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12 Ancient Battles Deluxe Optional Rules Ancient Battles Deluxe Standard Game Rules v1.

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may triple (x3) the Combat lost Command Control suffer a minus
[17.0] OPTIONAL RULES Strength of all his LI units for one (-1) missile defense modifier. Ancient Battles Deluxe [1.0] INTRODUCTION applied toward any unit stacked with the
leader (with additional modifiers being
The following Optional Rules are provided any one Game Turn. Ancient Battles Deluxe is a two-player
● Hack and Slash! During Melee, these From Guts to Gunpowder game using standardized game pieces and
applied prior to the effects of multipliers).
for those who want to modify the game, or as He may choose to save this units conduct melee prior to alternating
required by a scenario’s Special Rules. rules that allow players to recreate any COMBAT UNITS
bonus and use it when he deems appropriate, attacks. Mark these units and their TABLE OF CONTENTS
Note that these Optional Rules may be unless the following ‘Command Control’ targets normally after combat. If both number of pre-gunpowder and early- These pieces represent the various troops
combined in any way that both players agree
[0.0] Using these Rules .................. 1 gunpowder battles in a compact playing available to an army during a scenario.
Option Rule (17.4) is being used. players have Impetuous units, the
to. You are free to use any or all of these Initiative player resolves his attacks [1.0] Introduction.......................... 1 area over a short time. Each combat unit is noted by at least three
People such as the Celts, Germans, Vikings,
Optional Rules. etc. relied on the ferocity of their initial first. [2.0] Equipment Used ................... 1 [2.0] EQUIPMENT USED factors: 1) its Combat Strength, 2) its
[17.1] Free Deployment: As an alternative charge to smash the enemy quickly, valuing [17.5] Elephants: In addition to Move, Fire, [3.0] Sequence of Play................... 2 Movement Allowance, and 3) its Ranged
The Game Maps: The 11” x 17” game Combat Defense (if it is not ‘0,’ in which
to the strict historical deployment of units as size to overwhelm opponents and ferocity to Rally and Panic Movement Actions, a player [4.0] Army Panic Check ............... 2 boards feature maps portraying the types of
prescribed in a scenario’s setup instructions, psyche them out. may spend one (1) CP to attempt to case no value appears) and a color stripe
[5.0] Determine Initiative ............. 3 areas where these ancient battles were along its top to show its ‘front’ facing.
players can use this Optional Rule to freely [17.4] Command Control: Knights and ‘Frighten’ all enemy Elephant units that do
deploy their starting units. not have an Action marker on them.
[6.0] Activation ............................. 3 fought.
Barbarians are ‘impetuous’ units and must In addition, units that can perform Ranged
[7.0] Rally ...................................... 3 The Player Aid Sheet: The 8.5” x 5.5” Combat (i.e., “shoot”) also possess a
[17.1.1] Side B Setup: The Side B Player roll for ‘Command Control’ when indicated Procedure: The Activating Player rolls one
(as designated by the scenario) begins by in a scenario’s Special Rules. unmodified die C for each enemy Elephant [8.0] Movement ............................. 4 Player Aid Sheets provide important rules Missile Type and Range.
placing his Camp unit. It must be placed unit that does not have an Action marker on [9.0] Panic Movement ................... 5 reminders plus the charts and tables needed
[17.4.1] Procedure: At the end of Step 5 Every combat unit also has two sides. The
on a hex that is at least three (3) and no it, and consults the following table. [10.0] Ranged Combat .................. 5 to play games in the Ancient Battles
of the Sequence of Play, after placing front side is its “Good Order” side. The
more than five (5) hexes from the any map Leaders, total all available Leader counters [11.0] Melee Combat..................... 7 Deluxe series. reverse is its “Disordered” side, where
edge hex. on the checking side (beginning with the Die Elephant Table [12.0] End of Turn Activities........ 9 Information Markers: There are several you can see that its effectiveness is
Then the Side B Player sets up all of his Non-Initiative Player if both sides have Roll Result [13.0] Camps & War Wagons ...... 9 markers included with the game to keep reduced. A unit usually becomes
combat units and Leaders (including these impetuous units). Multiply that track of various things, such as: the current Disordered during combat and may be
reinforcements) within three (3) hexes of number of active friendly Leaders by two ! [14.0] Victory Conditions ............. 9 Game Turn, who has the Initiative, each returned to its Good Order side when
their Camp and facing in the direction(s) (x2) to determine that side’s base @ No Effect. [15.0] Scenarios ............................. 9 army’s Morale Level, and the (yellow / Rallied.
he desires. Finally, the Side B Player Command Control Value. That player [16.0] Gameplay Example .......... 10 red) current Status of each side’s units.
places the Side A Player’s Camp unit may then spend CPs to increase his side’s # Front Back
[17.0] Optional Rules .................. 12 UNIT TYPES
anywhere on the map. final Command Control Value by one per (Good Order) (Disordered)
CP spent. $ That Elephant unit balks. Place a Below are descriptions of the various
[17.1.2] Side A Setup: The Side A Player Yellow Action marker () on it. [0.0] USING THESE RULES

Unit Type
sets up next, and begins by adjusting the After determining that side’s playing pieces (hereafter referred to as
location of his Camp unit by up to three (3) final Command Control Value, That Elephant unit is frightened New gaming terms, when they are
‘units’) available in the Ancient Battles
hexes. roll one die C. If the result is % but control is maintained. Place a initially defined, appear in dark red
Deluxe series of games.
Then the Side A Player sets up all of his greater than (>) that side’s final Red Action marker () on it. lettering for quick referencing.
Although a unit type may be described
combat units and Leaders (including Command Control Value, then That Elephant unit panics. The instructions for this game are
here, it might not be required with the
reinforcements) within three (3) hexes of all of its Knights and barbarians organized into major “Rules” sections as
particular scenarios that you’re playing.
Combat Movement Missile Missile
You now have control of that
their Camp and facing in the directions he units lose Command Control.
Elephant unit for the duration of this
shown in large green CAPS font, and
Only the components required to play this Strength Allowance Attack Defense
desires. After this set up is complete the Any other result is considered to have ‘No ^ turn as if it were part of your army! (If represented by the number to the left of the
Effect.’ game’s scenarios are included. Each game in the Ancient Battles Deluxe
game begins normally. decimal point (e.g., rule 4.0 is the fourth
eliminated, it still counts as a loss for rule). These rules generally explain the LEADERS series includes many (but not all) of the
[17.2] Luck vs. Skill: Extreme die rolls [17.4.2] Effect of Losing Control: All
Knight and Barbarian combat units must
its original owner.) game’s subject matter, its components, the following combat unit types:
simulate the chaos of a battlefield, but some These pieces represent the kings and
players may prefer a more Chess-like game immediately (prior to any other active- procedures for play, the game’s core generals who lead the armies depicted in INFANTRY TYPE UNITS:
of careful planning that is less luck tion) attempt to move adjacent to the Elephants were very temperamental beasts in systems and mechanics, how to set it up, the game. They perform special functions Infantry type units are the
dependent. For them, consider these Rules: closest enemy unit to which it can become battle. Several ingenious techniques were and how to win. in the game and are vital to a side’s success foot soldiers.
adjacent, expending as few movement used to cause them to panic (often into their
[17.2.1] Die Roll Averaging: Treat all die With each Rule, there can be “Cases” that on the battlefield. Protect them!
Light Infantry (LI): These
points as possible. This Impetuous own troops).
rolls of ! as rolls of ‘#,’ and all die rolls further explain a rule’s general concept or Symbol are mobs of poorly armed, often untrained
Movement costs no CPs. Mark these units [17.5] ‘Dismounted’ Cavalry Units: At the
of ^ as rolls of ‘$.’ Averaging Dice, with basic procedure. Cases might also restrict men. Typically they have a shield, one
with a yellow Activation marker. If both beginning of a battle during a player’s Setup,
these numbers printed on them, can be the application of a rule by denoting weapon, and no body armor. They might
players have Impetuous units, the Initiative each player may, beginning with the Side ‘A’
found at game stores! exceptions to it. Cases (and Subcases) are represent peasant levies or barbarians.
player completes his moves first. player (as listed in that scenario’s Exclusive ID
[17.2.2] Re-rolls: Players may, beginning an extension of a Rule shown in the way Medium Infantry (MI): These units are
● Charge! Each hex entered due to Rules), substitute infantry type units for
with the Initiative Player, spend a that they are numbered. For example, Rule Command Combat adequately armed (either at their own or
Impetuous Movement must be closer to, cavalry units, as listed below:
Command Point to have any single die re- 4.1 is the first Case of the fourth Rule; and Point Rating Bonus their government's expense), drilled
or at least no further away from, the
rolled (by the original rolling player) under 1 Light Cavalry = 1 Mixed Missile Rule 4.1.2 is the second Subcase of the regular infantry. You would find these
nearest enemy unit than the hex Each leader unit is marked with one or
any circumstance, with the re-rolled 1 Heavy Cavalry = 1 Medium Infantry first Case of the fourth Rule. among city-state armies, auxiliary and
currently occupied by the impetuous more command modifiers. To the left of
outcome being the one applied. These rolls mercenary forces.
unit. 1 Knight = 1 Heavy Infantry Important information is in red text. the leader symbol are zero to two Com-
can be re-rolled again if the opponent
● Gangway! If Impetuous Movement References to examples of a Rule or Case are mand icons. This is how many Command Heavy Infantry (HI): These units are
spends 1 CP to do so. Players may want to 1 Mounted Archer = 1 Light Archer
causes movement through a friendly in blue text and this font. Points are provided by having that leader heavily armed, well-trained professional
‘save’ a CP or two before Melee Combat 1 Cataphract = 1 Heavy Archer; or
unit, they become Disordered in the in play. To the right of the leader symbol is infantry. Examples include Roman
to help ensure victory during the clash of Text in shaded boxes, like this, provides
swords and spears! normal manner (as per 8.3.2). 1 Cataphract = 1 Medium Infantry a Combat Strength modifier used in Legions or Viking ‘Huskarls.’
the voice of the game’s designer, who is
● Damn All! When subject to Command Note that Knights are still subject to combat. A multiple value (x1, x2) Phalanx (PX): These units represent heavily
[17.3] Barbarian Charges: To reflect this addressing you to explain an idea or
military doctrine, and to give ‘Barbarian’ Control, Knight and Barbarian units may Command Control (17.4), even when fighting concept that is not, itself, a Rule or a Case. increases a combat unit’s Melee Strength armed infantry, massed shoulder-to-shoulder
Light Infantry (LI) units a chance against never voluntarily leave the map unless Dismounted. modifier. An addition modifier (+1) with pikes (long spears). The wall
stronger units, when a scenario designates a allowed by special scenario increases a combat unit’s strength by that
side to be ‘Barbarian,’ the Barbarian Player rule. Impetuous units that currently have amount. These modifiers are cumulatively

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game
2 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Example of Play 11

