You are on page 1of 12

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

2 1

[17.0] OPTIONAL RULES [17.3] Barbarian Charges:


To reflect this military
unit, they become Disordered in the
normal manner (as per 8.3.2).
Ancient Battles Deluxe [1.0] INTRODUCTION applied toward any unit stacked with the
leader (with additional modifiers being
The following Optional Rules are provided Ancient Battles Deluxe is a two-player
doctrine, and to give applied prior to the effects of multipliers).
for those who want to modify the game, or
● Damn All! Impetuous units that From Guts to Gunpowder game using standardized game pieces and
‘Barbarian’ Light Infantry currently have lost Command Control COMBAT UNITS
as required by a scenario’s Special Rules. rules that allow players to recreate any
(LI) units a chance against suffer a minus one (-1) Missile and
Note that these Optional Rules may be stronger units, when a scenario designates
TABLE OF CONTENTS number of pre-gunpowder and early- These pieces represent the various troops
Melee Combat Value modifier. gunpowder battles in a compact playing available to an army during a scenario.
combined in any way that both players a side to be ‘Barbarian,’ the Barbarian [0.0] Using these Rules................... 1
[17.5] Elephants: In addition to Move, area over a short time. Each combat unit is noted by at least three
agree to. You are free to use any or all of Player may triple (x3) the Combat [1.0] Introduction........................... 1
Fire, Rally and Panic Movement Actions, a factors: 1) its Combat Strength, 2) its
these Optional Rules. Strength of all his LI units for any one
player may spend one (1) CP to attempt to [2.0] Equipment Used.................... 1 [2.0] EQUIPMENT USED
Game Turn. Movement Allowance, and 3) its Ranged
[17.1] Free Deployment: As an alternative ‘Frighten’ all enemy Elephant units that [3.0] Sequence of Play ................... 2 The Game Maps: The 11” x 17” game Combat Defense (if it is not ‘0,’ in which
to the strict historical deployment of units He may choose to save this bonus and use do not have an Action marker on them. [4.0] Army Panic Check ................ 2 boards feature maps portraying the types of case no value appears) and a color stripe
as prescribed in a scenario’s setup it when he deems appropriate, unless the areas where these ancient battles were along its top to show its ‘front’ facing.
Procedure: The Activating Player rolls [5.0] Determine Initiative.............. 3
instructions, players can use this Optional following ‘Command Control’ Option fought.
Rule to freely deploy their starting units. Rule (17.4) is being used.
one unmodified die C for each enemy [6.0] Activation............................... 3 In addition, units that can perform Ranged
Elephant unit that does not have an Action 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 People such as the Celts, Germans,
[7.0] Rally ....................................... 3
marker on it, and consults the following Player Aid Sheets provide important rules Missile Type and Range.
Player (as designated by the scenario) Vikings, etc. relied on the ferocity of their [8.0] Movement .............................. 4 reminders plus the charts and tables needed
table. Every combat unit also has two sides. The
begins by placing his Camp unit. It must initial charge to smash the enemy quickly, [9.0] Panic Movement.................... 5 to play games in the Ancient Battles
front side is its “Good Order” side. The
be placed on a hex that is at least three valuing size to overwhelm opponents and
Die Elephant Table [10.0] Ranged Combat .................. 5 Deluxe series.
reverse is its “Disordered” side, where
(3) and no more than five (5) hexes from ferocity to psyche them out. [11.0] Melee Combat ..................... 7 Information Markers: There are several
the any map edge hex. Roll Result you can see that its effectiveness is
[17.4] Command Control: Knights and [12.0] End of Turn Activities ........ 9 markers included with the game to keep reduced. A unit usually becomes
Then the Side B Player sets up all of his Barbarians are ‘impetuous’ units and must ! [13.0] Camps & War Wagons ...... 9 track of various things, such as: the current Disordered during combat and may be
combat units and Leaders (including roll for ‘Command Control’ when @ No Effect. [14.0] Victory Conditions.............. 9 Game Turn, who has the Initiative, each returned to its Good Order side when
reinforcements) within three (3) hexes of indicated in a scenario’s Special Rules. army’s Morale Level, and the (yellow / Rallied.
their Camp and facing in the direction(s) # [15.0] Scenarios .............................. 9
[17.4.1] Procedure: At the end of Step 5 red) current Status of each side’s units.
he desires. Finally, the Side B Player [16.0] Gameplay Example........... 10 Front Back
of the Sequence of Play, after placing That Elephant unit balks. Place a UNIT TYPES
places the Side A Player’s Camp unit Leaders, total all available Leader $
Yellow Action marker () on it.
[17.0] Optional Rules................... 12 (Good Order) (Disordered)
anywhere on the map. Below are descriptions of the various
counters on the checking side (beginning
That Elephant unit is frightened [0.0] USING THESE RULES playing pieces (hereafter referred to as

