and barbarians are still subject to 'command


control' (5.7), even if dismounted. Note: cataphract
refers to the armored cavalry, used notably by the
Byzantine Empire.

5.11 Leader Survival


When one player has more leaders in a combat than the
other, he is entitled to an additional +1 bonus to the
melee die roll. This is in addition to the doubling effects.
The result is that the leaders will not die as often.

5.12 Missile Units


If players agree, ignore the volley markers. After firing,
a unit is free to move or attack. This more closely
reflects the actual way such units were used. It does,
however, make missile units far more valuable. This will
skew some scenarios, but the damage is minimal in
most.

6.0 NAVAL BATTLES


In addition to the Standard Battle rules, Ancients also
provides a set of quick-playing tactical naval combat
rules. Each of the naval scenarios depicts a single naval
battle, where each combat unit may represent one or
more ships.

7.0 NAVAL BATTLE TURN SEQUENCE


A player performs the following actions in the sequence
given here. Once he has completed his turn, his
opponent does likewise. In each scenario, the first
player listed will move first.

5.13 Luck-Free Combat

7.1
7.2
7.3
7.4
7.5
7.6

For those who wish a more Chess-Like game, or just


want to test new strategies quickly, an alternative
combat resolution is offered.
In melee combat, calculate the odds as before. Apply
the following results with no die roll:

Ship Movement
Ramming
Marine Movement
Marine Attacks
Ballista Attacks
Repair

At the conclusion of each game-turn, the completion of


another turn is noted. Each naval scenario is limited to

Page 8

ANCIENTS RULES OF PLAY


20 turns. At the conclusion of the 20th turn, victory
points should be counted and a victor determined.

7.1.7 Ship Size: Ships are defined as either Large or


Small. Each scenario determines which ship sizes are
in play.

7.1 Ship Movement


7.1.1 Movement Allowance: At the beginning of each
turn, a player determines the movement allowance for
his fleet by rolling a die, and adding the result to the
crew quality of each of his ships. This is to reflect
random factors such as wind, currents, and crew
fatigue.
7.1.2 Crippled: A crippled ship has a Crew Quality of
0. Its movement allowance is therefore only the number
rolled on the die.
7.1.3

movement phase.

Sinking: A 'sinking' ship may not move at all.

7.2 Ramming
Moving into a hex with an enemy ship may only be done
while executing one of the three types of ram attacks
covered here. A ship must be moving forward to execute
a ram attack.
7.2.1 Oar Rake: The moving ship enters an enemy
occupied hex via the enemys bow hex-side. If the
moving ship has enough movement points, it may
continue through the hex, but must stop on the other
side (otherwise it ends its movement in front of the
enemy ship). Both ships are then turned one hex-side
clockwise, and both players roll a die and add their
Crew Quality. Consult the Oar Rake column of the Oar
Rake Table for each attack. The attacks are considered
to be simultaneous.
7.2.2 Rudder Attack: The moving ship enters an
enemy occupied hex via the enemys stern hex-side. If
the moving ship has enough points, it may continue
through the hex, but must stop on the other side. The
moving player rolls a die and adds his Crew Quality.
Consult the Rudder Attack Table for this attack.

7.1.4 Ship Movement: A ship can be moved either


ahead into the hex directly in front of it, backwards into
the hex directly behind, or it may change its facing
(pivot) in the hex it currently occupies. The cost in
movement points for each action are as follows:
R
R
R

7.2.3 Broadside Ram: The moving ship enters an


enemy occupied hex via one of its four broadside hexes.
The ramming ship must end its move in the hex before
actually moving onto the enemy ship. It may not move
through. The moving player rolls a die and adds his
Crew Quality. Consult the Broadside Ram column of the
Ramming Table for this attack.
7.2.4 Ram Resolution: After rolling a die on the
appropriate Ram Table, one of the following results will
occur:

Forward, 2 points.
Backward, 3 points.
Pivot one hex-side, 5 points.

Example: A fleet with a crew quality of 4 rolls a 3 (7


movement point total). Each of his ships may move ahead
3 hexes or backward 2 or may change facing I hex-side
and move one. Each crippled ship could move forward 1
or backward 1.

Miss. No effect.

Cripple. Flip target unit to its crippled


side. If it is already crippled, it is sinking
instead.

7.1.5 Movement Restrictions: Ships entering land


hexes, as well as any ships exiting the map are counted
as lost for the purposes of victory conditions.