of shields and spears provides good including a driver, a fighting platform board beginning with the Initiative marked with a Red Action marker, since it starts its activation within an
defense against missiles. (howdah), and several warriors. Player. Leaders are added to any hex enemy ZOC; he’d rather fight with that unit than move it.
Pikemen (PK): These units represent a light, Camp (CP): This is the baggage containing a combat unit of their own
Action 7: Red has no Command Points remaining, so he must pass,
mobile Phalanx formation effective against of the army in the field. It may side. Multiple Leaders may be placed in
ending the Activation Phase with the situation looking like the
cavalry. E.g., a Scottish ‘Shiltron.’ be fortified by a dirt moat or the same hex, if desired. Once placed
palisade or just by pulling the
preceding illustration.
Mixed Missile (MM): These units primarily during this Step, they remain with the
represent javelin throwers, slingers and wagons into a circle. It contains unit they are stacked with until removed 7. Melee Combat: Remove all of the Yellow Action markers. The Red
archers with limited hand-to-hand ability, the war chest, supplies, loot, and often the by combat (as per 11.5) or during the (initiative) player begins the Melee process.
such as Greek ‘Peltasts.’ They could troops’ families. Needless to say, it is very next Remove Leaders Step. Melee 1: Red is concerned about the position of the LC with his
important to the morale and physical needs
represent regular infantry with a high
of the men.
6. Activation: The Initiative Player Leader in L9, so opts to attack the LC in L8 with them. The attacking
proportion of missile troops. decides who will take the first Action, LC has a strength modifier of x2 (x1 for the unit, plus x1 for the
War Wagons (WW): A mobile camp that
Light Archers (LA): These units are then players alternate taking Move, Fire, Leader), bringing its strength to 4. The defending LC has a multiple
bowmen or slingers with little or no body has the same attributes of a Camp unit. Rally, and Panic Movement Actions – of x1 (only) so its strength is a 2. The attacker gains a +2 to his die
armor. Their purpose is to disrupt the [3.0] SEQUENCE OF PLAY marking activated units – or ‘passing’ roll, since his strength is twice that of the defender. The attacker rolls
enemy, not fight hand-to-hand.
Each scenario involves the play of several until they both pass in succession. a % (+2, for 7). The defender rolls a ! (ugh!). Since the attacker’s
Heavy Archers (HA): These units are 7. Melee Combat: Remove all Yellow roll is greater than three times the defender’s; the defending LC is
Game Turns, a minimum of five and as
armored bowmen (such as Assyrian
many as ten. Action markers () from the units. Eliminated. (The Blue player reduces his morale markers by two
archers or medieval crossbowmen). They
can defend themselves in melee, but they Procedure Then, beginning with the Initiative points to account for the two points of strength lost with the LC). The
sacrifice mobility.
Player, players alternate selecting attacking LC must advance into the defender’s hex, and is marked Melee Combat
During each Game Turn, players alternate
spending Command Points (CPs) to
eligible individual units to engage in with a Red Action marker (). Aftermath
CAVALRY TYPE UNITS: Melee Combat, marking activated and
activate individual units or groups of units retreated units, again until they both Melee 2 (Blue): Blue activates the LC in K9 to attack the LC in K8.
Cavalry type units use horses
and camels for speed and,
called ‘Formations.’ A player who has ‘pass’ in succession. The attacker gains a +4 to his die roll (+2 for the strength differential
after stirrups became common spent all of his CPs must sit idly while his – similar to the previous melee – and an additional +2 for the attack 8. End Turn: All activation markers are removed and the Turn marker
8. Turn End: Remove all Red Action
in Europe during the 8th opponent is free to spend his remaining vector). The attacker rolls a ! (+4 for a 5, ugh!). The defender rolls is advanced into the next turn box. Since there is no End of Game
markers from the units (), and then
Century AD, increased striking power (i.e.,
CPs to activate his units. A player may opt
advance the Game Turn marker to the
a $. Since the attacker’s result is greater than, but not more than check in the Turn 2 box, play continues.
to ‘Pass’ (i.e., not expend any CPs) in an double the defender’s result, both units are considered “Engaged,”
“shock”). next box on the Turn Track. A check Game Turn 2
attempt to get in the last move that turn, so both become Disordered (if not already so). Both units are marked
Light Cavalry (LC): These units are but when both players Pass in succession, might be needed to see if the game ends And so the game would continue with another turn being played.
mounted troops with little or no body and a winner determined. with Red Action markers ().
the expenditure of CPs ceases for that
armor and usually armed with spears or
Game Turn and any unspent CPs available [4.0] ARMY PANIC CHECK Melee 3 (Red): Red activates the PX in J7. This PX must attack the Backward Compatibility:
javelins. They are used primarily as scouts
to a player for that turn are lost. enemy PX in K6, as the latter is in the former’s frontal ZOC hex (i.e., Ancient Battles Deluxe was designed with backward compatibility
for their army, to screen or turn the flanks Armies will ‘break’ and ‘panic’ in one of the attacking direction ‘priority’). The attacker gains a +2 to his roll
of a battle line and attack the enemy’s rear Each Game Turn is comprised of all of the two ways: 1) a cumulative loss of a certain in mind for those wanting to use its components with the “classic”
following ‘Steps:’
(from the Leader). The attacker rolls a @ (+2 for a 4). The defender rules from Ancients. The Combat Strength and Movement rates for
– then to ride down fleeing foes. number of combat strength points; or 2)
rolls a %! Since the attacker’s total is less than the defender’s (but the units are basically unchanged from that game. A missile unit
Heavy Cavalry (HC): Well-armored, main 1. Remove Leaders: Both players remove through the loss of all its Leaders.
the defender’s total is not double the attacker’s), the attacker with two arrow symbols is an “A” unit in Ancients, while one with a
shock cavalry used for direct attacks along all of their Leader units from the map Procedure
a battle line to execute charges and deliver becomes Disordered. Both units are marked with Red Action single arrow symbol is a “B” unit.
and place them to one side.
decisive blows.
When a combat unit is eliminated, the markers ().
2. Army Panic Check: Both players Combat Strength from its GAME CREDITS
Mounted Archer (MA): Light, missile determine if their army has reached its Melee 4 (Blue): The only other melee option for Blue is attacking
Good Order side is deducted Game Design: Mike Nagel
equipped cavalry units used by the breaking point and ‘Panics.’ with the disrupted PX in J6 (stacked with a Leader) against the good
from its side’s Panic Rating
Parthians and Mongols.
(as listed in the setup
order Red PX directly in front of it. The Blue player declines, opting to Game Development & Documentation: Alan Emrich
3. Receive Command Points: Both pass.
Cataphract Cavalry (CT / HT): Very players determine their allotment of instruction). During this Proofreading: Vince DeNardo, Eric Miller, Stephen
heavily armored, missile equipped cavalry
Command Points for the current Game Phase, if either side’s Panic Rating is Melee 5 (Red): The Red player activates the PX in H6 to attack the Neuville, and Sal Vasta
units used by the Byzantine Empire. below one, or if its last Leader has been MM in hex I5. The PX gains an attack modifier of +3 (its strength Art & Graphic Design: Alan Emrich
Turn. Each player adds the number of
Knights (KT): These are extra-heavy cavalry Command Points provided by their recently Eliminated (see 11.53), then being three times that of the MM). The PX rolls a # (+3 for a 6). The Playtesting: David Briggs, Bradley Boyles, Phil Carroll, Kim Meints,
in chain or plate armor. active Leaders (eliminated ones don’t that side now ‘Panics.’ MM rolls a @ and is eliminated (the Blue player lowers his morale Dave Schubert
Camelry (CC): Camel mounted troops; this count!) to a value determined by their Each army can only Panic once per game. marker by two points). Since the PX’s movement value is within a Special Thanks: We are deeply indebted to Bill Banks, the
cavalry type unit is particularly effective own die roll on the Command Table: Skip this check on future turns for a player black box, it has the option to advance into the vacated hex. It designer of the original Ancients boardgame of yesteryear and our
against enemy cavalry. whose army has already Panicked. declines that option and chooses not to advance. The PX is marked
Command Table inspiration for Ancient Battles Deluxe. Ancients has been a favorite
Chariots (CH): These are light, two-wheeled Panic Effects with a Red Action marker (). game of ours and we have longed to do a state-of-the-art version
wagons carrying two or three warriors and Die Roll ! @ # $ % ^
bowmen. [4.1] Immediate: When an army Panics Melee 6 (Blue): The Blue player still has the option to attack with the combining its simple elegance with the types of interactive systems and
+ CPs +1 +2 +3 during this Phase, all its Good Ordered disrupted PX in J6 but, again, opts not to. improved command control rules featured in Ancient Battles Deluxe.
Battle Chariots (BC): These are a larger
variety of chariot formation, geared toward units remaining on the board are Melee 7 (Red): The Red player only has one unit left with which it
4. Determine Initiative: The players each immediately flipped to their Disordered can melee, its own disrupted PX in G5. He opts not to attack, and The Future
a powerful initial shock, but not as
effective afterwards. roll a die; the one with the highest die side. (Disordered units are unaffected.) also passes. Ancient Battles Deluxe will feature expansion kits in the future
roll, after any CP ‘bidding,’ becomes the This is a one-time reaction by that army. with additional units (and unit types, such as Elephants), new maps,
‘OTHER’ TYPE UNITS: Initiative Player for the current turn. With two passes in a row, the Melee Phase ends with the situation
and many many more scenarios. If you design some of your own, let
Elephants (EL): These units represent now looking like this:
5. Place Leaders: Players alternate us know; perhaps we can publish them and expand the series!
groups of African or Asian elephants, each
returning their active Leader units to the

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
10 Ancient Battles Deluxe Example of Play Ancient Battles Deluxe Standard Game Rules 3

[16.0] GAMEPLAY EXAMPLE ● The LC in L7 rotates and moves to L8 (1 MP). The LC is marked [4.2] Long Term: For the rest of the game, Alexander decides to spend 1 CP, thus seizing unit within the Formation is stacked with
with a Yellow Action marker (). the enemy player may use one of his the Initiative from Caesar. the activated Leader.
Here is a sample turn being played to help illustrate the game Actions (and spend 1 of his CPs) per turn
Action 3: Red uses the Leader in I7 to activate the five adjacent PX Caesar then opts to spend 1 CP to regain the If the Formation is ordered to ‘Move,’ then
systems and mechanics used in Ancient Battles Deluxe. during the Activation Phase to conduct
units: Initiative, to which Alexander declines to spend all of the units within that Formation must
Game Turn 1 Panic Movement (9.0) of all of the another to take it back. Caesar will again be the also be facing the same direction.
● The PX in I7 advances forward to J7 (1 MP) and is marked with a Disordered units in that Panicked army. Initiative Player this turn, and Alexander will be
1. Remove Leaders: Skipped; Leaders have yet to be placed. Yellow Action marker (). [6.2.1] Unit Selection: The individual
[4.3] End Game: Panicking an the Non-Initiative Player.
2. Army Panic Check: Ignored; the game just started! ● The PX in H7 advances forward to I6 (1 MP) and is marked with a
units comprising a Formation are
enemy army is worth 1 Victory determined immediately upon the
3. Receive Command Points: Both players total the number of Yellow Action marker (). Point at the end of the game (see
[6.0] ACTIVATION
activation of a Leader.
Command Points (CPs) they derive from their active leaders (two each, ● The PX in G6 advances forward to H6 (1 MP) and is marked with a 14.0). The Activation Step is the heart of each
in this scenario) and roll a die, adding the result from the Command Game Turn where players alternate [6.2.2] Singling out Units in a
Yellow Action marker (). This hasn’t changed throughout history. Formation: Not all units within the
Table. Blue rolls a @ and Red rolls a %, providing Blue and Red with The object of a battle is to make things so
performing actions with the units.
totals of 3 and 4 CPs, respectively. ● The PX in F6 advances forward to G5 (1 MP) and is marked with a Procedure
Formation need be activated, allowing
Yellow Action marker (). inhospitable for the other side that they them, for example, to be part of a
4. Determine Initiative: Both players roll a die. They each roll a #. leave and you control the battlefield – and During the Activation Step of a different Leader’s Formation later in the
Since this is the first turn, Side A (the Blue side) wins the Initiative. Red ● The PX in E5 advances forward to F5 (1 MP) and is marked with a the worse condition they leave in (i.e., the turn, both players alternate same turn.
opts to spend 1 CP to ‘steal’ the Initiative away from Blue. Blue does Yellow Action marker (). more casualties they suffer and worse their spending 1 CP to perform an
[6.2.3] Formation Action Integrity:
not counter, ceding the Initiative to Red. Both sides have 3 CPs left. Action 4: Blue uses the leader in J6 to activate both MM units on his leadership and morale is), the better. ‘Activation.’ An Activation
When a Formation is activated; all the
right flank for missile fire (note that the PX unit in J6 is part of this [5.0] DETERMINE INITIATIVE can be used on individual
designated units comprising that
formation, but it is not being activated). combat units or groups of

4 ● The MM in I5 fires on the PX in H6. The PX rolls a % (+2 for a
General Rule
The player with the Initiative is called the
combat units called
‘Formations.’ When friendly units are
Formation must perform the same action
(either Rally, Move, or Fire).
total of 7). The MM cannot beat a 7, and is marked with a Red ‘Initiative Player’ and his opponent is the activated, they may Fire, Move, or Rally [6.3] Action Marker Placement: As each
Action marker (). ‘Non-Initiative Player.’ The Initiative and an appropriate Action marker is placed activated unit completes its action, an
● The MM in H5 fires on the PX in G5. The PX rolls a ! (+2 for a Player decides who can conduct the first on each one, denoting that it has performed appropriate Action marker is placed on it.


3 
2 total of 3). The MM rolls a $, causing the PX to become
Disordered. The MM is marked with a Red Action marker ().
Activation during that Game Turn.
Procedure
its one Activation for this turn.
An Activation may also be used to hinder
Once a player has finished activating the
units in a Formation as desired, the Leader
The Leader in J6 is also marked with a Yellow Action marker (). Each player rolls one die C to determine the enemy’s units, such as their Elephants is also marked with a Yellow Action
marker ().
 their ‘Initiative Value.’ The player with (if Optional Rule 15.4 is being used) or
1 Action 5: Red uses 1 CP to activate the MM unit in D5. The MM
the highest Initiative Value gains the after their army Panics (as per 9.0). [7.0] RALLY
Actions advances to F4 and rotates. The MM is marked with a Yellow Action
Initiative. If the Initiative Values are tied at
marker (). Red has expended his last available Command Point for ‘Passing:’ A player may opt to not spend a General Rule
this point, the player who had the Initiative CP, thereby ‘passing.’ If both players pass
this turn. during the previous Game Turn (or the In order to return a unit from its
5. Place Leaders: Players alternate placing their leaders on the map, in succession, any remaining CPs are lost,
player designated as ‘Side A’ in a scenario Disordered side back to its Good Ordered
starting with Red, who won the Initiative. Red places a leader in hex L9. the Activation Step ends, and play
on the first turn only) gains the Initiative proceeds to the Melee Combat Step. side, it must be ‘Rallied.’
Blue places a leader in hex N8. Red places a leader in hex I7. Blue and becomes the Initiative Procedures
places a leader in hex J6. Player and claims the
Cases
1. An individual combat unit automatically
6. Activation: Players alternate taking actions, the Initiative player Initiative marker for that turn [6.1] Unit Activation: Beginning with the
Rallies by simply spending 1 CP to do
determining who will take the first action. Red opts to take the first as a reminder. player determined by the Initiative Player,
so.
action himself. an individual combat unit or Leader that
[5.1] Bidding for Initiative: After
Action 1: Red expends 1 CP to activate the MM unit in J8 to fire at
the PX in J6. The PX’s defense value = a die roll (@) + the PX’s

5 determining who is the Initiative Player,
the Non-Initiative Player may reverse that
does not currently have an Action marker
on it is selected for activation and 1 CP
2. When a Formation is ordered to Rally,
each eligible combat unit rolls one die
spent. C to determine whether or not it Rallies.
ranged combat defense rating (+2) for a total of 4. The MM must roll outcome. He may spend 1 CP to ‘seize the Each Formation combat unit activated to
● That selected unit is, or all the units in
one die (since it only has one arrow symbol: ¨ ) needing greater than
a 4 to hit. He rolls a ^ and the PX is Disordered. The MM in J8 is

3
initiative’ from his opponent and become
the Initiative Player for that turn. the Leader’s Formation are, then
activated to either: Rally, Move, or Fire
Rally may make one Rally attempt as
explained in the following Cases.
marked with a Red Action marker (). If he does so, then each player may After conducting its Rally Action, place a
(i.e., conduct Ranged Combat).
alternately spend 1 CP at a time in order to Yellow Action marker () on that unit.
Action 2: Blue uses the leader in N8 to activate the three LC units on regain the initiative. ● As each activated unit completes its
his left wing as follows:
 orders, an Action marker is placed on it; Cases
1 [5.2] Ending the Determine Initiative
this will denote that it cannot be [7.1] Rally Die Rolls: If a unit’s die roll is
● The LC in N8 rotates and moves to N9 (1 MP), moves to N10 (1 Step: The players continuing bidding until
MP), rotates and moves to M10 (1 MP), moves to L11 (1 MP),
rotates and moves to K10 (1 MP), rotates and moves to K9 and Actions Aftermath; 
2 either: 1) one player does not have any CPs
left to spend, or 2) either player chooses
activated again during this same
Activation Phase.
less than or equal to (≤) its Disordered
Combat Strength, the unit recovers and is
rotates in K9 (1 MP). The LC is marked with a Yellow Action not to spend a CP to seize the initiative [6.2] Formations: Selecting a Leader for flipped back to its Good Order side. If that
marker ().
Melee Combat from his opponent, thus conceding that his activation allows all combat units within unit’s roll is greater than (>) its Disordered
opponent will be the Initiative Player. its Formation to be Activated as well. Combat Strength, it remains Disordered.
● The LC in M7 rotates two hex sides (1 MP) and moves to N8 (1
MP), rotates and moves to N10 (2 MP), rotates and moves to M10 For example: Caesar and Alexander both roll a Definition: A ‘Formation’ is a group of [7.2] Rally Die Roll Modifiers:
Action 6: Blue has one Command Point left, but opts to pass. He could % for Initiative this turn. This Initiative Value tie mutually supportive combat units without Subtract two (-2) from the die roll for a
(1 MP), rotates and moves to L10 and rotates to face L9 (1 MP).
The LC is marked with a Yellow Action marker (). activate the PX in K6, but if that unit is moved, it would be is resolved by recalling that Caesar had the Action markers, where each unit within the unit attempting to Rally if it is in the
Initiative last turn, so he retains his position as Formation is adjacent to at least one other same hex as one or more friendly
the Initiative Player this turn (in a tie-breaker). unit within the same Formation and one Leaders.