Unit Type
[17.1.2] Side A Setup: The Side A with the Non-Initiative Player if both
Player sets up next, and begins by sides have these impetuous units). % but control is maintained. Place a New gaming terms, when they are ‘units’) available in the Ancient Battles
Red Action marker () on it. initially defined, appear in dark red Deluxe series of games.
adjusting the location of his Camp unit Multiply that number of active friendly
by up to three (3) hexes. Leaders by two (x2) to determine that That Elephant unit panics. lettering for quick referencing. Although a unit type may be described
side’s base Command Control Value. The instructions for this game are here, it might not be required with the
Then the Side A Player sets up all of his You now have control of that Combat Movement Missile Missile
That player may then spend CPs to organized into major “Rules” sections as particular scenarios that you’re playing.
combat units and Leaders (including Elephant unit for the duration of this Strength Allowance Attack Defense
increase his side’s final Command shown in large green CAPS font, and Only the components required to play this
reinforcements) within three (3) hexes of ^ turn as if it were part of your army! (If game’s scenarios are included.
their Camp and facing in the directions Control Value by one per CP spent. eliminated, it still counts as a loss for represented by the number to the left of the Each game in the Ancient Battles Deluxe
he desires. After this set up is complete After determining that side’s its original owner.) decimal point (e.g., rule 4.0 is the fourth LEADERS series includes many (but not all) of the
the game begins normally. final Command Control rule). These rules generally explain the These pieces represent the kings and following combat unit types:
Value, roll one die C. If the game’s subject matter, its components, the generals who lead the armies depicted in
[17.2] Luck vs. Skill: Extreme die rolls Elephants were very temperamental beasts INFANTRY TYPE UNITS:
result is greater than (>) that procedures for play, the game’s core the game. They perform special functions
simulate the chaos of a battlefield, but in battle. Several ingenious techniques Infantry type units are the
side’s final Command Control systems and mechanics, how to set it up, in the game and are vital to a side’s success
some players may prefer a more Chess-like were used to cause them to panic (often foot soldiers.
Value, then all of its Knights and how to win. on the battlefield. Protect them!
game of careful planning that is less luck into their own troops).
and barbarians units lose With each Rule, there can be “Cases” that Light Infantry (LI): These
dependent. For them, consider these Rules: Symbol
Command Control. Any other result is [17.5] ‘Dismounted’ Cavalry Units: At further explain a rule’s general concept or are mobs of poorly armed, often untrained
[17.2.1] Die Roll Averaging: Treat all the beginning of a battle during a player’s men. Typically they have a shield, one
considered to have ‘No Effect.’ basic procedure. Cases might also restrict
die rolls of ! as rolls of ‘#,’ and all die Setup, each player may, beginning with the weapon, and no body armor. They might
[17.4.2] Effect of Losing Control: All the application of a rule by denoting
rolls of ^ as rolls of ‘$.’ Averaging Side ‘A’ player (as listed in that scenario’s represent peasant levies or barbarians.
Knight and Barbarian combat units must exceptions to it. Cases (and Subcases) are ID
Dice, with these numbers printed on Exclusive Rules), substitute infantry type Medium Infantry (MI): These units are
expend their entire Movement an extension of a Rule shown in the way Command
them, can be found at game stores! units for cavalry units, as listed below: Combat adequately armed (either at their own or
Allowance on a given Game Turn in that they are numbered. For example, Rule Point Rating Bonus
[17.2.2] Re-rolls: Players may, begin- 4.1 is the first Case of the fourth Rule; and their government's expense), drilled
which Command Control is lost. This 1 Light Cavalry = 1 Mixed Missile regular infantry. You would find these
ning with the Initiative Player, spend a Rule 4.1.2 is the second Subcase of the Each leader unit is marked with one or
movement must take place prior to any 1 Heavy Cavalry = 1 Medium Infantry among city-state armies, auxiliary and
Command Point to have any single die first Case of the fourth Rule. more command modifiers. To the left of
other Activation by that side. This mercenary forces.
re-rolled (by the original rolling player) 1 Knight = 1 Heavy Infantry the leader symbol are zero to two Com-
Impetuous Movement costs no CPs. Important information is in red text.
under any circumstance, with the re- 1 Mounted Archer = 1 Light Archer mand icons. This is how many Command Heavy Infantry (HI): These units are
rolled outcome being the one applied. ● Charge! Each hex entered due to References to examples of a Rule or Case are Points are provided by having that leader heavily armed, well-trained professional
Impetuous Movement must be closer 1 Cataphract = 1 Heavy Archer; or in blue text and this font. infantry. Examples include Roman
These rolls can be re-rolled again if the in play. To the right of the leader symbol is
opponent spends 1 CP to do so. Players to, or at least no further away from, 1 Cataphract = 1 Medium Infantry Text in shaded boxes, like this, provides a Combat Strength modifier used in Legions or Viking ‘Huskarls.’
may want to ‘save’ a CP or two before the nearest enemy unit than the hex the voice of the game’s designer, who is combat. A multiple value (x1, x2) Phalanx (PX): These units represent heavily
Note that Knights are still subject to
Melee Combat to help ensure victory currently occupied by the impetuous addressing you to explain an idea or increases a combat unit’s Melee Strength armed infantry, massed shoulder-to-shoulder
Command Control (17.4), even when
during the clash of swords and spears! unit. fighting Dismounted. concept that is not, itself, a Rule or a Case. modifier. An addition modifier (+1) with pikes (long spears). The wall
● Gangway! If Impetuous Movement increases a combat unit’s strength by that
causes movement through a friendly 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 defense ‘OTHER’ TYPE UNITS: roll, after any CP ‘bidding,’ becomes the marked with a Red Action marker, since it starts its activation within
against missiles. Elephants (EL): These units represent Initiative Player for the current turn. an enemy ZOC; he’d rather fight with that unit than move it.
Pikemen (PK): These units represent a light, groups of African or Asian elephants, each 5. Place Leaders: Players alternate Action 7: Red has no Command Points remaining, so he must pass,
mobile Phalanx formation effective against including a driver, a fighting platform returning their active Leader units to the ending the Activation Phase with the situation looking like the
cavalry. E.g., a Scottish ‘Shiltron.’ (howdah), and several warriors. board beginning with the Initiative preceding illustration.
Mixed Missile (MM): These units primarily Camp (CP): This is the baggage Player. Leaders are added to any hex
represent javelin throwers, slingers and of the army in the field. It may containing a combat unit of their own 7. Melee Combat: Remove all of the Yellow Action markers. The Red
archers with limited hand-to-hand ability, be fortified by a dirt moat or side. Multiple Leaders may be placed in (initiative) player begins the Melee process.
such as Greek ‘Peltasts.’ They could palisade or just by pulling the the same hex, if desired. Once placed Melee 1: Red is concerned about the position of the LC with his
represent regular infantry with a high wagons into a circle. It contains during this Step, they remain with the Leader in L9, so opts to attack the LC in L8 with them. The attacking
proportion of missile troops. the war chest, supplies, loot, and often the unit they are stacked with until removed LC has a strength modifier of x2 (x1 for the unit, plus x1 for the
Light Archers (LA): These units are troops’ families. Needless to say, it is very by combat (as per 11.5) or during the Leader), bringing its strength to 4. The defending LC has a multiple
bowmen or slingers with little or no body important to the morale and physical needs next Remove Leaders Step. of x1 (only) so its strength is a 2. The attacker gains a +2 to his die
armor. Their purpose is to disrupt the of the men.
6. Activation: The Initiative Player roll, since his strength is twice that of the defender. The attacker rolls
enemy, not fight hand-to-hand. War Wagons (WW): A mobile camp that decides who will take the first Action, a % (+2, for 7). The defender rolls a ! (ugh!). Since the attacker’s
Heavy Archers (HA): These units are has the same attributes of a Camp unit.
then players alternate taking Move, Fire, roll is greater than three times the defender’s; the defending LC is
armored bowmen (such as Assyrian [3.0] SEQUENCE OF PLAY Rally, and Panic Movement Actions – Eliminated. (The Blue player reduces his morale markers by two
archers or medieval crossbowmen). They marking activated units – or ‘passing’
Each scenario involves the play of several points to account for the two points of strength lost with the LC). The
can defend themselves in melee, but they
sacrifice mobility. Game Turns, a minimum of six and as until they both pass in succession. attacking LC must advance into the defender’s hex, and is marked Melee Combat
Light Handgunners (LH): These formations many as ten. 7. Melee Combat: Remove all Yellow with a Red Action marker (). Aftermath
contain early gunpowder weapons such as Procedure Action markers () from the units. Melee 2 (Blue): Blue activates the LC in K9 to attack the LC in K8.
the arquebus. These units lose their ranged Then, beginning with the Initiative The attacker gains a +4 to his die roll (+2 for the strength differential
During each Game Turn, players alternate Player, players alternate selecting
combat ability when spending Command Points (CPs) to – similar to the previous melee – and an additional +2 for the attack 8. End Turn: All activation markers are removed and the Turn marker
Disordered. eligible individual units to engage in
activate individual units or groups of units 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
Melee Combat, marking activated and
CAVALRY TYPE UNITS: called ‘Formations.’ A player who has a $. Since the attacker’s result is greater than, but not more than check in the Turn 2 box, play continues.
retreated units, again until they both
Cavalry type units use horses spent all of his CPs must sit idly while his ‘pass’ in succession. double the defender’s result, both units are considered “Engaged,” Leuctra: Game Turn 2
and camels for speed and, opponent is free to spend his remaining so both become Disordered (if not already so). Both units are marked
CPs to activate his units. A player may opt 8. Turn End: Remove all Red Action And so the game would continue with another turn being played.
after stirrups became common in Europe with Red Action markers ().
to ‘Pass’ (i.e., not expend any CPs) in an markers from the units (), and then
during the 8th Century AD, increased Melee 3 (Red): Red activates the PX in J7. This PX must attack the Backward Compatibility:
attempt to get in the last move that turn, advance the Game Turn marker to the
striking power (i.e., “shock”). enemy PX in K6, as the latter is in the former’s frontal ZOC hex (i.e.,
but when both players Pass in succession, next box on the Turn Track. A check Ancient Battles Deluxe was designed with backward compatibility
Light Cavalry (LC): These units are might be needed to see if the game ends the attacking direction ‘priority’). The attacker gains a +2 to his roll in mind for those wanting to use its components with the “classic”
mounted troops with little or no body the expenditure of CPs ceases for that
Game Turn and any unspent CPs available and a winner determined. (from the Leader). The attacker rolls a @ (+2 for a 4). The defender rules from Ancients. The Combat Strength and Movement rates for
armor and usually armed with spears or rolls a %! Since the attacker’s total is less than the defender’s (but
to a player for that turn are lost. [4.0] ARMY PANIC CHECK the units are basically unchanged from that game. A missile unit
javelins. They are used primarily as scouts
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
for their army, to screen or turn the flanks Each Game Turn is comprised of all of the Armies will ‘break’ and ‘panic’ in one of
of a battle line and attack the enemy’s rear becomes Disordered. Both units are marked with Red Action single arrow symbol is a “B” unit.
following ‘Steps:’ two ways: 1) a cumulative loss of a certain
– then to ride down fleeing foes. markers ().
1. Remove Leaders: Both players remove number of combat strength points; or 2) GAME CREDITS
Heavy Cavalry (HC): Well-armored, main all of their Leader units from the map through the loss of all its Leaders. Melee 4 (Blue): The only other melee option for Blue is attacking
shock cavalry used for direct attacks along with the disrupted PX in J6 (stacked with a Leader) against the good Game Design: Mike Nagel
and place them to one side. Procedure
a battle line to execute charges and deliver order Red PX directly in front of it. The Blue player declines, opting to Game Development & Documentation: Alan Emrich
decisive blows. 2. Army Panic Check: Both players When a combat unit is eliminated, the pass. Proofreading: Vince DeNardo, Eric Miller, Stephen
determine if their army has reached its Combat Strength from its Good Order side
Mounted Archer (MA): Light, missile Melee 5 (Red): The Red player activates the PX in H6 to attack the Neuville, and Sal Vasta
breaking point and ‘Panics.’ is deducted from its side’s Panic Rating
equipped cavalry units used by the MM in hex I5. The PX gains an attack modifier of +3 (its strength Art & Graphic Design: Alan Emrich
Parthians and Mongols. 3. Receive Command Points: Both (as listed in the setup instruction). During
players determine their allotment of this Phase, if either side’s Panic Rating is 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,
Cataphract Cavalry (CT): Very heavily MM rolls a @ and is eliminated (the Blue player lowers his morale
armored, missile equipped cavalry units Command Points for the current Game below one, or if its last Leader has been Dave Schubert
Turn. Each player adds the number of recently Eliminated (see 11.53), then that marker by two points). Since the PX’s movement value is within a Special Thanks: We are deeply indebted to Bill Banks, the
used by the Byzantine Empire.
Command Points provided by their side now ‘Panics.’ black box, it has the option to advance into the vacated hex. It designer of the original Ancients boardgame of yesteryear and our
Knights (KT): These are extra-heavy cavalry declines that option and chooses not to advance. The PX is marked
active Leaders (eliminated ones don’t Each army can only Panic once per game. inspiration for Ancient Battles Deluxe. Ancients has been a favorite
in chain or plate armor.
count!) to a value determined by their Skip this check on future turns for a player with a Red Action marker (). game of ours and we have longed to do a state-of-the-art version
Camelry (CC): Camel mounted troops; this own die roll on the Command Table: whose army has already Panicked. 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
cavalry type unit is particularly effective
disrupted PX in J6 but, again, opts not to. improved command control rules featured in Ancient Battles Deluxe.
against enemy cavalry. Command Table Panic Effects
Chariots (CH): These are light, two-wheeled [4.1] Immediate: When an army Panics Melee 7 (Red): The Red player only has one unit left with which it
wagons carrying two or three warriors and Die Roll ! @ # $ % ^ during this Phase, all its Good Ordered can melee, its own disrupted PX in G5. He opts not to attack, and The Future
bowmen. + CPs +1 +2 +3 units remaining on the board are also passes. Ancient Battles Deluxe will feature expansion kits in the future
Scythed Chariots (SC): These are a larger immediately flipped to their Disordered with additional units (and unit types, such as Elephants), new maps,
With two passes in a row, the Melee Phase ends with the situation
variety of chariot formation, geared toward 4. Determine Initiative: The players each side. (Disordered units are unaffected.) and many many more scenarios. If you design some of your own, let
roll a die; the one with the highest die now looking like this:
a powerful initial shock, but not as This is a one-time reaction by that army. us know; perhaps we can publish them and expand the series!
effective afterwards.

