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Scotland Rising

Historical Rules for Bannockburn

Summary of Changes 4. Place Axemen and Knight units on spaces marked


A and K respectively (do not ignore command).
Ignore the Battle Events Table it is no longer used.
5. All spaces with a setup letter must have a unit on them.
Initial setup is modified.
6. No spaces west of or on Bannock Burn can have a unit. 
Sequence of Play is simplified (see page 4).
7. All Scottish pikemen in the blue bar hexrow start
in Shiltroon formation. 
Combat mechanic is changed completely.
8. Give each player the VP counter from the game.
Victory Conditions are changed completely.
This is now an initiative counter that can be spent to
move two commands that turn.
Game length is now 12 turns.

New Terms Command and Movement


Command: Units are in the “Command” of the leader
Scottish player moves first.
listed on their counter. Each side has four commands. For
the Scots these are: R. Bruce, E. Bruce, Moray, Douglas.
On your turn you may move/attack with all of the units
For English they are: Edward II, Gloucester, Heresford
of any single command (but see exception below).
and Bourin.
On the first turn the Scottish player may move two
Formation Organization: Units are always in one of
commands.
three organizational orders: Shiltron (Scots only), Battle or
Disorder.
On any turn a side spends its initiative chit it may
move two formations that turn.
Setup
The English may not spend its initiative chit prior to
1. Place leaders in marked map spaces. turn 4.

2. Place archer/crossbow units in spaces marked L and A side can regain its initiative chit once per game if a
C (ignore command). There will be a few extra English leader from that side enters the initial setup hex of an
archers/crossbowmen. enemy leader. If this occurs while a side still possess
its initiative chit there is no further effect.
3. Place pikemen and remaining archers/crossbowmen in
such a way that least one unit from the same command is Once a Scottish units attacks the Bourin unit that unit
adjacent to at least one other unit from that command. All may move on each English turn regardless of what
Scottish units must be on the blue bar hexrow or north of command is activated.
it. All English units except knights must be south of the red
bar hexrow. No pikemen may be in hexes labeled A or K. Once an English unit attacks a Douglas unit, Douglas
Pikemen (only) may be in spaces with no setup letter. units may move each turn regardless of what
command is activated.

1
Charging How to Absorb Damage
To qualify as charging a unit must have spent all its A unit can absorb one ‘multiple’ of damage (round
movement allowance moving through clear hexes and be fractions up) by retreating one hex or by flipping.
in Battle formation.
Leaders can only be flipped/eliminated if they are the
only available target.
Combat
Retreats are per stack, not per unit.
Both sides roll dice for combat (At the same time! The
formations are clashing after all). The number of dice each A ‘multiple’ of damage is equal to the units’ defense
side rolls is as follows: strength.
Attacker: Note that leaders only use their defense when alone, if
Number of dice equal to attack value of unit. stacked use the non-leader unit’s defense strength.
+1 if Charging a non-mounted unit (i.e. Movement
allowance 2 or less) All hits inflicted by archers/crossbowmen must be taken
+1 if attacking Disordered formation as step losses instead of retreats.
+1 if enemy is demoralized (see rule on Demoralization)
Defending player chooses how to apply first hit,
Defender: then alternate between attacker and defender for
Number of combat units in hex (this will always be one remaining hits.
unless stacked with a leader)
+1 No empty hex adjacent to defender
EXAMPLE: A Scottish archer with an adjacent
+1 if Pikemen vs. Charge
empty hex is attacked by English knights.
+1 if in Shiltroon
The knights roll 4 dice since they have an
Combat results attack strength of 3 and are charging for +1 an
Add up the total rolled by each side and apply results as unmounted defender. The archers defend with 1
follows: die since it is a single unit. English roll = 1, 2, 4,
4 for a total of 11. Scots roll a 6. Attacker wins
If tied there is no effect to either side. with a differential of 5.

If defender total is higher than attacker attacker Scot archers defense strength is 4 so there are two
becomes disordered. hits to be absorbed since differential of 5 rounds up
(effectively to 8).
If attacker total 1 greater than defender, defender
becomes disordered only. Scot player chooses how to absorb the first hit and
opts to retreat one space and become disordered.
If attacker total 2 or more greater defender must
absorb all damage points.
English player chooses how Scots must absorb
second hit and he flips the unit (he could have
chosen to retreat it a second hex and if retreat
were not possible eliminated the unit).

2
Retreat & Formation Historical Rules
(Optional But Recommended)
Units that retreat become disordered.
On turn one the English player must activate
Retreating units can only enter each hex once. Gloucester’s command and his 3 knights must charge
Scottish units.
Units may only retreat into empty hexes. If no empty hex
is available the unit is eliminated. Exception: Leaders may If archers fire ‘over” a friendly unit, including along
retreat into hexes containing a friendly ground unit, but a hexside, they hit that friendly unit (determine
this will disorganize the stack. randomly if more than one) if the defender wins the
combat (i.e. defense roll is higher than attack roll).
Disordered formations may recover Battle order the
next time their command is activated and they do not Place the two Scottish Douglas units on the road
move or attack. spaces labeled “Old Roman Road” (leaving the two
Scottish H spaces on the map empty).
Full strength Scottish pikemen that start an activation in
Battle order may form Shiltroon at the start of their move
and then move/attack normally.

Schiltroon’s may enter Battle order freely at the end of any


turn, even on turns they are not In Command.

Demoralization
The English become demoralized if Edward II is
eliminated or ever moves to a hexrow south of the one he
By John B. Goode from Kriegspiel Blog on
starts in. No penalty if he retreats south.
Boardgamegeek.com
The Scottish become demoralized once they have lost 10
Read Scotland Rising review from 10/20/2016 if
formations, with each leader counting as 2 formations.
wondering why these rules exist. Email ‘Finalword’
on BGG with questions or if you have money to
lend.
Victory Conditions
Permission is granted to everyone to copy and
The Scottish player wins if Edward II is killed or he has disseminate.
eliminated 15 English formations by game end. English
units on West side of Bannock Burn count as eliminated at
game end. These rules are not authorized or endorsed in any
way by Worthington Publishing and are meant for
The English player wins if Robert the Bruce is killed or the entertainment only and to turn a lousy game with
Scottish player has failed to fulfill his victory conditions great components into a better game with great
by game end. components.

3
Combat: Both Sides Roll a Number of D6s
Attacker: Number of dice equal to attack value of unit.

+1 if Charging a non-mounted unit (i.e. Movement allowance 2 or less)


+1 if attacking a Disordered formation
+1 if enemy is demoralized (see rule on Demoralization)

Defender: Number of dice equals number of units in hex.

+1 No empty hex adjacent to Defender


+1 if Pikemen vs. Charge
+1 if in Shiltroon

Combat result
Add up the total rolled by each side and apply results as follows:

If results are equal there is no effect to either side.

If defenders total is higher than attacker attacker becomes disorganized.

If attacker total 1 greater than defender defender becomes disorganized only.

If attacker total 2 or more greater defender must absorb all damage points.

Sequence of Play
1. Scottish Player Announces Commands to be moved. May play initiative chit.

2. Scottish Player Moves and Attacks with his In Command units. Disorder is
removed from In Command units that neither moved nor attacked at end of turn.

3. English Player Announces Commands to be moved. May play initiative chit.

4. English Player Moves and Attacks with his In Command units. Disorder is
removed from in Command units that neither moved nor attacked at end of turn.

5. Advance Turn Marker and Return to Step 1.

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