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game
4 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 9

Subtract one (-1) from the die roll for a 2. When a Formation is ordered to Move, may freely move through each other All disciplined units have their [13.0] CAMPS & WAR WAGONS Good Order or Disordered – to
unit attempting to Rally if it is not in the each eligible combat unit can be moved without effect. Movement Allowances shown determine each army’s total).
in a Black box to help you General Rule
same hex as a friendly Leader but is in a as explained in the following Cases. Exception: If either or both combat In addition, some scenarios might start one
hex adjacent to one or more friendly remember this. Camp units and War Wagons
After conducting its Move Action, place a units involved in this ‘pass through’ side with 1 VP.
Leaders. represent an army’s base of
Yellow Action marker () on that unit movement are ‘Light’ (Light Infantry,
These modifiers are not cumulative; use (unless it leaves an Enemy Zone of Light Archers, or Light Cavalry), this
[11.6.2] Straight On Advancing: The operations and were important [15.0] SCENARIOS
Rear hex of the advancing unit must be objectives on a battlefield. Therefore, they General Rule
only the single best one. Control, see 8.8, in which case it is tagged penalty does not apply to either unit.
the hex it just advanced from (which observe the following:
[7.3] Automatic Results: Regardless of its with a Red Action marker: ). The battles fought out using the Ancient
All Light units have their requires rotation toward a Front Flank [13.1.1] Movement: Camp units have no
modified outcome, a die roll of ‘1’ is Cases Battles Deluxe rules are specified on
Movement Allowance hex). No rotation is permitted within the Movement Allowance and therefore cannot
always successful and a die roll of ‘6’ is [8.1] Formation Movement: For multiple shown in a Green box to newly advanced into hex. individual scenario cards. Each provides a
move. War Wagons have a Movement description of the action taking place, its
always a failure. combat units in a Leader’s Formation to help you remember this. [11.6.3] No Additional Melee Combat: Allowance of three (3).
move via that Leader’s activation, they place in history and the motivation of the
Rally Table [8.4] Changing a Combat Unit’s Facing: This one-hex Advance After Combat [13.1.2] A 360 Degree Facing: Camp and leaders involved.
must begin that activation facing in the A combat unit may freely rotate one hex movement does not allow any ‘follow- War Wagon units’ Zone of Control extends
Die Roll Result same direction. When activating a side (60 degrees) within a hex whenever up’ Melee Combat with this exception: To play a scenario, select the battle to be
into all six hexes adjacent to it and all of fought and who will represent each side in
! Unit Always Rallies Formation, combat units are moved desired during its Move Action. It may do If the advancing attacking unit is a non- these hexes are considered its front (which
individually in any order and direction(s) so before and after leaving or entering a some mutually agreeable manner. The
≤ Str. Unit Rallies light cavalry type (i.e., its Movement is important for its Arc of Fire, see 10.3).
that their owning player desires. They do player designated as “Side A” wins the
hex, or when simply Allowance is not in a green box) and it
not have to maintain their formation, [13.1.3] Combat Effects: Camps and War Initiative on the first turn in the case of tied
> Str. Unit Fails to Rally remaining stationary in is stacked with a Leader, it may initiate a
facing, or relative position. Wagons may never initiate a Melee Initiative die rolls. (This is the only innate
^ Unit Never Rallies that hex (i.e., just ‘turning second Melee Combat against another Combat; they can only initiate Ranged advantage to playing Side A in a scenario).
[8.2] Unit Facing: Every combat unit on in place’). Rotating a unit enemy combat unit in its ZOC from its Combat. Additionally, Camps and War
Die Roll Modifiers (use only one): the map must be arranged so that the top of more than one hex side newly occupied hex. This advancing unit Wagons are immune to Ranged Combat
Each player selects a set of game pieces
-2: If stacked with a friendly Leader that unit (i.e., the side with its color ID costs 1 Movement Point. Before may only conduct one such ‘Advancing and places their units on the map as
results (hence the  symbol where other indicated. The Units at Start section of the
-1: If adjacent to a friendly Leader stripe) is pointed distinctly toward one of For example: Consider Melee’ per turn. unit’s have a Missile Defense Rating).
its six adjacent hexes. these “Before” and “After” illustrations. In scenario indicates the type of units
[11.7] Everybody’s Exhausted: Surviving [13.1.4] Looting: A combat unit that required and their initial hex and facing.
[8.0] MOVEMENT The hex immediately adjacent to the top illustration After 1, you see an allowed move; units on both sides (attacker and defender)
edge of a unit is its ‘Front’ hex. The hex the unit first rotates 1
eliminates a Camp or War Wagon is also, Use the map’s compass rose in the corner
General Rule of a Melee Combat have a Red Action itself, eliminated (this is the game effect of to properly align the pieces (the front
immediately adjacent to the bottom edge of hexsides (60 degrees) at no 1 MP marker () placed on them.
When activated to move, units trace a path ‘looting’ the Camp). Neither of these border of a combat unit should be placed to
a unit is its ‘Rear’ hex. The hexes adjacent Movement Point (MP) cost,
along the map’s hex grid, moving from [12.0] END OF TURN ACTIVITIES losses affects their respective side’s Panic match its appropriate direction). To help
to a unit’s Front hex are then it enters the hex to its
their present space to an adjacent one while Level. A leader stacked with a unit that is setup, a setup diagram is provided on each
called the ‘Front Flank’ Front new Front facing, spending At the end of each Game Turn, certain
spending their Movement Allowance. After 1 eliminated owing to looting is returned to scenario card. Set Leaders and reinforcing
hexes. Similarly, those Front Front 1 MP. You can tell this is ‘housekeeping’ functions must take place.
Flank Flank play during the Place Leaders phase of the units aside until they are required.
Combat units move from hex to hex, adjacent to a unit’s correct when rotating before Procedure
paying a cost in ‘Movement Points’ from Rear following turn. Place the Game Turn marker in box ‘1’ of
Rear hex are the ‘Rear Rear moving, as it now has its Rear facing back
their Movement Allowance to enter each Flank’ hexes as Flank Flank toward the hex it just left. 1. End Game Check / Advance the Game [14.0] VICTORY CONDITIONS the Game Turn Track.
hex and, in some cases, to cross certain Rear Turn Marker: Advance the Game Turn
illustrated here. In After 2, the unit spends General Rule Place each side’s Army Panic markers on
hex-sides (see Terrain Effects Chart). marker to the next box on the Turn
[8.3] How to Move Combat Units: To 1 MP to move straight Track unless the current Box includes an The performance of the players is
the Casualty Record Track to indicate its
Combat units may move up to their full move, a combat unit must enter its frontal ahead first, then it opts to 1 MP End of Game Check value. evaluated by counting Victory Points
Panic Level.
Movement Allowance each Game Turn hex. It must expend the cost of the terrain use its free rotation (turning (VPs). The player with more VPs is the For Example: The Blue army’s
when activated to move. They cannot save 1 hexside). This is a fairly If it does, the Initiative Player rolls one
(see Terrain Effects Chart) in Movement winner with the difference in VPs earned Panic Level is ’32.’ The Blue
any of their Movement Allowance from typical move. After 2 unmodified die C. If the result is less
Points from its Movement Allowance to do by the winner translating thus: Player’s ‘x10’ marker would go in
one turn to another or share them between than or equal to (≤) that value, the game
so. If a combat unit does not have In After 3, the unit spends the ‘30’ space, while their ‘x1’
units, nor can they exceed their Movement is over and the winner is determined 0 = Draw 2 = Substantive
sufficient Movement Allowance remaining 1 MP to rotate 2 hexsides marker would go in the ‘2’ space. As
Allowance in a single turn unless their according to the Victory Conditions 1 = Marginal 3+ = Decisive
to enter a given hex, it may not enter it. (120 degrees), and 1 more losses are suffered, these markers
entire move will consist of moving only 1 MP (14.0). On any other result, advance the Procedure
Exception: If a combat unit’s entire move MP to enter the next hex; it will be adjusted downward until they
one hex straight ahead. 1 MP Game Turn marker to the next box and
consists of moving only one hex straight then uses its free rotation to Scoring VPs: One VP is earned go below one point, when that army panics.
play the next Game Turn.
Because of its 1 Movement ahead, it may exceed its Movement change its facing in its After 3 for each of the following (for a Each player should also place his Com-
destination hex at no For Example: Game maximum total of 3 VPs):
Allowance, a Phalanx unit Allowance to enter a hex. mand Point markers within easy reach.
additional cost. Turn 6 is ending; its
uses this Rule to maneuver [8.3.1] Moving through Enemy Units: 1 VP for causing the enemy’s Scenarios might include Special Rules that
box includes an End
through difficult terrain. A combat unit cannot move through an In After 4, the unit spends a total of 3 MPs to army to Panic.
of Game Check value specify additional set up requirements or
For example: A Phalanx unit may move one enemy unit (except enemy Leaders turn completely around, 1 VP for eliminating the Optional Rules that must be heeded.
(‘2’). Since blue was
hex straight ahead into an adjacent Rough hex alone). move a hex, and turn enemy’s Camp. Examine these carefully and follow their
the Initiative Player,
(even though it costs two MPs), provided the around again! That’s a lot After 4 instruction. Add terrain markers to the map
[8.3.2] Moving through Friendly 1 MP he rolls a die: on a roll 1 VP for a ‘glorious slaughter’
unit does not rotate in either hex. of MPs just to ‘take a step as indicated, or grant one side its Scenario
Units: A combat unit can move through of ! or @, the game ends immediately. On (i.e., having twice as many
back,’ but if it has the MPs 1 MP Defined Victory Point marker.
Procedures a hex containing another friendly combat 1 MP any other result, the Game Turn marker is total Strength Points on
to spend, it is allowed.
1. An individual combat unit may perform
unit, but then both of these combat units advanced and Turn 7 is played. map as your opponent When the map board is set up, players
are immediately flipped to their when the game ends; should begin with Step 3 of the Sequence
a Move Action by simply spending 1 CP 2. Remove All Action Markers: If the
Disordered side. There is no additional game continues, remove all Action excluding Camps; sum all of Play (Receive Command Points).
to do so.
penalty if that unit was already
markers from the map and set them aside combat units’ current
Disordered; that is, Disordered units
for reuse next turn. Combat Strength values –

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
8 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 5

Procedure DD = Defender Disordered: If the defending Finally, in After 5, you see a standard move For example, if entry hex R-4 [9.0] PANIC MOVEMENT
i) The attacker and defender each roll unit is in Good Order, flip it to its where a unit ‘sidesteps’ is blocked, the reinforcing
over one hex. It is perfectly unit may occupy either Clear General Rule
one die C to generate their Base Disordered side. If it is already
Combat Values. Disordered, it is Eliminated instead. allowed to rotate one or Hill terrain, whichever is After an army Panics (see 4.0), its units
DE = Defender Eliminated: The defending hexside in the hex it started, most beneficial to its attack. are subject to move against the owning
ii) Combat Strength Advantage (skip spend 1 MP to move, and 1 MP player’s will (i.e., they are moved by the
this step if an Elephant unit unit is Eliminated.
then rotate again one After 5 enemy player). In effect, if not rallied,
is attacking): Compare the attacking EN = Engaged: Any Good Order units in this hexside in the hex it enters. [8.8] Zones of Control: A combat unit those units might ‘flee’ the battlefield.
and defending units’ Modified Melee Example #3: A Heavy Infantry unit Melee Combat become Disordered; projects its power
Strengths as determined in Step 4. (Strength 4) is attacking a Phalanx Disordered units simply remain [8.5] Stacking: No more than one combat into its three
Procedure
(Strength 6) through the latter’s rear hex. Disordered. unit may occupy a single hex at a time. After your opponent’s army Panics, you
 If both Modified Melee Strengths frontal hexes (i.e., Zone of Control
If they had met head-on, the Phalanx Leaders and markers are exempt from this its front and may use an Action and spend 1 CP per turn
are equal, no modifier is applied. would receive +1 Combat Value Modifier [11.4] Combat Unit Elimination Effects: restriction; any number of these pieces to conduct ‘Enemy Panic Movement’ to
Proceed to Sub-step iii. Eliminated combat units are removed from front/flank hexes).
because its Modified Melee Strength is at may be stacked in a hex (with or without These three hexes move all of his Disordered units that are
 The side with the higher Modified least greater than (but not twice as play and their Good Order Combat combat units). untagged by Action markers and are not in
Strength value is deducted from their are called a
Melee Strength receives a Base strong as) the Heavy Infantry unit. Since [8.6] Exiting the Map: A combat unit may combat unit’s hexes with Leaders.
Combat Value Modifier. This the HI unit is not in the PX’s ZOC, the PX side’s Panic Rating. Also, Advance After
Combat (11.6) must be considered. exit the map by moving to the map’s edge ‘Zone of Control’ [9.1] Fleeing: Enemy Panic Movement is a
modifier is found by dividing the can’t benefit from a mere +1 modifier. and expending one additional Movement (or ‘ZOC’). Movement Action (8.0) performed on all
higher Modified Melee Strength by iii) Terrain: The Base Combat Value [11.5] Leader Escapes: In those days, Point (+1 MP) if it has one. qualifying enemy combat units by rotating
Leaders led from the front at considerable [8.8.1] Stop: A combat unit must stop
the lower Modified Melee Strength. for each unit is further modified by them to face (at no Movement Point cost –
personal risk. [8.6.1] Don’t Panic: A combat unit that immediately upon entering an enemy
Any remainder is dropped, leaving the terrain in the hexes occupied by exits the map in this manner does not combat unit’s ZOC, but it may still maintaining order is the last thing on their
a whole number which is added to the attacking and defending units, as [11.5.1] Shot Out from Under Me: A minds), and moving them toward (through
affect its side’s Panic Level. rotate one hexside normally, prior to
the Base Combat Value of the unit well as the hexside between the two Leader stacked with a combat unit that is the expenditure of their entire Movement
[8.6.2] Don’t Return: A combat unit ending its move (as per 8.4).
possessing the higher Modified units. See the Terrain Effects Chart Eliminated must make an ‘Escape’ die Allowance, if possible), the nearest map
Melee Strength. for these modifiers. All Terrain roll. On a roll of !, the Leader is that exits the map may not return, unless [8.8.2] No ‘Infiltration’ Movement: A
allowed to do so by its scenario’s edge (or river without a bridge or ford) and
combat unit beginning its turn in an
Note that if the result is +1, the modifiers are cumulative. captured or killed (see 11.5.3 below); exiting them off the map (if possible, see
Special Rules. enemy ZOC may not enter another ZOC
modifier is applied only if the unit iv) Tactical Approach Vector: The any other result leaves the Leader unit in 8.6).
[8.7] Entering the Map: Any combat hex (even one projected from that same
with the lower Modified Melee attacker receives a that hex. This is good way to earn another Victory
units that enter the map during play (as enemy unit). It may rotate freely within
Strength occupies the Zone of Combat Value +0 [11.5.2] I’m All Alone Here: A Leader the same hex, however. Point for having superior strength on the
Control of the unit with the higher described in that scenario’s Special Rules)
Modifier when +1 +1 whose accompanying combat unit is map at the end of the game (see 14.0).
Modified Melee Strength. engaging in Melee Eliminated is left alone in the hex. If an are considered ‘reinforcements.’ [8.8.3] Disengagement Movement: A
combat unit may exit an enemy ZOC, [9.2] Which Way?: If more than one map
 In no case may the Combat Strength Combat from any +2 +2 enemy unit enters that hex, either by Reinforcements enter the map as part of a
but after doing so it is marked with a edge is closest to that enemy combat unit,
Advantage modifier exceed +10. hex other than Advance After Combat (11.6) or through Formation (requiring the expenditure of a
+4 Red Action marker (, instead of a the player conducting the Enemy Panic
directly against the Movement (8.0) that Leader is not CP), even if a Leader is not included
Yellow one), this means that it can not Movement decides which is approached.
defender’s Front as follows: captured or killed (see 11.5.1) because among those reinforcements.
initiate Melee combat in the next Phase. [9.3] Out of My Way!: Each such
+1 when attacking from the he has ample time to flee. Set him aside; [8.7.1] Entry Cost: A reinforcement
he reenters play normally during the entering the map must pay the terrain [8.8.4] You’re Wet: ZOCs do not Panicked enemy combat unit is rotated and
defending unit’s Front Flank hex moved individually. It may be moved
next Place Leaders Step. cost of the first hex entered. extend across River hexsides. They do
+2 from its Rear Flank hex extend across Stone Bridge and Ford through other units in its army (as per
[11.5.3] Leader Losses: Losing Leader [8.7.2] Bonus Movement Allowance: 8.3.2) but only if they are directly between
+4 directly from its Rear hex hexsides.
units makes it much harder to conduct Reinforcements may move up to twice that unit and the nearest map edge (i.e.,
v) Final Melee Value: Apply the Base operations during the game. If an army’s their normal Movement Allowance on For example: A Light Cavalry unit begins its
Example #1: A Phalanx unit stacked they can’t go ‘out of their way’ to flee
Combat Value Modifiers found in last (or only) Leader unit is Eliminated, their turn of entry providing they do not activation in an enemy Zone of Control. First, it
with a x1 Leader attacks a Heavy this step to the Base Combat Value rotates 180 degrees to face in the opposite through their own units; be fair applying
Cavalry unit that is also stacked with a that army will Panic during the next end their move adjacent to an enemy this rule!).
rolled for each unit in Sub-step I (to a Panic Check Step (4.0). combat unit. direction (1 MP). It then advances four hexes
x1 Leader. The attacker’s Combat minimum of ‘1’). This provides the (at a cost of 4 MPs) and rotates one hexside to [9.4] No Attacking: Place a Red Action
Strength would be 6 x 3 (for the unit, the Final Melee Value for each unit.
[11.6] Advance after Melee Combat: These reinforcements are considered to
the left at no cost. It then moves one more hex marker () on each unit after its Panic
Leader and Cavalry Effectiveness When a defending combat unit is enter the map in ‘march formation’ (1 MP; its 6th and last) into an enemy unit’s rear Movement is complete.
combined) = 18, while the defender’s 6. Determine Melee Results: Compare the Eliminated through Melee Combat, the rather than in ‘combat formation.’
Final Melee Values of each unit as hex and rotates one hexside there to face the [10.0] RANGED COMBAT
Combat Strength would be 4 x 2 (for the victorious attacking combat unit that [8.7.3] Blocked Entry: If enemy units enemy. It is then marked with a Red Action
unit and Leader) = 8. This result provides determined in Step 5. Using the Melee defeated it must Advance After Combat General Rule
occupy the hexes through which rein- marker, as it cannot attack during Melee since it
the attacking side a +2 Combat Value Combat Table, determine the outcome into the vanquished unit’s hex. Defending forcements are scheduled to arrive, those started its activation within an enemy ZOC. Ranged Combat allows units
Modifier since its Modified Melee of the combat. units never Advance After Combat. reinforcements are assumed to be just Missile Rating
[8.9] Terrain Effects: These are covered equipped with bows, javelins,
Strength is greater than twice, but less [11.3] Explanation of Results: Units that [11.6.1] Disciplined Troops: There is an off the map edge in (imaginary) adjacent slings and so forth (i.e., those
than three times the defender’s. are affected by combat and other events on the Terrain Effects Chart. In Melee
exception to the above Rule. If the hexes and are able to engage the with a Missile Rating, shown
might receive the following results: Combat, both the Attacking (“Atkr”) and
Example #2: A victorious attacking unit’s Movement blocking units in Melee Combat.
Defending (“Dfdr”) units have their own as a number of arrow symbols)
Medium Infantry AD = Attacker Disordered: If the attacking Allowance is in a black box, that unit is These imagined off-map hexes are modifier based on the terrain in their to attack enemy units ‘at
unit stacked with a unit is in Good Order, flip it to its ‘disciplined’ and has the option to assumed to be of the most beneficial range’ (indicated by a number Range Value
respective hexes.
x2 Leader and a +1 Disordered side. If it is already Advance After Combat, not a mandate to type to the reinforcing units of those inside a hexagon on that unit). (in hexes)
Leader would have a Disordered, it is Eliminated instead. do so (due to its training and In addition:
adjacent bordering hexes, for the Procedures
Combat Strength of 15 AE = Attacker Eliminated: The attacking
organization). purpose of determining melee modifiers. ● A Disordered unit suffers no further
(base of 4+1 [for the +1 Leader], times 3 adverse affects when entering a Woods An individual combat unit may conduct
unit is Eliminated. Ranged Combat by simply spending 1 CP
for the unit and the x2 Leader). hex. It simply remains Disordered.
to do so.