© 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 Action 3: Red uses the Leader in I7 to activate the five adjacent PX [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
units: 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
● The PX in I7 advances forward to J7 (1 MP) and is marked with a 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
Yellow Action marker (). Initiative, to which Alexander declines to spend all of the units within that Formation must
Game Turn 1 conduct Panic Movement (9.0) another to take it back. Caesar will again be the also be facing the same direction.
● The PX in H7 advances forward to I6 (1 MP) and is marked with a of all of the Disordered units in
1. Remove Leaders: Skipped; Leaders have yet to be placed. Initiative Player this turn, and Alexander will be [6.2.1] Unit Selection: The individual
Yellow Action marker (). that Panicked army. the Non-Initiative Player.
2. Army Panic Check: Ignored; the game just started! units comprising a Formation are
● The PX in G6 advances forward to H6 (1 MP) and is marked with a [4.3] End Game: Panicking an
3. Receive Command Points: Both players total the number of Yellow Action marker (). enemy army is worth 1 Victory Point at the
[6.0] ACTIVATION determined immediately upon the
activation of a Leader.
Command Points (CPs) they derive from their active leaders (two each, ● The PX in F6 advances forward to G5 (1 MP) and is marked with a end of the game (see 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 performing actions with the units.
● The PX in E5 advances forward to F5 (1 MP) and is marked with a The object of a battle is to make things so Formation need be activated, allowing
totals of 3 and 4 CPs, respectively. inhospitable for the other side that they Procedure
Yellow Action marker (). 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 Action 4: Blue uses the leader in J6 to activate both MM units on his 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 right flank for missile fire (note that the PX unit in J6 is part of this more casualties they suffer and worse their spending 1 CP to perform an
formation, but it is not being activated). [6.2.3] Formation Action Integrity:
not counter, ceding the Initiative to Red. Both sides have 3 CPs left. leadership and morale is), the better. ‘Activation.’ An Activation
When a Formation is activated; all the
● The MM in I5 fires on the PX in H6. The PX rolls a % (+2 for a [5.0] DETERMINE INITIATIVE can be used on individual
designated units comprising that
total of 7). The MM cannot beat a 7, and is marked with a Red combat units or groups of