Sinking. Place a sinking marker on the


target ship.

7.1.6 Stacking: A player may freely move through


hexes occupied by friendly ships, as long as he does not
end the turn in the same hex as another ship. There
may only be one ship per hex at the end of the

7.2.5 Continuing Movement: After resolving a ram,


go on to the next ship you wish to move. Any or all ships
may move each turn, and ramming is considered a part
of movement.

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ANCIENTS RULES OF PLAY


7.3 Marine Movement
7.3.1 Unit Strength: Each strength point of marines
is a separate unit. They may be broken down or
combined at any time.
7.3.2 Movement: Each marine may move one hex in
this phase. A marine unit may move onto a friendly ship
or onto land. It may not move onto an enemy ship, even
if that ship has no marines of its own, except via
Capture (see Rule 7.4.4).
7.3.3 Stacking: At the end of each turn a small ship
can hold a maximum of 1 point of marines. A large ship
may have up to 2 points of marines. A land hex may
have any number of marines. These stacking limitations
apply only at the end of a turn.
Example: A 2 point marine is on a large ship. It breaks
down into two 1 point units. One remains aboard. and
one moves onto a captured small ship that already has a
1 point marine. The marine originally on the captured
ship moves off to an adjacent land hex. In this way the
captured ship is at no point abandoned and stacking
limitations are satisfied at the end of the turn.

7.4.4 Capturing Ships: If a 'B' (boarding successful)


result is obtained against an enemy ship with no
marines, the attacking unit may advance onto it (the
only way to capture an enemy controlled ship), and flip
it to 'crippled' status if not already crippled.
Alternatively he may scuttle it as described under
movement.
7.4.5 Ship Control: Control of a ship goes to
whichever side has a marine on it. If neither side has a
marine on it, control is determined by color of the
counter. Therefore, if you do leave a captured ship, it is
a good idea to scuttle it.
7.4.6 Attack Limitations: A single unit may either
attack in its turn via Archery or Boarding, but not both.
7.4.7 Attack Results: After rolling a die on the
appropriate combat results table, one of the following
effects results:

7.3.4 Scuttling: At any point in its turn, a marine


may declare he is scuttling the ship he is on. It costs no
movement points to do this. Simply place a sinking'
marker on the ship. It is, of course, a good idea to do
this before you move.

7.4 Marine Attacks


Each point of marines attacks separately in this phase.
The attacks may be carried out in any order desired by
the phasing player, but all attacks against a single unit
must be declared and resolved before going on to the
next target. For each attack, roll a die and consult the
Naval Combat Results Table.
7.4.1 Archery Attacks: Marines two hexes away may
attack via Archery. Marines may only attack ships via
Archery if the Marine unit is on land.
7.4.2 Line of Sight: Units using Archery must have
a line of sight to their target. Draw an imaginary line
from the center of the firing unit to the center of the
target hex. If it passes through any ship or land hex, the
line of sight is blocked. If the line passes along only the
hex-side of such a hex, it is not blocked unless both
adjacent hexes contain blocking features.
7.4.3 Boarding Attacks: Marines may attack ships in
adjacent hexes via Boarding. Ships fitted with 'Corvus'
(determined by scenario) add 1 to boarding attacks.

Archery Hit. Remove one point of marines


from the target ship. If there are no
marines present, flip the target ship to its
crippled side. If the target ship is already
crippled, and no marine units are present,
there is no further effect.

Boarding Successful. Remove one point of


marines from the target ship. If no marines
remain on the target ship after (or prior) to
this removal, the attacker may advance a
marine unit to capture the ship, or may
scuttle it.

Example: There is a crippled enemy ship with 1 marine


aboard. The moving player attacks it with 1 boarding
attack and 2 archery attacks. The first attack is the
boarding attack, and a 'B result is rolled, eliminating the
marine. The second attack is an archery attack, which
causes a 'C' result. More rowers are hit, reducing the
already crippled ship to 'sinking' status (note: if the
boarding attempt had been second, the unprotected ship
could have been captured instead). The final archery
attack is now wasted because it could not cause more
damage.

7.5 Ballista Attacks


Some ships may be assigned by the scenario to have
'ballistae'. These are giant crossbows that fire spears or
flaming missiles. Crippled ships are assumed to have
lost their Ballista.
7.5.1 Range: The range of a Ballista is three hexes.
The target must be in line of sight (see Rule 7.4.2).