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game
6 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 7

1. When a Formation is ordered to Fire, because it runs along the hexside and only one Value, the target unit is Disordered (see may make one enhanced attack, rolling six in either Front Flank hex may be MI unit must advance into the vacated hex.
each eligible combat unit may conduct of the hexes along that side is a blocking hex. 11.3). If the target unit is already dice (two arrow symbols times three attacks). selected as the defending unit. Both units receive Red Action markers.
Missile Combat as explained in the Conversely, Y could not shoot back at A for the Disordered, it is Eliminated instead. Any Here, A would like to For Example: A LC unit is being attacked by
[11.0] MELEE COMBAT
following Cases. same reason, while X could. Note that Z could other result is treated as ‘No Effect.’
General Rule
attack Z in its Rear X a Heavy Cavalry (HC). The LC can retreat
not shoot at A because Z is not facing in the Flank, but must before combat because it is being attacked
Z
After conducting its Fire Action, place a 4. Place Red Action Markers: After

Melee
Red Action marker () on that unit. It will right direction! determining the result, each firing unit Melee Combat takes place after all unit attack X instead. by any other type of unit (a HC in this case).
not be able to initiate Melee Combat
during the next Step.
participating in that Ranged Combat
receives a Red Action marker ().
Activations to Move, Rally, and Fire. It
allows units equipped with swords, axes,
hammers, pikes, and so forth to attack
3. Retreat before
Melee: A good
A
 4. Determine the Melee Value Modifiers:
When Melee Combat between units
Cases
Y Ranged Combat enemy units in ‘hand-to-hand’ combat.
order ‘Light’
Infantry type unit
occurs, a unit’s Melee Strength may be
increased by additives and multiples due
[10.1] Properly Equipped: Only combat
X
units with a Missile Rating and a Range Difference Result Procedure (i.e., LI or LA) that is being attacked by to the circumstances listed below.
Start the Melee Combat Step by remove- a Non-Light Infantry type unit may
Value (a number inside a hex symbol) are A > D Defender Disordered Procedure
capable of conducting Ranged Combat. A Z Otherwise No Effect
ing all Yellow Action markers from the retreat prior to combat. Similarly, a good
order Cavalry unit that is being attacked
A combat unit’s Base Melee Strength is
map. Note that Red Action markers remain
[10.2] Determining Range: ‘Range’ is the equal to its printed Combat Strength.
on the map; those units cannot initiate by any type of unit with a lesser Move-
number of hexes away from the hex 1. Defender’s Value = The Base Melee Strength is modified by
C +  (Missile Def.) +  (Terrain) Melee Combat during this Game Turn’s ment Allowance can also retreat prior to
occupied by a firing unit (exclusive) to the Here, A can shoot at both Y and Z, and both of +1 for each Leader stacked with that unit
2. Attacker’s Value = Melee Combat Step, but they can be combat.
hex occupied by the target unit those units could shoot back at A. That is that has a Combat Bonus of “+1.”
C (roll one C for each ¨, use highest) targeted for Melee Combat. Retreat before Melee Cases
(inclusive). Missile units have a maximum because unit X does not block the Line of Sight A combat unit’s Base Strength
range (in hexes) shown as its Range Value. shooting up or down the Hill. Note that A and Z +1 for each supporting unit Then, beginning with the Initiative Player, Procedure: Rotate the retreating unit so Multiplier is calculated as follows:
[10.3] Arc of Fire: A firing unit may only can hit each other because once they ignore X 3. Compare Values, Apply Result each side alternates conducting one Melee that its Rear hexside faces the unit it is
4.  Red Action Marker for Firing Unit(s) Combat at a time; each Melee Combat is +1: for the unit itself
conduct Ranged Combat through its frontal (due to the Hill exception) their Line of Sight is retreating from. It then moves one hex
running along the hexside and not through a [10.7] Rapid Fire: Certain scenarios (e.g., completely resolved before the next one is forward (i.e., directly away from the +1: for each Leader stacked with that
hexes (i.e., its front or front/flank hexes;
blocking hex. those involving English Longbowmen) commenced. attacking unit). Cavalry units may retreat unit with a Combat Bonus of “x1”
a.k.a. its Zone of Control).
[10.5] Designate Attacking Missile Units: allow some units to conduct ‘Rapid Fire’ A player may opt to not conduct a Melee up to two hexes in a straight line. +2: for each Leader stacked
[10.4] Determining Line of Sight: In
Ranged Combat: an ability to fire several Combat, thereby passing. If both players i) Disordered combat units cannot retreat with that unit with a
order to conduct Ranged Combat against a When conducting Ranged Combat, the
times when activated. When activated, pass in succession, the Melee Combat Step before combat. Combat Bonus of “x2”
target unit, the firing unit must be able to attacker may select one or more ‘eligible’
these units can either complete a number of ends and play proceeds to the End of Turn +1: if the unit is Calvary
‘see’ it. To determine if a firing unit has a units. To be eligible, the firing units must ii) Retreats cannot be made in violation
individual Ranged Combats at the same or Activities Step.
‘Line of Sight’ (LOS) to the target unit, all be within range, have a Line of Sight to of the stacking limit (8.5). Effective (see below) and it
the target unit, not have an Action marker different targets, or they may combine After conducting Melee Combat, place a is in melee with a cavalry-type unit
draw an imaginary line from the center of iii) Leader units automatically retreat
these attacks into an Enhanced Attack with Red Action marker () on both that unit
the firing unit’s hex to the center of the on them, and be part of the same formation with the unit they are stacked with. All cavalry-effective units
a greater chance of success, or a
target unit’s hex. A firing unit’s Line of activation (see 6.2). From among the and the opposing unit (if it does not have their Combat Strength
combination of the two, as explained in the already have one). iv) A retreating unit automatically
Sight is blocked if it passes through (but eligible firing units participating in a single shown in a Brown pointed box
Ranged Combat, the attacker selects a following Subcases: becomes Disordered and is marked to help you remember this.
not into) any Hill, Woods or Built Up hex, Cases
with a Red Action marker ().
or any hex containing a combat unit ‘Lead’ unit. All other firing units in that [10.7.1] Predesignation: The type and
[11.1] No CP Cost: No CPs are spent to
(friendly or enemy). An LOS that passes Ranged Combat are ‘Supporting’ units, number of Rapid Fire attacks must be
conduct Melee Combat; it ‘just happens.’
v) The attacking unit may (or must) This value is expressed and applied as a
directly along a hex side is blocked if both but only if they are not Disordered. determined before any dice are rolled, Advance After Combat into the multiplier of the unit’s Base Melee
hexes on either side are blocking hexes. but the specific target unit is determined [11.2] Steps in a Melee Combat: Each vacated hex (see 11.6). Strength. The value given after applying
[10.6] Resolving a Ranged Combat: The Melee Combat follows these steps:
Exception: A unit on a Hill may fire over following steps are used to resolve a at the beginning of each Rapid Fire vi) The attacker also is marked with a the calculated multipliers to the unit's
Ranged Combat (a.k.a. ‘Missile Attack’). Ranged Combat. 1. Designate Attacking Unit: The Red Action marker () regardless of Base Melee Strength is that unit's
a combat unit not on a Hill and vice-versa
(i.e., units do not block LOS between units [10.7.2] Normal Attacks: When a attacking player designates any one of any optional activity after the initial Modified Melee Strength.
1. Determine the Missile Defense Value: his eligible units (i.e., one that does not
on Hills and units not on Hills). First, the defender rolls one die C for
Rapid Fire enabled unit opts to complete retreat. BEFORE AFTER Thus, a cavalry-effective unit that is stacked
have a Red Action Marker on it and has with a both a x1 and a x2 Leader and
the target unit and adds the result to the multiple individual Ranged Combats, For Example:
each is resolved as per Rule 10.5. During an enemy unit located in one of its front attacking an enemy cavalry type unit would
unit’s Ranged Combat Defense A Light Archer
Y

Retreat
+1 or front/flank hexes; i.e., its ZOC). have a x5 Combat Strength multiplier, i.e., 1
rating plus any Terrain Modifier the its Missile Attacks, only that rapid-fire (LA) unit is
target unit might enjoy (see the Terrain
unit can function as the Lead unit. Non- Zero Strength Attacks / Defenses: being attacked for the unit itself, +3 for the Leaders, +1 for
X Effects Chart) to obtain the target unit’s
Rapid Firing units may only support a
Rapid Firing unit’s first such attack
Combat units with a Combat Strength of by a Phalanx being cavalry-effective.
Missile Defense Value. zero (0) may not initiate an attack. When (PX). The LI 5. Generate Final Melee Values: The
Z

Melee
during a single Ranged Combat Step. attacked, they defend as if their Combat opts to retreat Modified Melee Strengths are now used
2. Determine the Missile Attack Value:

Advance
[10.7.3] Enhanced Attacks: When Strength were one (1). one hex; it to calculate the Final Melee Values for
Then attacker rolls a number of dice
combining two or three Rapid Fire 2. Select Defending Unit: The attacking rotates to face the attacking and defending units. The
equal to the number of arrows (¨) on the away from the
attacks into a single Ranged Combat, player then selects one enemy unit in following steps should be followed in
firing unit and notes the value of the multiply the firing unit’s Missile Attack one of the attacking unit’s front or attacking strict order for both units.
single highest roll only (discarding the Dice by the number of available attacks. Phalanx unit, moves one hex ‘forward,’ and
front/flank hexes. Included in the counter mix for
others). To that value, add one (+1) for flips to its disordered side. The PX unit opts
A
All supporting units are handled Facing Restriction
each Supporting unit participating in each side are Die Roll Modifier
normally, regardless of their type. to advance. Both units are marked with Red
that Ranged Combat to obtain the firing If the attacking unit has an enemy unit in Markers to allow for easy
For Example: A scenario’s Special Rule Action markers.
unit’s Missile Attack Value. its front hex, it must select this unit. tracking of these cumulative
In the above illustration, A can shoot at X and Z indicates that an English Longbow unit (two (The troops prefer to fight straight For Example: A Light Cavalry (LC) unit is modifiers. They can be used on
3. Compare the Values and Apply the missile dice) may fire three times per turn. being attacked by a Medium Infantry (MI)
(yellow arrows) but not Y (black arrow) as the Result: If the Missile Attack Value is ahead.) If there is no enemy unit in the either the Turn or Casualty
Woods block the Line of Sight. The Woods do That unit may make three normal attacks; or unit. The LC opts to retreat two hexes. It Record tracks.
greater than (>) the Missile Defense attacking unit’s front hex, an enemy unit
not block the Line of Sight between A and Z does so and flips to its disordered side. The

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
6 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 7