4 Action marker ().
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).
● The MM in H5 fires on the PX in G5. The PX rolls a ! (+2 for a ‘Initiative Player’ and his opponent is the activated, they may Fire, Move, or Rally [6.3] Action Marker Placement: As each
total of 3). The MM rolls a $, causing the PX to become ‘Non-Initiative Player.’ The Initiative and an appropriate Action marker is placed activated unit completes its action, an
Disordered. The MM is marked with a Red Action marker (). Player decides who can conduct the first on each one, denoting that it has performed appropriate Action marker is placed on it.


3 
2 The Leader in J6 is also marked with a Yellow Action marker ().
Action 5: Red uses 1 CP to activate the MM unit in D5. The MM
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
advances to F4 and rotates. The MM is marked with a Yellow Action Each player rolls one die C to determine the enemy’s units, such as their Elephants is also marked with a Yellow Action
marker ().

Actions 
1 marker (). Red has expended his last available Command Point for
this turn.
their ‘Initiative Value.’ The player with
the highest Initiative Value gains the
Initiative. If the Initiative Values are tied at
(if Optional Rule 15.4 is being used) or
after their army Panics (as per 9.0). [7.0] RALLY
‘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
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 the Activation Step ends, and play Disordered side back to its Good Ordered
starting with Red, who won the Initiative. Red places a leader in hex L9. side, it must be ‘Rallied.’
on the first turn only) gains the Initiative proceeds to the Melee Combat Step.
Blue places a leader in hex N8. Red places a leader in hex I7. Blue and becomes the Initiative
Cases Procedures
places a leader in hex J6. Player and claims the 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
determining who will take the first action. Red opts to take the first
action himself.

5 as a reminder. player determined by the Initiative Player,
an individual combat unit or Leader that
Rallies by simply spending 1 CP to do
so.
[5.1] Bidding for Initiative: After 2. When a Formation is ordered to Rally,
does not currently have an Action marker
Action 1: Red expends 1 CP to activate the MM unit in J8 to fire at determining who is the Initiative Player, each eligible combat unit rolls one die
on it is selected for activation and 1 CP
the PX in J6. The PX’s defense value = a die roll (@) + the PX’s
ranged combat defense rating (+2) for a total of 4. The MM must roll

3 the Non-Initiative Player may reverse that
outcome. He may spend 1 CP to ‘seize the
spent. C to determine whether or not it Rallies.
Each Formation combat unit activated to
initiative’ from his opponent and become ● That selected unit is, or all the units in
one die (since it only has one arrow symbol: ¨ ) needing greater than Rally may make one Rally attempt as
the Initiative Player for that turn. the Leader’s Formation are, then
a 4 to hit. He rolls a ^ and the PX is Disordered. The MM in J8 is activated to either: Rally, Move, or Fire explained in the following Cases.
marked with a Red Action marker (). If he does so, then each player may
Action 2: Blue uses the leader in N8 to activate the three LC units on 
1 alternately spend 1 CP at a time in order to
regain the initiative.
(i.e., conduct Ranged Combat).
● As each activated unit completes its
After conducting its Rally Action, place a
Yellow Action marker () on that unit.
his left wing as follows:
● The LC in N8 rotates and moves to N9 (1 MP), moves to N10 (1 Actions Aftermath; 
2 [5.2] Ending the Determine Initiative
Step: The players continuing bidding until
orders, an Action marker is placed on it;
this will denote that it cannot be
Cases
[7.1] Rally Die Rolls: If a unit’s die roll is
MP), rotates and moves to M10 (1 MP), moves to L11 (1 MP), activated again during this same less than or equal to (≤) its Disordered
Melee Combat either: 1) one player does not have any CPs
Activation Phase.
rotates and moves to K10 (1 MP), rotates and moves to K9 and left to spend, or 2) either player chooses 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 (). from his opponent, thus conceding that his activation allows all combat units within unit’s roll is greater than (>) its Disordered
Action 6: Blue has one Command Point left, but opts to pass. He could 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
activate the PX in K6, but if that unit is moved, it would be Definition: A ‘Formation’ is a group of [7.2] Rally Die Roll Modifiers:
MP), rotates and moves to N10 (2 MP), rotates and moves to M10 For example: Caesar and Alexander both roll a
(1 MP), rotates and moves to L10 and rotates to face L9 (1 MP). % for Initiative this turn. This Initiative Value tie mutually supportive combat units without Subtract two (-2) from the die roll for a
The LC is marked with a Yellow Action marker (). 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 LC in L7 rotates and moves to L8 (1 MP). The LC is marked unit within the same Formation and one Leaders.
with a Yellow Action marker (). the Initiative Player this turn (in a tie-breaker).