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ANCIENTS RULES OF PLAY


7.5.2 Attack: Roll a die and consult the Naval Combat
Results Table. A result of A indicates the loss of one
point of enemy marines. If there are no marine units on
board, flip the enemy ship to its crippled side. If it is
already crippled (and there are no marines aboard)
there is no further effect.

7.6 Repair
Sinking ships may be repaired during the course of
play. During this segment, the phasing player rolls one
die for each ship he controls that is 'sinking' and
consults the Naval Repair Table. If the ship is large ship,
add 1 to the roll. If the ship gets a 'sinks' result, it is
removed from the game, along with any marines on
board.

8.0 FURTHER SUGGESTIONS


Presented here are additional ideas which may enhance
your overall enjoyment of the Ancients game system.

8.1 Scenario Design


For a history buff, the most satisfactory method of
scenario design is to do one's own research. That is the
recommended method also. The following data are to get
the player started and to provide guidelines for tying
into the game system.
8.1.1 Nationality: This is the country (or countries)
using the military system in question. The list is by no
means complete and several nations have been grouped
together. For example, Egypt-Mesopotamia also includes
the Hittites, Israel, Syria, etc.
8.1.2 Period: The system has used between the dates
given (and a little beyond). Keep in mind that the system
is constantly evolving and the nation's fortunes are
waxing and waning.
8.1.3 Composition: This is the make-up of a 'classic'
case of the army at the height of its use. In practice, it
seldom appeared exactly as shown. Detachments would
be away at the time of battle; allies and mercenaries
would be added. Any number of factors Could vary what
was available. Also keep in mind that the size was
highly variable. Armies could easily be twice what is
listed here. A generic army composition table is
provided on the next page.
8.1.4 Leaders: All armies receive at least one leader
counter. Especially well-trained and disciplined armies
receive an additional leader, as noted below. If there is
an exceptional general present, an additional leader is
added.

8.1.5 Camps: All armies have one camp counter.


Mounted armies, such as the Mongols and perhaps
Parthians, Saracens, or Magyars are not required to
have one.
8.1.6 Panic: It is suggested that an army panics when
half its total strength points are eliminated; players
may, however, wish to modify this.
8.1.7 Objectives: This is the most important part of
designing the scenario. Why are the armies fighting?
What will be the effect of a victory or a defeat? Who has
the burden of attack?
8.1.8 Time Warps: Games using armies from
different time periods are permitted and even
encouraged. It must be pointed out, however, that unit
types of one era may not be equal to those of another.
Alexander's cavalry would be no match for Norman
knights. Barbarian infantry would have much higher
morale than peasant levies, etc. In the interest of
play-balance or realism, it may be necessary to add a
leader, modify troop types or add an extra rule.

8.2 Army Design


Each player receives a set amount of build points with
which to create an army. This creates a perfectly
balanced game, serves as a basis for campaign games,
and also provides many hours of 'game' time, simply
trying to work out the optimum army. Such scenarios
should be set up using 'Free Deployment' (see Optional
Rule 5.2).
8.2.1 Build Points: Build points have been assigned
to each unit type. Each player should take, say, 100
points and create his own army.
KT: 10 PX: 12 MM: 2 EL: 15
CH: 6 HI: 7
LA: 4 HC: 6
LI: 3
HA: 5 LC: 5
8.2.2 Leaders and Camps: The armies receive an
equal number of leader counters and one camp each.
8.2.3 Army Panic: Panic is at loss of 50% of an
army's strength.
Standard Scale
Cavalry
Infantry
Missile
Phalanx
Chariots
Elephants

Page 11

1/2,000 men and horses


1/4,000 men
1/2,000 men
1/6,000 men
1/500 machines (1,000 men and horses)
1/25 beasts (plus 5,000 light infantry)

ANCIENTS RULES OF PLAY


8.3 Campaign Game
Players who wish to play a strategic level
game of this period should obtain a copy of
King of Kings or Imperator if possible (check
the
used
game
vendors
at
www.grognard.com) as these games were
initially designed as campaign systems for
Ancients.
Alternatively, players may use other strategic
games on the pre-gunpowder era with some
modest adaptation or they might design their
own campaign rules (creating their own
strategic map and come up with rules for
movement, navies, and taxes). If an historical
period is being played, players should decide
which unit types may be bought and design
their armies from the cost list above. When
battles occur, they are resolved by playing a
regular 6-turn game. The winner of the battle
recovers one-half of his battle losses, as
measured in strength points. Both sides
recover any units moved off the board,
whether intentionally or through panic.
For additional spice, if all players agree, each
should roll a die to determine a national
characteristic:
1