1. When a Formation is ordered to Fire, because it runs along the hexside and only one Value, the target unit is Disordered (see may make one enhanced attack, rolling six in either Front Flank hex may be MI unit must advance into the vacated hex.
each eligible combat unit may conduct of the hexes along that side is a blocking hex. 11.3). If the target unit is already dice (two arrow symbols times three attacks). selected as the defending unit. Both units receive Red Action markers.
Missile Combat as explained in the Conversely, Y could not shoot back at A for the Disordered, it is Eliminated instead. Any Here, A would like to For Example: A LC unit is being attacked by
[11.0] MELEE COMBAT
following Cases. same reason, while X could. Note that Z could other result is treated as ‘No Effect.’
General Rule
attack Z in its Rear X a Heavy Cavalry (HC). The LC can retreat
not shoot at A because Z is not facing in the Flank, but must before combat because it is being attacked
Z
After conducting its Fire Action, place a 4. Place Red Action Markers: After

Melee
Red Action marker () on that unit. It will right direction! determining the result, each firing unit Melee Combat takes place after all unit attack X instead. by any other type of unit (a HC in this case).
not be able to initiate Melee Combat
during the next Step.
participating in that Ranged Combat
receives a Red Action marker ().
Activations to Move, Rally, and Fire. It
allows units equipped with swords, axes,
hammers, pikes, and so forth to attack
3. Retreat before
Melee: A good
A
 4. Determine the Melee Value Modifiers:
When Melee Combat between units
Cases
Y Ranged Combat enemy units in ‘hand-to-hand’ combat.
order ‘Light’
Infantry type unit
occurs, a unit’s Melee Strength may be
increased by additives and multiples due
[10.1] Properly Equipped: Only combat
X
units with a Missile Rating and a Range Difference Result Procedure (i.e., LI or LA) that is being attacked by to the circumstances listed below.
Start the Melee Combat Step by remove- a Non-Light Infantry type unit may
Value (a number inside a hex symbol) are A > D Defender Disordered Procedure
capable of conducting Ranged Combat. A Z Otherwise No Effect
ing all Yellow Action markers from the retreat prior to combat. Similarly, a good
order Cavalry unit that is being attacked
A combat unit’s Base Melee Strength is
map. Note that Red Action markers remain
[10.2] Determining Range: ‘Range’ is the equal to its printed Combat Strength.
on the map; those units cannot initiate by any type of unit with a lesser Move-
number of hexes away from the hex 1. Defender’s Value = The Base Melee Strength is modified by
C +  (Missile Def.) +  (Terrain) Melee Combat during this Game Turn’s ment Allowance can also retreat prior to
occupied by a firing unit (exclusive) to the Here, A can shoot at both Y and Z, and both of +1 for each Leader stacked with that unit
2. Attacker’s Value = Melee Combat Step, but they can be combat.
hex occupied by the target unit those units could shoot back at A. That is that has a Combat Bonus of “+1.”
C (roll one C for each ¨, use highest) targeted for Melee Combat. Retreat before Melee Cases
(inclusive). Missile units have a maximum because unit X does not block the Line of Sight A combat unit’s Base Strength
range (in hexes) shown as its Range Value. shooting up or down the Hill. Note that A and Z +1 for each supporting unit Then, beginning with the Initiative Player, Procedure: Rotate the retreating unit so Multiplier is calculated as follows:
[10.3] Arc of Fire: A firing unit may only can hit each other because once they ignore X 3. Compare Values, Apply Result each side alternates conducting one Melee that its Rear hexside faces the unit it is
4.  Red Action Marker for Firing Unit(s) Combat at a time; each Melee Combat is +1: for the unit itself
conduct Ranged Combat through its frontal (due to the Hill exception) their Line of Sight is retreating from. It then moves one hex
running along the hexside and not through a [10.7] Rapid Fire: Certain scenarios (e.g., completely resolved before the next one is forward (i.e., directly away from the +1: for each Leader stacked with that
hexes (i.e., its front or front/flank hexes;
blocking hex. those involving English Longbowmen) commenced. attacking unit). Cavalry units may retreat unit with a Combat Bonus of “x1”
a.k.a. its Zone of Control).
[10.5] Designate Attacking Missile Units: allow some units to conduct ‘Rapid Fire’ A player may opt to not conduct a Melee up to two hexes in a straight line. +2: for each Leader stacked
[10.4] Determining Line of Sight: In
Ranged Combat: an ability to fire several Combat, thereby passing. If both players i) Disordered combat units cannot retreat with that unit with a
order to conduct Ranged Combat against a When conducting Ranged Combat, the
times when activated. When activated, pass in succession, the Melee Combat Step before combat. Combat Bonus of “x2”
target unit, the firing unit must be able to attacker may select one or more ‘eligible’
these units can either complete a number of ends and play proceeds to the End of Turn +1: if the unit is Calvary
‘see’ it. To determine if a firing unit has a units. To be eligible, the firing units must ii) Retreats cannot be made in violation
individual Ranged Combats at the same or Activities Step.
‘Line of Sight’ (LOS) to the target unit, all be within range, have a Line of Sight to of the stacking limit (8.5). Effective (see below) and it
the target unit, not have an Action marker different targets, or they may combine After conducting Melee Combat, place a is in melee with a cavalry-type unit
draw an imaginary line from the center of iii) Leader units automatically retreat
these attacks into an Enhanced Attack with Red Action marker () on both that unit
the firing unit’s hex to the center of the on them, and be part of the same formation with the unit they are stacked with. All cavalry-effective units
a greater chance of success, or a
target unit’s hex. A firing unit’s Line of activation (see 6.2). From among the and the opposing unit (if it does not have their Combat Strength
combination of the two, as explained in the already have one). iv) A retreating unit automatically
Sight is blocked if it passes through (but eligible firing units participating in a single shown in a Brown pointed box
Ranged Combat, the attacker selects a following Subcases: becomes Disordered and is marked to help you remember this.
not into) any Hill, Woods or Built Up hex, Cases
with a Red Action marker ().
or any hex containing a combat unit ‘Lead’ unit. All other firing units in that [10.7.1] Predesignation: The type and
[11.1] No CP Cost: No CPs are spent to
(friendly or enemy). An LOS that passes Ranged Combat are ‘Supporting’ units, number of Rapid Fire attacks must be
conduct Melee Combat; it ‘just happens.’
v) The attacking unit may (or must) This value is expressed and applied as a
directly along a hex side is blocked if both but only if they are not Disordered. determined before any dice are rolled, Advance After Combat into the multiplier of the unit’s Base Melee
hexes on either side are blocking hexes. but the specific target unit is determined [11.2] Steps in a Melee Combat: Each vacated hex (see 11.6). Strength. The value given after applying
[10.6] Resolving a Ranged Combat: The Melee Combat follows these steps:
Exception: A unit on a Hill may fire over following steps are used to resolve a at the beginning of each Rapid Fire vi) The attacker also is marked with a the calculated multipliers to the unit's
Ranged Combat (a.k.a. ‘Missile Attack’). Ranged Combat. 1. Designate Attacking Unit: The Red Action marker () regardless of Base Melee Strength is that unit's
a combat unit not on a Hill and vice-versa
(i.e., units do not block LOS between units [10.7.2] Normal Attacks: When a attacking player designates any one of any optional activity after the initial Modified Melee Strength.
1. Determine the Missile Defense Value: his eligible units (i.e., one that does not
on Hills and units not on Hills). First, the defender rolls one die C for
Rapid Fire enabled unit opts to complete retreat. BEFORE AFTER Thus, a cavalry-effective unit that is stacked
have a Red Action Marker on it and has with a both a x1 and a x2 Leader and
the target unit and adds the result to the multiple individual Ranged Combats, For Example:
each is resolved as per Rule 10.5. During an enemy unit located in one of its front attacking an enemy cavalry type unit would
unit’s Ranged Combat Defense A Light Archer
Y

Retreat
+1 or front/flank hexes; i.e., its ZOC). have a x5 Combat Strength multiplier, i.e., 1
rating plus any Terrain Modifier the its Missile Attacks, only that rapid-fire (LA) unit is
target unit might enjoy (see the Terrain
unit can function as the Lead unit. Non- Zero Strength Attacks / Defenses: being attacked for the unit itself, +3 for the Leaders, +1 for
X Effects Chart) to obtain the target unit’s
Rapid Firing units may only support a
Rapid Firing unit’s first such attack
Combat units with a Combat Strength of by a Phalanx being cavalry-effective.
Missile Defense Value. zero (0) may not initiate an attack. When (PX). The LI 5. Generate Final Melee Values: The
Z

Melee
during a single Ranged Combat Step. attacked, they defend as if their Combat opts to retreat Modified Melee Strengths are now used
2. Determine the Missile Attack Value:

Advance
[10.7.3] Enhanced Attacks: When Strength were one (1). one hex; it to calculate the Final Melee Values for
Then attacker rolls a number of dice
combining two or three Rapid Fire 2. Select Defending Unit: The attacking rotates to face the attacking and defending units. The
equal to the number of arrows (¨) on the away from the
attacks into a single Ranged Combat, player then selects one enemy unit in following steps should be followed in
firing unit and notes the value of the multiply the firing unit’s Missile Attack one of the attacking unit’s front or attacking strict order for both units.
single highest roll only (discarding the Dice by the number of available attacks. Phalanx unit, moves one hex ‘forward,’ and
front/flank hexes. Included in the counter mix for
others). To that value, add one (+1) for flips to its disordered side. The PX unit opts
A
All supporting units are handled Facing Restriction
each Supporting unit participating in each side are Die Roll Modifier
normally, regardless of their type. to advance. Both units are marked with Red
that Ranged Combat to obtain the firing If the attacking unit has an enemy unit in Markers to allow for easy
For Example: A scenario’s Special Rule Action markers.
unit’s Missile Attack Value. its front hex, it must select this unit. tracking of these cumulative
In the above illustration, A can shoot at X and Z indicates that an English Longbow unit (two (The troops prefer to fight straight For Example: A Light Cavalry (LC) unit is modifiers. They can be used on
3. Compare the Values and Apply the missile dice) may fire three times per turn. being attacked by a Medium Infantry (MI)
(yellow arrows) but not Y (black arrow) as the Result: If the Missile Attack Value is ahead.) If there is no enemy unit in the either the Turn or Casualty
Woods block the Line of Sight. The Woods do That unit may make three normal attacks; or unit. The LC opts to retreat two hexes. It Record tracks.
greater than (>) the Missile Defense attacking unit’s front hex, an enemy unit
not block the Line of Sight between A and Z does so and flips to its disordered side. The

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
8 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 5