© 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 hex). No rotation is permitted within the Battles Deluxe rules are specified on
Movement Allowance 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). place in history and the motivation of the
move via that Leader’s activation, they
Rally Table must begin that activation facing in the
[8.4] Changing a Combat Unit’s Facing: This one-hex Advance After Combat
movement does not allow any ‘follow-
[13.1.2] A 360 Degree Facing: Camp and leaders involved.
A combat unit may freely rotate one hex War Wagon units’ Zone of Control extends
Die Roll Result same direction. When activating a up’ Melee Combat with this exception: To play a scenario, select the battle to be
side (60 degrees) within a hex whenever into all six hexes adjacent to it and all of
Formation, combat units are moved fought and who will represent each side in
! Unit Always Rallies desired during its Move Action. It may do If the advancing attacking unit is a non- these hexes are considered its front (which some mutually agreeable manner. The
individually in any order and direction(s) so before and after leaving or entering a
≤ Str. Unit Rallies light cavalry type (i.e., its Movement is important for its Arc of Fire, see 10.3). player designated as “Side A” wins the
that their owning player desires. They do hex, or when simply Allowance is not in a green box) and it [13.1.3] Combat Effects: Camps and War Initiative on the first turn in the case of tied
> Str. Unit Fails to Rally not have to maintain their formation, remaining stationary in
facing, or relative position. is stacked with a Leader, it may initiate a Wagons may never initiate a Melee Initiative die rolls. (This is the only innate
that hex (i.e., just ‘turning second Melee Combat against another
^ Unit Never Rallies [8.2] Unit Facing: Every combat unit on
Combat; they can only initiate Ranged advantage to playing Side A in a scenario).
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 Each player selects a set of game pieces
newly occupied hex. This advancing unit Wagons are immune to Ranged Combat
-2: If stacked with a friendly Leader that unit (i.e., the side with its color ID costs 1 Movement Point. and places their units on the map as
Before may only conduct one such ‘Advancing results (hence the  symbol where other
-1: If adjacent to a friendly Leader stripe) is pointed distinctly toward one of indicated. The Units at Start section of the
For example: Consider Melee’ per turn. unit’s have a Missile Defense Rating).
its six adjacent hexes. scenario indicates the type of units
these “Before” and “After” illustrations. In [11.7] Everybody’s Exhausted: Surviving [13.1.4] Looting: A combat unit that
[8.0] MOVEMENT The hex immediately adjacent to the top required and their initial hex and facing.
illustration After 1, you see an allowed move; units on both sides (attacker and defender) eliminates a Camp or War Wagon is also,
edge of a unit is its ‘Front’ hex. The hex Use the map’s compass rose in the corner
General Rule the unit first rotates 1 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.
Combat units move from hex to hex, Flank Flank play during the Place Leaders phase of the units aside until they are required.
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 illustrated here. Rear Turn Marker: Advance the Game Turn
In After 2, the unit spends 1 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 MP to move straight ahead the Casualty Record Track to indicate its
Track unless the current Box includes an The performance of the players is
Combat units may move up to their full move, a combat unit must enter its frontal first, then it opts to use its 1 MP Panic Level.
End of Game Check value. evaluated by counting Victory Points
Movement Allowance each Game Turn hex. It must expend the cost of the terrain free rotation (turning 1 For Example: The Blue army’s
If it does, the Initiative Player rolls one (VPs). The player with more VPs is the
when activated to move. They cannot save (see Terrain Effects Chart) in Movement hexside). This is a fairly Panic Level is ’32.’ The Blue
unmodified die C. If the result is less winner with the difference in VPs earned
any of their Movement Allowance from Points from its Movement Allowance to do typical move. After 2 Player’s ‘x10’ marker would go in
than or equal to (≤) that value, the game by the winner translating thus:
one turn to another or share them between so. If a combat unit does not have the ‘30’ space, while their ‘x1’
In After 3, the unit spends 1 is over and the winner is determined 0 = Draw 2 = Substantive
units, nor can they exceed their Movement sufficient Movement Allowance remaining marker would go in the ‘2’ space. As
MP to rotate 2 hexsides according to the Victory Conditions 1 = Marginal 3+ = Decisive
Allowance in a single turn unless their to enter a given hex, it may not enter it. losses are suffered, these markers
(120 degrees), and 1 more (14.0). On any other result, advance the
entire move will consist of moving only 1 MP Procedure will be adjusted downward until they
Exception: If a combat unit’s entire move MP to enter the next hex; it 1 MP Game Turn marker to the next box and
one hex straight ahead. Scoring VPs: One VP is earned go below one point, when that army panics.
consists of moving only one hex straight then uses its free rotation to 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-
Allowance to enter a hex. destination hex at no For Example: Game maximum total of 3 VPs): mand Point markers within easy reach.
Allowance, a Phalanx unit
uses this Rule to maneuver additional cost. Turn 6 is ending; its
[8.3.1] Moving through Enemy Units: 1 VP for causing the enemy’s Scenarios might include Special Rules that
through difficult terrain. box includes an End
A combat unit cannot move through an In After 4, the unit spends a total of 3 MPs to army to Panic. specify additional set up requirements or
of Game Check value
For example: A Phalanx unit may move one enemy unit (except enemy Leaders turn completely around, (‘2’). Since blue was 1 VP for eliminating the Optional Rules that must be heeded.
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 [8.3.2] Moving through Friendly around again! That’s a lot After 4
he rolls a die: on a roll 1 VP for a ‘glorious slaughter’ instruction. Add terrain markers to the map
1 MP
unit does not rotate in either hex. Units: A combat unit can move through of MPs just to ‘take a step of ! or @, the game ends immediately. On (i.e., having twice as many as indicated, or grant one side its Scenario
Procedures a hex containing another friendly combat back,’ but if it has the MPs 1 MP 1 MP any other result, the Game Turn marker is total Strength Points on Defined Victory Point marker.
unit, but then both of these combat units to spend, it is allowed. advanced and Turn 7 is played. map as your opponent When the map board is set up, players
1. An individual combat unit may perform
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 excluding Camps; sum all of Play (Receive Command Points).
to do so. game continues, remove all Action
penalty if that unit was already combat units’ current
markers from the map and set them aside
Disordered; that is, Disordered units Combat Strength values –
for reuse next turn.