NATIONALITY

PERIOD

COMPOSITION

Egypt-Mesopotamia

1300-650 BC

3 CH, 4 LI, 2 MM

Assvria

1100-650 BC

2 CH, 2 LC, 3 HI, 2 Ll, 3 HA, 2 LA

Persia

550-300 BC

10 LC, 5 HI, 10 MM, 2 PX (and lots of LI)

Greece

500-300 13C

1 LC, 3 PX, 2 MM

Macedonia

350-150 BC

1 HC, 1 LC, 4 PX, 2 MM, +1 LDR

Carthage

300-200 BC

2 HC, 4 LC, 2 PX, 6 LI, 2 MM

Celts-Germans

250 BC 100 AD

5 LC, 30 LI (Britons substitute CH for LC)

Parthians

200 BC-600 AD

5 HC, 10 LC

Rome

200 BC-200 AD

2 LC, 8 HI, 4 MM, +1 LDR

Goths-Vandals

300-500 AD

10 HC, 5 LC, 2 HI, 8 Ll

Huns-Magyars

350-450 AD

20 LC (and German 'allies')

Byzantium

500-1200 AD

10 HC, 5 HI, 2 HA, +1 LDR

Turks

600-1450 AD

10 LC, 2 HC, 5 LI

Franks

700-900 AD

6HC, 2 LI,1LA

Viking

800-1000 AD

5 HI (and as many horses as they could steal)

Normans

1000-1100 AD

4 HC, 2 HI, 2 LA

Chivalry

1200-1400 AD

6 KT, 3 HA

Mongols

1200-1250 AD

5 HC, 5 LC, +1 LDR

English

1300-1400 AD

2 KT, 3 LA (English Longbows )

1300-1450 AD

3 PX, +1 LDR

Swiss
Elephants: This nationality may
buy elephants at half the normal
rate. Any other nation wishing to buy them
must buy them from this power's stock and
at the price he sets. Note: Whenever a
nation has elephants in its army, it is
assumed that its cavalry horses will have
become accustomed to them and have lost
their fear of elephants; therefore, enemy
elephants are not doubled when attacking
its cavalry.

Navy: If a campaign is being played, this


power may buy fleets for half price. In
single battles, this player is considered to
be raiding foreign soil. Add one victory
point.

Barbarians: Light Infantry is not disordered


due to terrain. Also, they may triple their
attack strength during any one combat
phase.

Horse Archers: All light cavalry have


missile rating 'B'.

Longbows: Light Archers cost this power


twice the normal cost. However, they get 3
volleys per turn.

Training: Add an additional leader to every


battle.

9.0 DESIGNER'S NOTES


Anyone who has ever done any historical research
knows that different sources will seldom agree
completely on any one point, and that in some areas the
records are vague at best. These facts have no bearing
on this game! My object was to design a playable game;
historical simulation was a secondary concern. The
philosophy behind this is as follows.
First, games that can be played in short amounts of
time, that can be mastered (or re-mastered after long
periods of disuse), and that do not tax the gamer with
complex mechanics, are the ones played most. These
games become the "light course" between bouts of
heavier fare. In short, they provide more game time and
hence more enjoyment, per gaming dollar.

Page 12

ANCIENTS RULES OF PLAY


Second, this can become a more serious game. The
basics are here for the expansion into a deeper
simulation if desired.
Third, the simplicity and speed of play mean that this
can become a subset for a larger game. A game covering
an entire war can be put together, using this system to
resolve the battles. Similarly, players can take
hypothetical kingdoms, with free rein (or reign) to design
their own armies in a search for the most efficient
combination.

This game, then, is whatever you choose to make it. You


can take whatever parts appeal to you, without
constantly tripping over features you don't really want.
It was designed with that in mind.

CREDITS
Game Design . . . . . . . . . . . . . . .
Web Edition Production . . . . . . .
Original Unit Icon Design . . . . .
Map Design and Unit Adaptation
Image Source . . . . . . . . . . . . . .

Page 13

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William L. Banks
Michael P. Nagel
. . Beth Queman
Michael P. Nagel
. . Corel Gallery

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