Procedure DD = Defender Disordered: If the defending Finally, in After 5, you see a standard move For example, if entry hex R-4 [9.0] PANIC MOVEMENT
i) The attacker and defender each roll unit is in Good Order, flip it to its where a unit ‘sidesteps’ is blocked, the reinforcing
over one hex. It is perfectly unit may occupy either Clear General Rule
one die C to generate their Base Disordered side. If it is already
Combat Values. Disordered, it is Eliminated instead. allowed to rotate one or Hill terrain, whichever is After an army Panics (see 4.0), its units
DE = Defender Eliminated: The defending hexside in the hex it started, most beneficial to its attack. are subject to move against the owning
ii) Combat Strength Advantage (skip spend 1 MP to move, and 1 MP player’s will (i.e., they are moved by the
this step if an Elephant unit unit is Eliminated.
then rotate again one After 5 enemy player). In effect, if not rallied,
is attacking): Compare the attacking EN = Engaged: Any Good Order units in this hexside in the hex it enters. [8.8] Zones of Control: A combat unit those units might ‘flee’ the battlefield.
and defending units’ Modified Melee Example #3: A Heavy Infantry unit Melee Combat become Disordered; projects its power
Strengths as determined in Step 4. (Strength 4) is attacking a Phalanx Disordered units simply remain [8.5] Stacking: No more than one combat into its three
Procedure
(Strength 6) through the latter’s rear hex. Disordered. unit may occupy a single hex at a time. After your opponent’s army Panics, you
 If both Modified Melee Strengths frontal hexes (i.e., Zone of Control
If they had met head-on, the Phalanx Leaders and markers are exempt from this its front and may use an Action and spend 1 CP per turn
are equal, no modifier is applied. would receive +1 Combat Value Modifier [11.4] Combat Unit Elimination Effects: restriction; any number of these pieces to conduct ‘Enemy Panic Movement’ to
Proceed to Sub-step iii. Eliminated combat units are removed from front/flank hexes).
because its Modified Melee Strength is at may be stacked in a hex (with or without These three hexes move all of his Disordered units that are
 The side with the higher Modified least greater than (but not twice as play and their Good Order Combat combat units). untagged by Action markers and are not in
Strength value is deducted from their are called a
Melee Strength receives a Base strong as) the Heavy Infantry unit. Since [8.6] Exiting the Map: A combat unit may combat unit’s hexes with Leaders.
Combat Value Modifier. This the HI unit is not in the PX’s ZOC, the PX side’s Panic Rating. Also, Advance After
Combat (11.6) must be considered. exit the map by moving to the map’s edge ‘Zone of Control’ [9.1] Fleeing: Enemy Panic Movement is a
modifier is found by dividing the can’t benefit from a mere +1 modifier. and expending one additional Movement (or ‘ZOC’). Movement Action (8.0) performed on all
higher Modified Melee Strength by iii) Terrain: The Base Combat Value [11.5] Leader Escapes: In those days, Point (+1 MP) if it has one. qualifying enemy combat units by rotating
Leaders led from the front at considerable [8.8.1] Stop: A combat unit must stop
the lower Modified Melee Strength. for each unit is further modified by them to face (at no Movement Point cost –
personal risk. [8.6.1] Don’t Panic: A combat unit that immediately upon entering an enemy
Any remainder is dropped, leaving the terrain in the hexes occupied by exits the map in this manner does not combat unit’s ZOC, but it may still maintaining order is the last thing on their
a whole number which is added to the attacking and defending units, as [11.5.1] Shot Out from Under Me: A minds), and moving them toward (through
affect its side’s Panic Level. rotate one hexside normally, prior to
the Base Combat Value of the unit well as the hexside between the two Leader stacked with a combat unit that is the expenditure of their entire Movement
[8.6.2] Don’t Return: A combat unit ending its move (as per 8.4).
possessing the higher Modified units. See the Terrain Effects Chart Eliminated must make an ‘Escape’ die Allowance, if possible), the nearest map
Melee Strength. for these modifiers. All Terrain roll. On a roll of !, the Leader is that exits the map may not return, unless [8.8.2] No ‘Infiltration’ Movement: A
allowed to do so by its scenario’s edge (or river without a bridge or ford) and
combat unit beginning its turn in an
Note that if the result is +1, the modifiers are cumulative. captured or killed (see 11.5.3 below); exiting them off the map (if possible, see
Special Rules. enemy ZOC may not enter another ZOC
modifier is applied only if the unit iv) Tactical Approach Vector: The any other result leaves the Leader unit in 8.6).
[8.7] Entering the Map: Any combat hex (even one projected from that same
with the lower Modified Melee attacker receives a that hex. This is good way to earn another Victory
units that enter the map during play (as enemy unit). It may rotate freely within
Strength occupies the Zone of Combat Value +0 [11.5.2] I’m All Alone Here: A Leader the same hex, however. Point for having superior strength on the
Control of the unit with the higher described in that scenario’s Special Rules)
Modifier when +1 +1 whose accompanying combat unit is map at the end of the game (see 14.0).
Modified Melee Strength. engaging in Melee Eliminated is left alone in the hex. If an are considered ‘reinforcements.’ [8.8.3] Disengagement Movement: A
combat unit may exit an enemy ZOC, [9.2] Which Way?: If more than one map
 In no case may the Combat Strength Combat from any +2 +2 enemy unit enters that hex, either by Reinforcements enter the map as part of a
but after doing so it is marked with a edge is closest to that enemy combat unit,
Advantage modifier exceed +10. hex other than Advance After Combat (11.6) or through Formation (requiring the expenditure of a
+4 Red Action marker (, instead of a the player conducting the Enemy Panic
directly against the Movement (8.0) that Leader is not CP), even if a Leader is not included
Yellow one), this means that it can not Movement decides which is approached.
defender’s Front as follows: captured or killed (see 11.5.1) because among those reinforcements.
initiate Melee combat in the next Phase. [9.3] Out of My Way!: Each such
+1 when attacking from the he has ample time to flee. Set him aside; [8.7.1] Entry Cost: A reinforcement
he reenters play normally during the entering the map must pay the terrain [8.8.4] You’re Wet: ZOCs do not Panicked enemy combat unit is rotated and
defending unit’s Front Flank hex moved individually. It may be moved
next Place Leaders Step. cost of the first hex entered. extend across River hexsides. They do
+2 from its Rear Flank hex extend across Stone Bridge and Ford through other units in its army (as per
[11.5.3] Leader Losses: Losing Leader [8.7.2] Bonus Movement Allowance: 8.3.2) but only if they are directly between
+4 directly from its Rear hex hexsides.
units makes it much harder to conduct Reinforcements may move up to twice that unit and the nearest map edge (i.e.,
v) Final Melee Value: Apply the Base operations during the game. If an army’s their normal Movement Allowance on For example: A Light Cavalry unit begins its
Example #1: A Phalanx unit stacked they can’t go ‘out of their way’ to flee
Combat Value Modifiers found in last (or only) Leader unit is Eliminated, their turn of entry providing they do not activation in an enemy Zone of Control. First, it
with a x1 Leader attacks a Heavy this step to the Base Combat Value rotates 180 degrees to face in the opposite through their own units; be fair applying
Cavalry unit that is also stacked with a that army will Panic during the next end their move adjacent to an enemy this rule!).
rolled for each unit in Sub-step I (to a Panic Check Step (4.0). combat unit. direction (1 MP). It then advances four hexes
x1 Leader. The attacker’s Combat minimum of ‘1’). This provides the (at a cost of 4 MPs) and rotates one hexside to [9.4] No Attacking: Place a Red Action
Strength would be 6 x 3 (for the unit, the Final Melee Value for each unit.
[11.6] Advance after Melee Combat: These reinforcements are considered to
the left at no cost. It then moves one more hex marker () on each unit after its Panic
Leader and Cavalry Effectiveness When a defending combat unit is enter the map in ‘march formation’ (1 MP; its 6th and last) into an enemy unit’s rear Movement is complete.
combined) = 18, while the defender’s 6. Determine Melee Results: Compare the Eliminated through Melee Combat, the rather than in ‘combat formation.’
Final Melee Values of each unit as hex and rotates one hexside there to face the [10.0] RANGED COMBAT
Combat Strength would be 4 x 2 (for the victorious attacking combat unit that [8.7.3] Blocked Entry: If enemy units enemy. It is then marked with a Red Action
unit and Leader) = 8. This result provides determined in Step 5. Using the Melee defeated it must Advance After Combat General Rule
occupy the hexes through which rein- marker, as it cannot attack during Melee since it
the attacking side a +2 Combat Value Combat Table, determine the outcome into the vanquished unit’s hex. Defending forcements are scheduled to arrive, those started its activation within an enemy ZOC. Ranged Combat allows units
Modifier since its Modified Melee of the combat. units never Advance After Combat. reinforcements are assumed to be just Missile Rating
[8.9] Terrain Effects: These are covered equipped with bows, javelins,
Strength is greater than twice, but less [11.3] Explanation of Results: Units that [11.6.1] Disciplined Troops: There is an off the map edge in (imaginary) adjacent slings and so forth (i.e., those
than three times the defender’s. are affected by combat and other events on the Terrain Effects Chart. In Melee
exception to the above Rule. If the hexes and are able to engage the with a Missile Rating, shown
might receive the following results: Combat, both the Attacking (“Atkr”) and
Example #2: A victorious attacking unit’s Movement blocking units in Melee Combat.
Defending (“Dfdr”) units have their own as a number of arrow symbols)
Medium Infantry AD = Attacker Disordered: If the attacking Allowance is in a black box, that unit is These imagined off-map hexes are modifier based on the terrain in their to attack enemy units ‘at
unit stacked with a unit is in Good Order, flip it to its ‘disciplined’ and has the option to assumed to be of the most beneficial range’ (indicated by a number Range Value
respective hexes.
x2 Leader and a +1 Disordered side. If it is already Advance After Combat, not a mandate to type to the reinforcing units of those inside a hexagon on that unit). (in hexes)
Leader would have a Disordered, it is Eliminated instead. do so (due to its training and In addition:
adjacent bordering hexes, for the Procedures
Combat Strength of 15 AE = Attacker Eliminated: The attacking
organization). purpose of determining melee modifiers. ● A Disordered unit suffers no further
(base of 4+1 [for the +1 Leader], times 3 adverse affects when entering a Woods An individual combat unit may conduct
unit is Eliminated. Ranged Combat by simply spending 1 CP
for the unit and the x2 Leader). hex. It simply remains Disordered.
to do so.

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game
4 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Standard Game Rules 9

Subtract one (-1) from the die roll for a 2. When a Formation is ordered to Move, may freely move through each other All disciplined units have their [13.0] CAMPS & WAR WAGONS Good Order or Disordered – to
unit attempting to Rally if it is not in the each eligible combat unit can be moved without effect. Movement Allowances shown determine each army’s total).
in a Black box to help you General Rule
same hex as a friendly Leader but is in a as explained in the following Cases. Exception: If either or both combat In addition, some scenarios might start one
hex adjacent to one or more friendly remember this. Camp units and War Wagons
After conducting its Move Action, place a units involved in this ‘pass through’ side with 1 VP.
Leaders. represent an army’s base of
Yellow Action marker () on that unit movement are ‘Light’ (Light Infantry,
These modifiers are not cumulative; use (unless it leaves an Enemy Zone of Light Archers, or Light Cavalry), this
[11.6.2] Straight On Advancing: The operations and were important [15.0] SCENARIOS
Rear hex of the advancing unit must be objectives on a battlefield. Therefore, they General Rule
only the single best one. Control, see 8.8, in which case it is tagged penalty does not apply to either unit.
the hex it just advanced from (which observe the following:
[7.3] Automatic Results: Regardless of its with a Red Action marker: ). The battles fought out using the Ancient
All Light units have their requires rotation toward a Front Flank [13.1.1] Movement: Camp units have no
modified outcome, a die roll of ‘1’ is Cases Battles Deluxe rules are specified on
Movement Allowance hex). No rotation is permitted within the Movement Allowance and therefore cannot
always successful and a die roll of ‘6’ is [8.1] Formation Movement: For multiple shown in a Green box to newly advanced into hex. individual scenario cards. Each provides a
move. War Wagons have a Movement description of the action taking place, its
always a failure. combat units in a Leader’s Formation to help you remember this. [11.6.3] No Additional Melee Combat: Allowance of three (3).
move via that Leader’s activation, they place in history and the motivation of the
Rally Table [8.4] Changing a Combat Unit’s Facing: This one-hex Advance After Combat [13.1.2] A 360 Degree Facing: Camp and leaders involved.
must begin that activation facing in the A combat unit may freely rotate one hex movement does not allow any ‘follow- War Wagon units’ Zone of Control extends
Die Roll Result same direction. When activating a side (60 degrees) within a hex whenever up’ Melee Combat with this exception: To play a scenario, select the battle to be
into all six hexes adjacent to it and all of fought and who will represent each side in
! Unit Always Rallies Formation, combat units are moved desired during its Move Action. It may do If the advancing attacking unit is a non- these hexes are considered its front (which
individually in any order and direction(s) so before and after leaving or entering a some mutually agreeable manner. The
≤ Str. Unit Rallies light cavalry type (i.e., its Movement is important for its Arc of Fire, see 10.3).
that their owning player desires. They do player designated as “Side A” wins the
hex, or when simply Allowance is not in a green box) and it
not have to maintain their formation, [13.1.3] Combat Effects: Camps and War Initiative on the first turn in the case of tied
> Str. Unit Fails to Rally remaining stationary in is stacked with a Leader, it may initiate a
facing, or relative position. Wagons may never initiate a Melee Initiative die rolls. (This is the only innate
^ Unit Never Rallies that hex (i.e., just ‘turning second Melee Combat against another Combat; they can only initiate Ranged advantage to playing Side A in a scenario).
[8.2] Unit Facing: Every combat unit on in place’). Rotating a unit enemy combat unit in its ZOC from its Combat. Additionally, Camps and War
Die Roll Modifiers (use only one): the map must be arranged so that the top of more than one hex side newly occupied hex. This advancing unit Wagons are immune to Ranged Combat
Each player selects a set of game pieces
-2: If stacked with a friendly Leader that unit (i.e., the side with its color ID costs 1 Movement Point. Before may only conduct one such ‘Advancing and places their units on the map as
results (hence the  symbol where other indicated. The Units at Start section of the
-1: If adjacent to a friendly Leader stripe) is pointed distinctly toward one of For example: Consider Melee’ per turn. unit’s have a Missile Defense Rating).
its six adjacent hexes. these “Before” and “After” illustrations. In scenario indicates the type of units
[11.7] Everybody’s Exhausted: Surviving [13.1.4] Looting: A combat unit that required and their initial hex and facing.
[8.0] MOVEMENT The hex immediately adjacent to the top illustration After 1, you see an allowed move; units on both sides (attacker and defender)
edge of a unit is its ‘Front’ hex. The hex the unit first rotates 1
eliminates a Camp or War Wagon is also, Use the map’s compass rose in the corner
General Rule of a Melee Combat have a Red Action itself, eliminated (this is the game effect of to properly align the pieces (the front
immediately adjacent to the bottom edge of hexsides (60 degrees) at no 1 MP marker () placed on them.
When activated to move, units trace a path ‘looting’ the Camp). Neither of these border of a combat unit should be placed to
a unit is its ‘Rear’ hex. The hexes adjacent Movement Point (MP) cost,
along the map’s hex grid, moving from [12.0] END OF TURN ACTIVITIES losses affects their respective side’s Panic match its appropriate direction). To help
to a unit’s Front hex are then it enters the hex to its
their present space to an adjacent one while Level. A leader stacked with a unit that is setup, a setup diagram is provided on each
called the ‘Front Flank’ Front new Front facing, spending At the end of each Game Turn, certain
spending their Movement Allowance. After 1 eliminated owing to looting is returned to scenario card. Set Leaders and reinforcing
hexes. Similarly, those Front Front 1 MP. You can tell this is ‘housekeeping’ functions must take place.
Flank Flank play during the Place Leaders phase of the units aside until they are required.
Combat units move from hex to hex, adjacent to a unit’s correct when rotating before Procedure
paying a cost in ‘Movement Points’ from Rear following turn. Place the Game Turn marker in box ‘1’ of
Rear hex are the ‘Rear Rear moving, as it now has its Rear facing back
their Movement Allowance to enter each Flank’ hexes as Flank Flank toward the hex it just left. 1. End Game Check / Advance the Game [14.0] VICTORY CONDITIONS the Game Turn Track.
hex and, in some cases, to cross certain Rear Turn Marker: Advance the Game Turn
illustrated here. In After 2, the unit spends General Rule Place each side’s Army Panic markers on
hex-sides (see Terrain Effects Chart). marker to the next box on the Turn
[8.3] How to Move Combat Units: To 1 MP to move straight Track unless the current Box includes an The performance of the players is
the Casualty Record Track to indicate its
Combat units may move up to their full move, a combat unit must enter its frontal ahead first, then it opts to 1 MP End of Game Check value. evaluated by counting Victory Points
Panic Level.
Movement Allowance each Game Turn hex. It must expend the cost of the terrain use its free rotation (turning (VPs). The player with more VPs is the For Example: The Blue army’s
when activated to move. They cannot save 1 hexside). This is a fairly If it does, the Initiative Player rolls one
(see Terrain Effects Chart) in Movement winner with the difference in VPs earned Panic Level is ’32.’ The Blue
any of their Movement Allowance from typical move. After 2 unmodified die C. If the result is less
Points from its Movement Allowance to do by the winner translating thus: Player’s ‘x10’ marker would go in
one turn to another or share them between than or equal to (≤) that value, the game
so. If a combat unit does not have In After 3, the unit spends the ‘30’ space, while their ‘x1’
units, nor can they exceed their Movement is over and the winner is determined 0 = Draw 2 = Substantive
sufficient Movement Allowance remaining 1 MP to rotate 2 hexsides marker would go in the ‘2’ space. As
Allowance in a single turn unless their according to the Victory Conditions 1 = Marginal 3+ = Decisive
to enter a given hex, it may not enter it. (120 degrees), and 1 more losses are suffered, these markers
entire move will consist of moving only 1 MP (14.0). On any other result, advance the Procedure
Exception: If a combat unit’s entire move MP to enter the next hex; it will be adjusted downward until they
one hex straight ahead. 1 MP Game Turn marker to the next box and
consists of moving only one hex straight then uses its free rotation to Scoring VPs: One VP is earned go below one point, when that army panics.
play the next Game Turn.
Because of its 1 Movement ahead, it may exceed its Movement change its facing in its After 3 for each of the following (for a Each player should also place his Com-
destination hex at no For Example: Game maximum total of 3 VPs):
Allowance, a Phalanx unit Allowance to enter a hex. mand Point markers within easy reach.
additional cost. Turn 6 is ending; its
uses this Rule to maneuver [8.3.1] Moving through Enemy Units: 1 VP for causing the enemy’s Scenarios might include Special Rules that
box includes an End
through difficult terrain. A combat unit cannot move through an In After 4, the unit spends a total of 3 MPs to army to Panic.
of Game Check value specify additional set up requirements or
For example: A Phalanx unit may move one enemy unit (except enemy Leaders turn completely around, 1 VP for eliminating the Optional Rules that must be heeded.
(‘2’). Since blue was
hex straight ahead into an adjacent Rough hex alone). move a hex, and turn enemy’s Camp. Examine these carefully and follow their
the Initiative Player,
(even though it costs two MPs), provided the around again! That’s a lot After 4 instruction. Add terrain markers to the map
[8.3.2] Moving through Friendly 1 MP he rolls a die: on a roll 1 VP for a ‘glorious slaughter’
unit does not rotate in either hex. of MPs just to ‘take a step as indicated, or grant one side its Scenario
Units: A combat unit can move through of ! or @, the game ends immediately. On (i.e., having twice as many
back,’ but if it has the MPs 1 MP Defined Victory Point marker.
Procedures a hex containing another friendly combat 1 MP any other result, the Game Turn marker is total Strength Points on
to spend, it is allowed.
1. An individual combat unit may perform
unit, but then both of these combat units advanced and Turn 7 is played. map as your opponent When the map board is set up, players
are immediately flipped to their when the game ends; should begin with Step 3 of the Sequence
a Move Action by simply spending 1 CP 2. Remove All Action Markers: If the
Disordered side. There is no additional game continues, remove all Action excluding Camps; sum all of Play (Receive Command Points).
to do so.
penalty if that unit was already
markers from the map and set them aside combat units’ current
Disordered; that is, Disordered units
for reuse next turn. Combat Strength values –