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

© 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
After conducting its Fire Action, place a not shoot at A because Z is not facing in the 4. Place Red Action Markers: After Flank, but must before combat because it is being attacked
Z

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
Result Procedure
X
units with a Missile Rating and a Range Difference (i.e., LI or LA) that is being attacked by to the circumstances listed below.
Value (a number inside a hex symbol) are Start the Melee Combat Step by remove- a Non-Light Infantry type unit may Procedure
A > D Defender Disordered
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. +1 for each supporting unit Then, beginning with the Initiative Player, Procedure: Rotate the retreating unit so
shooting up or down the Hill. Note that A and Z Multiplier is calculated as follows:
3. Compare Values, Apply Result each side alternates conducting one Melee that its Rear hexside faces the unit it is
[10.3] Arc of Fire: A firing unit may only can hit each other because once they ignore X 4.  Red Action Marker for Firing Unit(s) +1: for the unit itself
(due to the Hill exception) their Line of Sight is Combat at a time; each Melee Combat is retreating from. It then moves one hex
conduct Ranged Combat through its frontal
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).
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 [10.5] Designate Attacking Missile Units:
When conducting Ranged Combat, the 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
attacker may select one or more ‘eligible’ 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
units. To be eligible, the firing units must 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 ii) Retreats cannot be made in violation
all be within range, have a Line of Sight to individual Ranged Combats at the same or Activities Step. Effective (see below) and it
‘Line of Sight’ (LOS) to the target unit, of the stacking limit (8.5).
the target unit, not have an Action marker different targets, or they may combine After conducting Melee Combat, place a is attacking a cavalry type unit
draw an imaginary line from the center of iii) Leader units automatically retreat
on them, and be part of the same formation these attacks into an Enhanced Attack with Red Action marker () on both that unit
the firing unit’s hex to the center of the with the unit they are stacked with. All cavalry-effective units
activation (see 6.2). From among the a greater chance of success, or a and the opposing unit (if it does not
target unit’s hex. A firing unit’s Line of have their Combat Strength
eligible firing units participating in a single combination of the two, as explained in the already have one). iv) A retreating unit automatically
Sight is blocked if it passes through (but 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
‘Lead’ unit. All other firing units in that [10.7.1] Predesignation: The type and with a Red Action marker ().
or any hex containing a combat unit [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 v) The attacking unit may (or must) This value is expressed and applied as a
conduct Melee Combat; it ‘just happens.’
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 11.6.3). Strength. The value given after applying
[10.6] Resolving a Ranged Combat: The Melee Combat follows these steps:
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
Exception: A unit on a Hill may fire over
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
multiple individual Ranged Combats, 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 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 rating +1 A Light Archer
Y or front/flank hexes; i.e., its ZOC).

Retreat
its Missile Attacks, only that rapid-fire (LA) unit is have a x5 Combat Strength multiplier, i.e., 1
plus any Terrain Modifier the target
unit can function as the Lead unit. Non- Zero Strength Attacks / Defenses: being attacked for the unit itself, +3 for the Leaders, +1 for
unit might enjoy (see the Terrain Effects
X Chart) to obtain the target unit’s Missile
Rapid Firing units may only support a
Rapid Firing unit’s first such attack
Combat units with a Combat Strength of
zero (0) may not initiate an attack. When
by a Phalanx being cavalry-effective.
Defense Value. (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
2. Determine the Missile Attack Value: Modified Melee Strengths are now used

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
attacks into a single Ranged Combat, player then selects one enemy unit in away from the 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. front/flank hexes. Phalanx unit, moves one hex ‘forward,’ and
others). To that value, add one (+1) for Included in the counter mix for
All supporting units are handled flips to its disordered side. The PX unit opts
A each Supporting unit participating in
that Ranged Combat to obtain the firing
normally, regardless of their type.
Facing Restriction
to advance. Both units are marked with Red
each side are Die Roll Modifier
Markers to allow for easy
If the attacking unit has an enemy unit in Action markers.
unit’s Missile Attack Value. For Example: A scenario’s Special Rule 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
(yellow arrows) but not Y (black arrow) as the missile dice) may fire three times per turn. ahead.) If there is no enemy unit in the being attacked by a Medium Infantry (MI) either the Turn or Casualty
Result: If the Missile Attack Value is
Woods block the Line of Sight. The Woods do That unit may make three normal attacks; or attacking unit’s front hex, an enemy unit unit. The LC opts to retreat two hexes. It Record tracks.
greater than (>) the Missile Defense
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
After conducting its Fire Action, place a not shoot at A because Z is not facing in the 4. Place Red Action Markers: After Flank, but must before combat because it is being attacked
Z

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
Result Procedure
X
units with a Missile Rating and a Range Difference (i.e., LI or LA) that is being attacked by to the circumstances listed below.
Value (a number inside a hex symbol) are Start the Melee Combat Step by remove- a Non-Light Infantry type unit may Procedure
A > D Defender Disordered
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. +1 for each supporting unit Then, beginning with the Initiative Player, Procedure: Rotate the retreating unit so
shooting up or down the Hill. Note that A and Z Multiplier is calculated as follows:
3. Compare Values, Apply Result each side alternates conducting one Melee that its Rear hexside faces the unit it is
[10.3] Arc of Fire: A firing unit may only can hit each other because once they ignore X 4.  Red Action Marker for Firing Unit(s) +1: for the unit itself
(due to the Hill exception) their Line of Sight is Combat at a time; each Melee Combat is retreating from. It then moves one hex
conduct Ranged Combat through its frontal
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).
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 [10.5] Designate Attacking Missile Units:
When conducting Ranged Combat, the 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
attacker may select one or more ‘eligible’ 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
units. To be eligible, the firing units must 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 ii) Retreats cannot be made in violation
all be within range, have a Line of Sight to individual Ranged Combats at the same or Activities Step. Effective (see below) and it
‘Line of Sight’ (LOS) to the target unit, of the stacking limit (8.5).
the target unit, not have an Action marker different targets, or they may combine After conducting Melee Combat, place a is attacking a cavalry type unit
draw an imaginary line from the center of iii) Leader units automatically retreat
on them, and be part of the same formation these attacks into an Enhanced Attack with Red Action marker () on both that unit
the firing unit’s hex to the center of the with the unit they are stacked with. All cavalry-effective units
activation (see 6.2). From among the a greater chance of success, or a and the opposing unit (if it does not
target unit’s hex. A firing unit’s Line of have their Combat Strength
eligible firing units participating in a single combination of the two, as explained in the already have one). iv) A retreating unit automatically
Sight is blocked if it passes through (but 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
‘Lead’ unit. All other firing units in that [10.7.1] Predesignation: The type and with a Red Action marker ().
or any hex containing a combat unit [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 v) The attacking unit may (or must) This value is expressed and applied as a
conduct Melee Combat; it ‘just happens.’
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 11.6.3). Strength. The value given after applying
[10.6] Resolving a Ranged Combat: The Melee Combat follows these steps:
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
Exception: A unit on a Hill may fire over
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
multiple individual Ranged Combats, 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 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 rating +1 A Light Archer
Y or front/flank hexes; i.e., its ZOC).