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
10 Ancient Battles Deluxe Example of Play Ancient Battles Deluxe Standard Game Rules 3

[16.0] GAMEPLAY EXAMPLE ● The LC in L7 rotates and moves to L8 (1 MP). The LC is marked [4.2] Long Term: For the rest of the game, Alexander decides to spend 1 CP, thus seizing unit within the Formation is stacked with
with a Yellow Action marker (). the enemy player may use one of his the Initiative from Caesar. the activated Leader.
Here is a sample turn being played to help illustrate the game Actions (and spend 1 of his CPs) per turn
Action 3: Red uses the Leader in I7 to activate the five adjacent PX Caesar then opts to spend 1 CP to regain the If the Formation is ordered to ‘Move,’ then
systems and mechanics used in Ancient Battles Deluxe. during the Activation Phase to conduct
units: Initiative, to which Alexander declines to spend all of the units within that Formation must
Game Turn 1 Panic Movement (9.0) of all of the another to take it back. Caesar will again be the also be facing the same direction.
● The PX in I7 advances forward to J7 (1 MP) and is marked with a Disordered units in that Panicked army. Initiative Player this turn, and Alexander will be
1. Remove Leaders: Skipped; Leaders have yet to be placed. Yellow Action marker (). [6.2.1] Unit Selection: The individual
[4.3] End Game: Panicking an the Non-Initiative Player.
2. Army Panic Check: Ignored; the game just started! ● The PX in H7 advances forward to I6 (1 MP) and is marked with a
units comprising a Formation are
enemy army is worth 1 Victory determined immediately upon the
3. Receive Command Points: Both players total the number of Yellow Action marker (). Point at the end of the game (see
[6.0] ACTIVATION
activation of a Leader.
Command Points (CPs) they derive from their active leaders (two each, ● The PX in G6 advances forward to H6 (1 MP) and is marked with a 14.0). The Activation Step is the heart of each
in this scenario) and roll a die, adding the result from the Command Game Turn where players alternate [6.2.2] Singling out Units in a
Yellow Action marker (). This hasn’t changed throughout history. Formation: Not all units within the
Table. Blue rolls a @ and Red rolls a %, providing Blue and Red with The object of a battle is to make things so
performing actions with the units.
totals of 3 and 4 CPs, respectively. ● The PX in F6 advances forward to G5 (1 MP) and is marked with a Procedure
Formation need be activated, allowing
Yellow Action marker (). inhospitable for the other side that they them, for example, to be part of a
4. Determine Initiative: Both players roll a die. They each roll a #. leave and you control the battlefield – and During the Activation Step of a different Leader’s Formation later in the
Since this is the first turn, Side A (the Blue side) wins the Initiative. Red ● The PX in E5 advances forward to F5 (1 MP) and is marked with a the worse condition they leave in (i.e., the turn, both players alternate same turn.
opts to spend 1 CP to ‘steal’ the Initiative away from Blue. Blue does Yellow Action marker (). more casualties they suffer and worse their spending 1 CP to perform an
[6.2.3] Formation Action Integrity:
not counter, ceding the Initiative to Red. Both sides have 3 CPs left. Action 4: Blue uses the leader in J6 to activate both MM units on his leadership and morale is), the better. ‘Activation.’ An Activation
When a Formation is activated; all the
right flank for missile fire (note that the PX unit in J6 is part of this [5.0] DETERMINE INITIATIVE can be used on individual
designated units comprising that
formation, but it is not being activated). combat units or groups of

4 ● The MM in I5 fires on the PX in H6. The PX rolls a % (+2 for a
General Rule
The player with the Initiative is called the
combat units called
‘Formations.’ When friendly units are
Formation must perform the same action
(either Rally, Move, or Fire).
total of 7). The MM cannot beat a 7, and is marked with a Red ‘Initiative Player’ and his opponent is the activated, they may Fire, Move, or Rally [6.3] Action Marker Placement: As each
Action marker (). ‘Non-Initiative Player.’ The Initiative and an appropriate Action marker is placed activated unit completes its action, an
● The MM in H5 fires on the PX in G5. The PX rolls a ! (+2 for a Player decides who can conduct the first on each one, denoting that it has performed appropriate Action marker is placed on it.


3 
2 total of 3). The MM rolls a $, causing the PX to become
Disordered. The MM is marked with a Red Action marker ().
Activation during that Game Turn.
Procedure
its one Activation for this turn.
An Activation may also be used to hinder
Once a player has finished activating the
units in a Formation as desired, the Leader
The Leader in J6 is also marked with a Yellow Action marker (). Each player rolls one die C to determine the enemy’s units, such as their Elephants is also marked with a Yellow Action
marker ().
 their ‘Initiative Value.’ The player with (if Optional Rule 15.4 is being used) or
1 Action 5: Red uses 1 CP to activate the MM unit in D5. The MM
the highest Initiative Value gains the after their army Panics (as per 9.0). [7.0] RALLY
Actions advances to F4 and rotates. The MM is marked with a Yellow Action
Initiative. If the Initiative Values are tied at
marker (). Red has expended his last available Command Point for ‘Passing:’ A player may opt to not spend a General Rule
this point, the player who had the Initiative CP, thereby ‘passing.’ If both players pass
this turn. during the previous Game Turn (or the In order to return a unit from its
5. Place Leaders: Players alternate placing their leaders on the map, in succession, any remaining CPs are lost,
player designated as ‘Side A’ in a scenario Disordered side back to its Good Ordered
starting with Red, who won the Initiative. Red places a leader in hex L9. the Activation Step ends, and play
on the first turn only) gains the Initiative proceeds to the Melee Combat Step. side, it must be ‘Rallied.’
Blue places a leader in hex N8. Red places a leader in hex I7. Blue and becomes the Initiative Procedures
places a leader in hex J6. Player and claims the
Cases
1. An individual combat unit automatically
6. Activation: Players alternate taking actions, the Initiative player Initiative marker for that turn [6.1] Unit Activation: Beginning with the
Rallies by simply spending 1 CP to do
determining who will take the first action. Red opts to take the first as a reminder. player determined by the Initiative Player,
so.
action himself. an individual combat unit or Leader that
[5.1] Bidding for Initiative: After
Action 1: Red expends 1 CP to activate the MM unit in J8 to fire at
the PX in J6. The PX’s defense value = a die roll (@) + the PX’s

5 determining who is the Initiative Player,
the Non-Initiative Player may reverse that
does not currently have an Action marker
on it is selected for activation and 1 CP
2. When a Formation is ordered to Rally,
each eligible combat unit rolls one die
spent. C to determine whether or not it Rallies.
ranged combat defense rating (+2) for a total of 4. The MM must roll outcome. He may spend 1 CP to ‘seize the Each Formation combat unit activated to
● That selected unit is, or all the units in
one die (since it only has one arrow symbol: ¨ ) needing greater than
a 4 to hit. He rolls a ^ and the PX is Disordered. The MM in J8 is

3
initiative’ from his opponent and become
the Initiative Player for that turn. the Leader’s Formation are, then
activated to either: Rally, Move, or Fire
Rally may make one Rally attempt as
explained in the following Cases.
marked with a Red Action marker (). If he does so, then each player may After conducting its Rally Action, place a
(i.e., conduct Ranged Combat).
alternately spend 1 CP at a time in order to Yellow Action marker () on that unit.
Action 2: Blue uses the leader in N8 to activate the three LC units on regain the initiative. ● As each activated unit completes its
his left wing as follows:
 orders, an Action marker is placed on it; Cases
1 [5.2] Ending the Determine Initiative
this will denote that it cannot be [7.1] Rally Die Rolls: If a unit’s die roll is
● The LC in N8 rotates and moves to N9 (1 MP), moves to N10 (1 Step: The players continuing bidding until
MP), rotates and moves to M10 (1 MP), moves to L11 (1 MP),
rotates and moves to K10 (1 MP), rotates and moves to K9 and Actions Aftermath; 
2 either: 1) one player does not have any CPs
left to spend, or 2) either player chooses
activated again during this same
Activation Phase.
less than or equal to (≤) its Disordered
Combat Strength, the unit recovers and is
rotates in K9 (1 MP). The LC is marked with a Yellow Action not to spend a CP to seize the initiative [6.2] Formations: Selecting a Leader for flipped back to its Good Order side. If that
marker ().
Melee Combat from his opponent, thus conceding that his activation allows all combat units within unit’s roll is greater than (>) its Disordered
opponent will be the Initiative Player. its Formation to be Activated as well. Combat Strength, it remains Disordered.
● The LC in M7 rotates two hex sides (1 MP) and moves to N8 (1
MP), rotates and moves to N10 (2 MP), rotates and moves to M10 For example: Caesar and Alexander both roll a Definition: A ‘Formation’ is a group of [7.2] Rally Die Roll Modifiers:
Action 6: Blue has one Command Point left, but opts to pass. He could % for Initiative this turn. This Initiative Value tie mutually supportive combat units without Subtract two (-2) from the die roll for a
(1 MP), rotates and moves to L10 and rotates to face L9 (1 MP).
The LC is marked with a Yellow Action marker (). activate the PX in K6, but if that unit is moved, it would be is resolved by recalling that Caesar had the Action markers, where each unit within the unit attempting to Rally if it is in the
Initiative last turn, so he retains his position as Formation is adjacent to at least one other same hex as one or more friendly
the Initiative Player this turn (in a tie-breaker). unit within the same Formation and one Leaders.

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game
2 Ancient Battles Deluxe Standard Game Rules Ancient Battles Deluxe Example of Play 11

of shields and spears provides good including a driver, a fighting platform board beginning with the Initiative marked with a Red Action marker, since it starts its activation within an
defense against missiles. (howdah), and several warriors. Player. Leaders are added to any hex enemy ZOC; he’d rather fight with that unit than move it.
Pikemen (PK): These units represent a light, Camp (CP): This is the baggage containing a combat unit of their own
Action 7: Red has no Command Points remaining, so he must pass,
mobile Phalanx formation effective against of the army in the field. It may side. Multiple Leaders may be placed in
ending the Activation Phase with the situation looking like the
cavalry. E.g., a Scottish ‘Shiltron.’ be fortified by a dirt moat or the same hex, if desired. Once placed
palisade or just by pulling the
preceding illustration.
Mixed Missile (MM): These units primarily during this Step, they remain with the
represent javelin throwers, slingers and wagons into a circle. It contains unit they are stacked with until removed 7. Melee Combat: Remove all of the Yellow Action markers. The Red
archers with limited hand-to-hand ability, the war chest, supplies, loot, and often the by combat (as per 11.5) or during the (initiative) player begins the Melee process.
such as Greek ‘Peltasts.’ They could troops’ families. Needless to say, it is very next Remove Leaders Step. Melee 1: Red is concerned about the position of the LC with his
important to the morale and physical needs
represent regular infantry with a high
of the men.
6. Activation: The Initiative Player Leader in L9, so opts to attack the LC in L8 with them. The attacking
proportion of missile troops. decides who will take the first Action, LC has a strength modifier of x2 (x1 for the unit, plus x1 for the
War Wagons (WW): A mobile camp that
Light Archers (LA): These units are then players alternate taking Move, Fire, Leader), bringing its strength to 4. The defending LC has a multiple
bowmen or slingers with little or no body has the same attributes of a Camp unit. Rally, and Panic Movement Actions – of x1 (only) so its strength is a 2. The attacker gains a +2 to his die
armor. Their purpose is to disrupt the [3.0] SEQUENCE OF PLAY marking activated units – or ‘passing’ roll, since his strength is twice that of the defender. The attacker rolls
enemy, not fight hand-to-hand.
Each scenario involves the play of several until they both pass in succession. a % (+2, for 7). The defender rolls a ! (ugh!). Since the attacker’s
Heavy Archers (HA): These units are 7. Melee Combat: Remove all Yellow roll is greater than three times the defender’s; the defending LC is
Game Turns, a minimum of five and as
armored bowmen (such as Assyrian
many as ten. Action markers () from the units. Eliminated. (The Blue player reduces his morale markers by two
archers or medieval crossbowmen). They
can defend themselves in melee, but they Procedure Then, beginning with the Initiative points to account for the two points of strength lost with the LC). The
sacrifice mobility.
Player, players alternate selecting attacking LC must advance into the defender’s hex, and is marked Melee Combat
During each Game Turn, players alternate
spending Command Points (CPs) to
eligible individual units to engage in with a Red Action marker (). Aftermath
CAVALRY TYPE UNITS: Melee Combat, marking activated and
activate individual units or groups of units retreated units, again until they both Melee 2 (Blue): Blue activates the LC in K9 to attack the LC in K8.
Cavalry type units use horses
and camels for speed and,
called ‘Formations.’ A player who has ‘pass’ in succession. The attacker gains a +4 to his die roll (+2 for the strength differential
after stirrups became common spent all of his CPs must sit idly while his – similar to the previous melee – and an additional +2 for the attack 8. End Turn: All activation markers are removed and the Turn marker
8. Turn End: Remove all Red Action
in Europe during the 8th opponent is free to spend his remaining vector). The attacker rolls a ! (+4 for a 5, ugh!). The defender rolls is advanced into the next turn box. Since there is no End of Game
markers from the units (), and then
Century AD, increased striking power (i.e.,
CPs to activate his units. A player may opt
advance the Game Turn marker to the
a $. Since the attacker’s result is greater than, but not more than check in the Turn 2 box, play continues.
to ‘Pass’ (i.e., not expend any CPs) in an double the defender’s result, both units are considered “Engaged,”
“shock”). next box on the Turn Track. A check Game Turn 2
attempt to get in the last move that turn, so both become Disordered (if not already so). Both units are marked
Light Cavalry (LC): These units are but when both players Pass in succession, might be needed to see if the game ends And so the game would continue with another turn being played.
mounted troops with little or no body and a winner determined. with Red Action markers ().
the expenditure of CPs ceases for that
armor and usually armed with spears or
Game Turn and any unspent CPs available [4.0] ARMY PANIC CHECK Melee 3 (Red): Red activates the PX in J7. This PX must attack the Backward Compatibility:
javelins. They are used primarily as scouts
to a player for that turn are lost. enemy PX in K6, as the latter is in the former’s frontal ZOC hex (i.e., Ancient Battles Deluxe was designed with backward compatibility
for their army, to screen or turn the flanks Armies will ‘break’ and ‘panic’ in one of the attacking direction ‘priority’). The attacker gains a +2 to his roll
of a battle line and attack the enemy’s rear Each Game Turn is comprised of all of the two ways: 1) a cumulative loss of a certain in mind for those wanting to use its components with the “classic”
following ‘Steps:’
(from the Leader). The attacker rolls a @ (+2 for a 4). The defender rules from Ancients. The Combat Strength and Movement rates for
– then to ride down fleeing foes. number of combat strength points; or 2)
rolls a %! Since the attacker’s total is less than the defender’s (but the units are basically unchanged from that game. A missile unit
Heavy Cavalry (HC): Well-armored, main 1. Remove Leaders: Both players remove through the loss of all its Leaders.
the defender’s total is not double the attacker’s), the attacker with two arrow symbols is an “A” unit in Ancients, while one with a
shock cavalry used for direct attacks along all of their Leader units from the map Procedure
a battle line to execute charges and deliver becomes Disordered. Both units are marked with Red Action single arrow symbol is a “B” unit.
and place them to one side.
decisive blows.
When a combat unit is eliminated, the markers ().
2. Army Panic Check: Both players Combat Strength from its GAME CREDITS
Mounted Archer (MA): Light, missile determine if their army has reached its Melee 4 (Blue): The only other melee option for Blue is attacking
Good Order side is deducted Game Design: Mike Nagel
equipped cavalry units used by the breaking point and ‘Panics.’ with the disrupted PX in J6 (stacked with a Leader) against the good
from its side’s Panic Rating
Parthians and Mongols.
(as listed in the setup
order Red PX directly in front of it. The Blue player declines, opting to Game Development & Documentation: Alan Emrich
3. Receive Command Points: Both pass.
Cataphract Cavalry (CT / HT): Very players determine their allotment of instruction). During this Proofreading: Vince DeNardo, Eric Miller, Stephen
heavily armored, missile equipped cavalry
Command Points for the current Game Phase, if either side’s Panic Rating is Melee 5 (Red): The Red player activates the PX in H6 to attack the Neuville, and Sal Vasta
units used by the Byzantine Empire. below one, or if its last Leader has been MM in hex I5. The PX gains an attack modifier of +3 (its strength Art & Graphic Design: Alan Emrich
Turn. Each player adds the number of
Knights (KT): These are extra-heavy cavalry Command Points provided by their recently Eliminated (see 11.53), then being three times that of the MM). The PX rolls a # (+3 for a 6). The Playtesting: David Briggs, Bradley Boyles, Phil Carroll, Kim Meints,
in chain or plate armor. active Leaders (eliminated ones don’t that side now ‘Panics.’ MM rolls a @ and is eliminated (the Blue player lowers his morale Dave Schubert
Camelry (CC): Camel mounted troops; this count!) to a value determined by their Each army can only Panic once per game. marker by two points). Since the PX’s movement value is within a Special Thanks: We are deeply indebted to Bill Banks, the
cavalry type unit is particularly effective own die roll on the Command Table: Skip this check on future turns for a player black box, it has the option to advance into the vacated hex. It designer of the original Ancients boardgame of yesteryear and our
against enemy cavalry. whose army has already Panicked. declines that option and chooses not to advance. The PX is marked
Command Table inspiration for Ancient Battles Deluxe. Ancients has been a favorite
Chariots (CH): These are light, two-wheeled Panic Effects with a Red Action marker (). game of ours and we have longed to do a state-of-the-art version
wagons carrying two or three warriors and Die Roll ! @ # $ % ^
bowmen. [4.1] Immediate: When an army Panics Melee 6 (Blue): The Blue player still has the option to attack with the combining its simple elegance with the types of interactive systems and
+ CPs +1 +2 +3 during this Phase, all its Good Ordered disrupted PX in J6 but, again, opts not to. improved command control rules featured in Ancient Battles Deluxe.
Battle Chariots (BC): These are a larger
variety of chariot formation, geared toward units remaining on the board are Melee 7 (Red): The Red player only has one unit left with which it
4. Determine Initiative: The players each immediately flipped to their Disordered can melee, its own disrupted PX in G5. He opts not to attack, and The Future
a powerful initial shock, but not as
effective afterwards. roll a die; the one with the highest die side. (Disordered units are unaffected.) also passes. Ancient Battles Deluxe will feature expansion kits in the future
roll, after any CP ‘bidding,’ becomes the This is a one-time reaction by that army. with additional units (and unit types, such as Elephants), new maps,
‘OTHER’ TYPE UNITS: Initiative Player for the current turn. With two passes in a row, the Melee Phase ends with the situation
and many many more scenarios. If you design some of your own, let
Elephants (EL): These units represent now looking like this:
5. Place Leaders: Players alternate us know; perhaps we can publish them and expand the series!
groups of African or Asian elephants, each
returning their active Leader units to the