Retreat
its Missile Attacks, only that rapid-fire (LA) unit is have a x5 Combat Strength multiplier, i.e., 1
plus any Terrain Modifier the target
unit can function as the Lead unit. Non- Zero Strength Attacks / Defenses: being attacked for the unit itself, +3 for the Leaders, +1 for
unit might enjoy (see the Terrain Effects
X Chart) to obtain the target unit’s Missile
Rapid Firing units may only support a
Rapid Firing unit’s first such attack
Combat units with a Combat Strength of
zero (0) may not initiate an attack. When
by a Phalanx being cavalry-effective.
Defense Value. (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
2. Determine the Missile Attack Value: Modified Melee Strengths are now used

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

© 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 hex). No rotation is permitted within the Battles Deluxe rules are specified on
Movement Allowance 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). place in history and the motivation of the
move via that Leader’s activation, they
Rally Table must begin that activation facing in the
[8.4] Changing a Combat Unit’s Facing: This one-hex Advance After Combat
movement does not allow any ‘follow-
[13.1.2] A 360 Degree Facing: Camp and leaders involved.
A combat unit may freely rotate one hex War Wagon units’ Zone of Control extends
Die Roll Result same direction. When activating a up’ Melee Combat with this exception: To play a scenario, select the battle to be
side (60 degrees) within a hex whenever into all six hexes adjacent to it and all of
Formation, combat units are moved fought and who will represent each side in
! Unit Always Rallies desired during its Move Action. It may do If the advancing attacking unit is a non- these hexes are considered its front (which some mutually agreeable manner. The
individually in any order and direction(s) so before and after leaving or entering a
≤ Str. Unit Rallies light cavalry type (i.e., its Movement is important for its Arc of Fire, see 10.3). player designated as “Side A” wins the
that their owning player desires. They do hex, or when simply Allowance is not in a green box) and it [13.1.3] Combat Effects: Camps and War Initiative on the first turn in the case of tied
> Str. Unit Fails to Rally not have to maintain their formation, remaining stationary in
facing, or relative position. is stacked with a Leader, it may initiate a Wagons may never initiate a Melee Initiative die rolls. (This is the only innate
that hex (i.e., just ‘turning second Melee Combat against another
^ Unit Never Rallies [8.2] Unit Facing: Every combat unit on
Combat; they can only initiate Ranged advantage to playing Side A in a scenario).
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 Each player selects a set of game pieces
newly occupied hex. This advancing unit Wagons are immune to Ranged Combat
-2: If stacked with a friendly Leader that unit (i.e., the side with its color ID costs 1 Movement Point. and places their units on the map as
Before may only conduct one such ‘Advancing results (hence the  symbol where other
-1: If adjacent to a friendly Leader stripe) is pointed distinctly toward one of indicated. The Units at Start section of the
For example: Consider Melee’ per turn. unit’s have a Missile Defense Rating).
its six adjacent hexes. scenario indicates the type of units
these “Before” and “After” illustrations. In [11.7] Everybody’s Exhausted: Surviving [13.1.4] Looting: A combat unit that
[8.0] MOVEMENT The hex immediately adjacent to the top required and their initial hex and facing.
illustration After 1, you see an allowed move; units on both sides (attacker and defender) eliminates a Camp or War Wagon is also,
edge of a unit is its ‘Front’ hex. The hex Use the map’s compass rose in the corner
General Rule the unit first rotates 1 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.
Combat units move from hex to hex, Flank Flank play during the Place Leaders phase of the units aside until they are required.
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 illustrated here. Rear Turn Marker: Advance the Game Turn
In After 2, the unit spends 1 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 MP to move straight ahead the Casualty Record Track to indicate its
Track unless the current Box includes an The performance of the players is
Combat units may move up to their full move, a combat unit must enter its frontal first, then it opts to use its 1 MP Panic Level.
End of Game Check value. evaluated by counting Victory Points
Movement Allowance each Game Turn hex. It must expend the cost of the terrain free rotation (turning 1 For Example: The Blue army’s
If it does, the Initiative Player rolls one (VPs). The player with more VPs is the
when activated to move. They cannot save (see Terrain Effects Chart) in Movement hexside). This is a fairly Panic Level is ’32.’ The Blue
unmodified die C. If the result is less winner with the difference in VPs earned
any of their Movement Allowance from Points from its Movement Allowance to do typical move. After 2 Player’s ‘x10’ marker would go in
than or equal to (≤) that value, the game by the winner translating thus:
one turn to another or share them between so. If a combat unit does not have the ‘30’ space, while their ‘x1’
In After 3, the unit spends 1 is over and the winner is determined 0 = Draw 2 = Substantive
units, nor can they exceed their Movement sufficient Movement Allowance remaining marker would go in the ‘2’ space. As
MP to rotate 2 hexsides according to the Victory Conditions 1 = Marginal 3+ = Decisive
Allowance in a single turn unless their to enter a given hex, it may not enter it. losses are suffered, these markers
(120 degrees), and 1 more (14.0). On any other result, advance the
entire move will consist of moving only 1 MP Procedure will be adjusted downward until they
Exception: If a combat unit’s entire move MP to enter the next hex; it 1 MP Game Turn marker to the next box and
one hex straight ahead. Scoring VPs: One VP is earned go below one point, when that army panics.
consists of moving only one hex straight then uses its free rotation to 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-
Allowance to enter a hex. destination hex at no For Example: Game maximum total of 3 VPs): mand Point markers within easy reach.
Allowance, a Phalanx unit
uses this Rule to maneuver additional cost. Turn 6 is ending; its
[8.3.1] Moving through Enemy Units: 1 VP for causing the enemy’s Scenarios might include Special Rules that
through difficult terrain. box includes an End
A combat unit cannot move through an In After 4, the unit spends a total of 3 MPs to army to Panic. specify additional set up requirements or
of Game Check value
For example: A Phalanx unit may move one enemy unit (except enemy Leaders turn completely around, (‘2’). Since blue was 1 VP for eliminating the Optional Rules that must be heeded.
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 [8.3.2] Moving through Friendly around again! That’s a lot After 4
he rolls a die: on a roll 1 VP for a ‘glorious slaughter’ instruction. Add terrain markers to the map
1 MP
unit does not rotate in either hex. Units: A combat unit can move through of MPs just to ‘take a step of ! or @, the game ends immediately. On (i.e., having twice as many as indicated, or grant one side its Scenario
Procedures a hex containing another friendly combat back,’ but if it has the MPs 1 MP 1 MP any other result, the Game Turn marker is total Strength Points on Defined Victory Point marker.
unit, but then both of these combat units to spend, it is allowed. advanced and Turn 7 is played. map as your opponent When the map board is set up, players
1. An individual combat unit may perform
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 excluding Camps; sum all of Play (Receive Command Points).
to do so. game continues, remove all Action
penalty if that unit was already combat units’ current
markers from the map and set them aside
Disordered; that is, Disordered units Combat Strength values –
for reuse next turn.