© 2008 Mike Nagel and Victory Point Game © 2008 Mike Nagel and Victory Point Game
12 Ancient Battles Deluxe Optional Rules Ancient Battles Deluxe Standard Game Rules v1.3 1

may triple (x3) the Combat lost Command Control suffer a minus
[17.0] OPTIONAL RULES Strength of all his LI units for one (-1) missile defense modifier. Ancient Battles Deluxe [1.0] INTRODUCTION applied toward any unit stacked with the
leader (with additional modifiers being
The following Optional Rules are provided any one Game Turn. Ancient Battles Deluxe is a two-player
● Hack and Slash! During Melee, these From Guts to Gunpowder game using standardized game pieces and
applied prior to the effects of multipliers).
for those who want to modify the game, or as He may choose to save this units conduct melee prior to alternating
required by a scenario’s Special Rules. rules that allow players to recreate any COMBAT UNITS
bonus and use it when he deems appropriate, attacks. Mark these units and their TABLE OF CONTENTS
Note that these Optional Rules may be unless the following ‘Command Control’ targets normally after combat. If both number of pre-gunpowder and early- These pieces represent the various troops
combined in any way that both players agree
[0.0] Using these Rules .................. 1 gunpowder battles in a compact playing available to an army during a scenario.
Option Rule (17.4) is being used. players have Impetuous units, the
to. You are free to use any or all of these Initiative player resolves his attacks [1.0] Introduction.......................... 1 area over a short time. Each combat unit is noted by at least three
People such as the Celts, Germans, Vikings,
Optional Rules. etc. relied on the ferocity of their initial first. [2.0] Equipment Used ................... 1 [2.0] EQUIPMENT USED factors: 1) its Combat Strength, 2) its
[17.1] Free Deployment: As an alternative charge to smash the enemy quickly, valuing [17.5] Elephants: In addition to Move, Fire, [3.0] Sequence of Play................... 2 Movement Allowance, and 3) its Ranged
The Game Maps: The 11” x 17” game Combat Defense (if it is not ‘0,’ in which
to the strict historical deployment of units as size to overwhelm opponents and ferocity to Rally and Panic Movement Actions, a player [4.0] Army Panic Check ............... 2 boards feature maps portraying the types of
prescribed in a scenario’s setup instructions, psyche them out. may spend one (1) CP to attempt to case no value appears) and a color stripe
[5.0] Determine Initiative ............. 3 areas where these ancient battles were along its top to show its ‘front’ facing.
players can use this Optional Rule to freely [17.4] Command Control: Knights and ‘Frighten’ all enemy Elephant units that do
deploy their starting units. not have an Action marker on them.
[6.0] Activation ............................. 3 fought.
Barbarians are ‘impetuous’ units and must In addition, units that can perform Ranged
[7.0] Rally ...................................... 3 The Player Aid Sheet: The 8.5” x 5.5” Combat (i.e., “shoot”) also possess a
[17.1.1] Side B Setup: The Side B Player roll for ‘Command Control’ when indicated Procedure: The Activating Player rolls one
(as designated by the scenario) begins by in a scenario’s Special Rules. unmodified die C for each enemy Elephant [8.0] Movement ............................. 4 Player Aid Sheets provide important rules Missile Type and Range.
placing his Camp unit. It must be placed unit that does not have an Action marker on [9.0] Panic Movement ................... 5 reminders plus the charts and tables needed
[17.4.1] Procedure: At the end of Step 5 Every combat unit also has two sides. The
on a hex that is at least three (3) and no it, and consults the following table. [10.0] Ranged Combat .................. 5 to play games in the Ancient Battles
of the Sequence of Play, after placing front side is its “Good Order” side. The
more than five (5) hexes from the any map Leaders, total all available Leader counters [11.0] Melee Combat..................... 7 Deluxe series. reverse is its “Disordered” side, where
edge hex. on the checking side (beginning with the Die Elephant Table [12.0] End of Turn Activities........ 9 Information Markers: There are several you can see that its effectiveness is
Then the Side B Player sets up all of his Non-Initiative Player if both sides have Roll Result [13.0] Camps & War Wagons ...... 9 markers included with the game to keep reduced. A unit usually becomes
combat units and Leaders (including these impetuous units). Multiply that track of various things, such as: the current Disordered during combat and may be
reinforcements) within three (3) hexes of number of active friendly Leaders by two ! [14.0] Victory Conditions ............. 9 Game Turn, who has the Initiative, each returned to its Good Order side when
their Camp and facing in the direction(s) (x2) to determine that side’s base @ No Effect. [15.0] Scenarios ............................. 9 army’s Morale Level, and the (yellow / Rallied.
he desires. Finally, the Side B Player Command Control Value. That player [16.0] Gameplay Example .......... 10 red) current Status of each side’s units.
places the Side A Player’s Camp unit may then spend CPs to increase his side’s # Front Back
[17.0] Optional Rules .................. 12 UNIT TYPES
anywhere on the map. final Command Control Value by one per (Good Order) (Disordered)
CP spent. $ That Elephant unit balks. Place a Below are descriptions of the various
[17.1.2] Side A Setup: The Side A Player Yellow Action marker () on it. [0.0] USING THESE RULES

Unit Type
sets up next, and begins by adjusting the After determining that side’s playing pieces (hereafter referred to as
location of his Camp unit by up to three (3) final Command Control Value, That Elephant unit is frightened New gaming terms, when they are
‘units’) available in the Ancient Battles
hexes. roll one die C. If the result is % but control is maintained. Place a initially defined, appear in dark red
Deluxe series of games.
Then the Side A Player sets up all of his greater than (>) that side’s final Red Action marker () on it. lettering for quick referencing.
Although a unit type may be described
combat units and Leaders (including Command Control Value, then That Elephant unit panics. The instructions for this game are
here, it might not be required with the
reinforcements) within three (3) hexes of all of its Knights and barbarians organized into major “Rules” sections as
particular scenarios that you’re playing.
Combat Movement Missile Missile
You now have control of that
their Camp and facing in the directions he units lose Command Control.
Elephant unit for the duration of this
shown in large green CAPS font, and
Only the components required to play this Strength Allowance Attack Defense
desires. After this set up is complete the Any other result is considered to have ‘No ^ turn as if it were part of your army! (If represented by the number to the left of the
Effect.’ game’s scenarios are included. Each game in the Ancient Battles Deluxe
game begins normally. decimal point (e.g., rule 4.0 is the fourth
eliminated, it still counts as a loss for rule). These rules generally explain the LEADERS series includes many (but not all) of the
[17.2] Luck vs. Skill: Extreme die rolls [17.4.2] Effect of Losing Control: All
Knight and Barbarian combat units must
its original owner.) game’s subject matter, its components, the following combat unit types:
simulate the chaos of a battlefield, but some These pieces represent the kings and
players may prefer a more Chess-like game immediately (prior to any other active- procedures for play, the game’s core generals who lead the armies depicted in INFANTRY TYPE UNITS:
of careful planning that is less luck tion) attempt to move adjacent to the Elephants were very temperamental beasts in systems and mechanics, how to set it up, the game. They perform special functions Infantry type units are the
dependent. For them, consider these Rules: closest enemy unit to which it can become battle. Several ingenious techniques were and how to win. in the game and are vital to a side’s success foot soldiers.
adjacent, expending as few movement used to cause them to panic (often into their
[17.2.1] Die Roll Averaging: Treat all die With each Rule, there can be “Cases” that on the battlefield. Protect them!
Light Infantry (LI): These
points as possible. This Impetuous own troops).
rolls of ! as rolls of ‘#,’ and all die rolls further explain a rule’s general concept or Symbol are mobs of poorly armed, often untrained
Movement costs no CPs. Mark these units [17.5] ‘Dismounted’ Cavalry Units: At the
of ^ as rolls of ‘$.’ Averaging Dice, with basic procedure. Cases might also restrict men. Typically they have a shield, one
with a yellow Activation marker. If both beginning of a battle during a player’s Setup,
these numbers printed on them, can be the application of a rule by denoting weapon, and no body armor. They might
players have Impetuous units, the Initiative each player may, beginning with the Side ‘A’
found at game stores! exceptions to it. Cases (and Subcases) are represent peasant levies or barbarians.
player completes his moves first. player (as listed in that scenario’s Exclusive ID
[17.2.2] Re-rolls: Players may, beginning an extension of a Rule shown in the way Medium Infantry (MI): These units are
● Charge! Each hex entered due to Rules), substitute infantry type units for
with the Initiative Player, spend a that they are numbered. For example, Rule Command Combat adequately armed (either at their own or
Impetuous Movement must be closer to, cavalry units, as listed below:
Command Point to have any single die re- 4.1 is the first Case of the fourth Rule; and Point Rating Bonus their government's expense), drilled
or at least no further away from, the
rolled (by the original rolling player) under 1 Light Cavalry = 1 Mixed Missile Rule 4.1.2 is the second Subcase of the regular infantry. You would find these
nearest enemy unit than the hex Each leader unit is marked with one or
any circumstance, with the re-rolled 1 Heavy Cavalry = 1 Medium Infantry first Case of the fourth Rule. among city-state armies, auxiliary and
currently occupied by the impetuous more command modifiers. To the left of
outcome being the one applied. These rolls mercenary forces.
unit. 1 Knight = 1 Heavy Infantry Important information is in red text. the leader symbol are zero to two Com-
can be re-rolled again if the opponent
● Gangway! If Impetuous Movement References to examples of a Rule or Case are mand icons. This is how many Command Heavy Infantry (HI): These units are
spends 1 CP to do so. Players may want to 1 Mounted Archer = 1 Light Archer
causes movement through a friendly in blue text and this font. Points are provided by having that leader heavily armed, well-trained professional
‘save’ a CP or two before Melee Combat 1 Cataphract = 1 Heavy Archer; or
unit, they become Disordered in the in play. To the right of the leader symbol is infantry. Examples include Roman
to help ensure victory during the clash of Text in shaded boxes, like this, provides
swords and spears! normal manner (as per 8.3.2). 1 Cataphract = 1 Medium Infantry a Combat Strength modifier used in Legions or Viking ‘Huskarls.’
the voice of the game’s designer, who is
● Damn All! When subject to Command Note that Knights are still subject to combat. A multiple value (x1, x2) Phalanx (PX): These units represent heavily
[17.3] Barbarian Charges: To reflect this addressing you to explain an idea or
military doctrine, and to give ‘Barbarian’ Control, Knight and Barbarian units may Command Control (17.4), even when fighting concept that is not, itself, a Rule or a Case. increases a combat unit’s Melee Strength armed infantry, massed shoulder-to-shoulder
Light Infantry (LI) units a chance against never voluntarily leave the map unless Dismounted. modifier. An addition modifier (+1) with pikes (long spears). The wall
stronger units, when a scenario designates a allowed by special scenario increases a combat unit’s strength by that
side to be ‘Barbarian,’ the Barbarian Player rule. Impetuous units that currently have amount. These modifiers are cumulatively

© 2008 Mike Nagel and Victory Point Games © 2008 Mike Nagel and Victory Point Game

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