© 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 Action 3: Red uses the Leader in I7 to activate the five adjacent PX [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
units: 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
● The PX in I7 advances forward to J7 (1 MP) and is marked with a 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
Yellow Action marker (). Initiative, to which Alexander declines to spend all of the units within that Formation must
Game Turn 1 conduct Panic Movement (9.0) another to take it back. Caesar will again be the also be facing the same direction.
● The PX in H7 advances forward to I6 (1 MP) and is marked with a of all of the Disordered units in
1. Remove Leaders: Skipped; Leaders have yet to be placed. Initiative Player this turn, and Alexander will be [6.2.1] Unit Selection: The individual
Yellow Action marker (). that Panicked army. the Non-Initiative Player.
2. Army Panic Check: Ignored; the game just started! units comprising a Formation are
● The PX in G6 advances forward to H6 (1 MP) and is marked with a [4.3] End Game: Panicking an
3. Receive Command Points: Both players total the number of Yellow Action marker (). enemy army is worth 1 Victory Point at the
[6.0] ACTIVATION determined immediately upon the
activation of a Leader.
Command Points (CPs) they derive from their active leaders (two each, ● The PX in F6 advances forward to G5 (1 MP) and is marked with a end of the game (see 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 performing actions with the units.
● The PX in E5 advances forward to F5 (1 MP) and is marked with a The object of a battle is to make things so Formation need be activated, allowing
totals of 3 and 4 CPs, respectively. inhospitable for the other side that they Procedure
Yellow Action marker (). 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 Action 4: Blue uses the leader in J6 to activate both MM units on his 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 right flank for missile fire (note that the PX unit in J6 is part of this more casualties they suffer and worse their spending 1 CP to perform an
formation, but it is not being activated). [6.2.3] Formation Action Integrity:
not counter, ceding the Initiative to Red. Both sides have 3 CPs left. leadership and morale is), the better. ‘Activation.’ An Activation
When a Formation is activated; all the
● The MM in I5 fires on the PX in H6. The PX rolls a % (+2 for a [5.0] DETERMINE INITIATIVE can be used on individual
designated units comprising that
total of 7). The MM cannot beat a 7, and is marked with a Red combat units or groups of

4 Action marker ().
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).
● The MM in H5 fires on the PX in G5. The PX rolls a ! (+2 for a ‘Initiative Player’ and his opponent is the activated, they may Fire, Move, or Rally [6.3] Action Marker Placement: As each
total of 3). The MM rolls a $, causing the PX to become ‘Non-Initiative Player.’ The Initiative and an appropriate Action marker is placed activated unit completes its action, an
Disordered. The MM is marked with a Red Action marker (). Player decides who can conduct the first on each one, denoting that it has performed appropriate Action marker is placed on it.


3 
2 The Leader in J6 is also marked with a Yellow Action marker ().
Action 5: Red uses 1 CP to activate the MM unit in D5. The MM
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
advances to F4 and rotates. The MM is marked with a Yellow Action Each player rolls one die C to determine the enemy’s units, such as their Elephants is also marked with a Yellow Action
marker ().

Actions 
1 marker (). Red has expended his last available Command Point for
this turn.
their ‘Initiative Value.’ The player with
the highest Initiative Value gains the
Initiative. If the Initiative Values are tied at
(if Optional Rule 15.4 is being used) or
after their army Panics (as per 9.0). [7.0] RALLY
‘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
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 the Activation Step ends, and play Disordered side back to its Good Ordered
starting with Red, who won the Initiative. Red places a leader in hex L9. side, it must be ‘Rallied.’
on the first turn only) gains the Initiative proceeds to the Melee Combat Step.
Blue places a leader in hex N8. Red places a leader in hex I7. Blue and becomes the Initiative
Cases Procedures
places a leader in hex J6. Player and claims the 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
determining who will take the first action. Red opts to take the first
action himself.

5 as a reminder. player determined by the Initiative Player,
an individual combat unit or Leader that
Rallies by simply spending 1 CP to do
so.
[5.1] Bidding for Initiative: After 2. When a Formation is ordered to Rally,
does not currently have an Action marker
Action 1: Red expends 1 CP to activate the MM unit in J8 to fire at determining who is the Initiative Player, each eligible combat unit rolls one die
on it is selected for activation and 1 CP
the PX in J6. The PX’s defense value = a die roll (@) + the PX’s
ranged combat defense rating (+2) for a total of 4. The MM must roll

3 the Non-Initiative Player may reverse that
outcome. He may spend 1 CP to ‘seize the
spent. C to determine whether or not it Rallies.
Each Formation combat unit activated to
initiative’ from his opponent and become ● That selected unit is, or all the units in
one die (since it only has one arrow symbol: ¨ ) needing greater than Rally may make one Rally attempt as
the Initiative Player for that turn. the Leader’s Formation are, then
a 4 to hit. He rolls a ^ and the PX is Disordered. The MM in J8 is activated to either: Rally, Move, or Fire explained in the following Cases.
marked with a Red Action marker (). If he does so, then each player may
Action 2: Blue uses the leader in N8 to activate the three LC units on 
1 alternately spend 1 CP at a time in order to
regain the initiative.
(i.e., conduct Ranged Combat).
● As each activated unit completes its
After conducting its Rally Action, place a
Yellow Action marker () on that unit.
his left wing as follows:
● The LC in N8 rotates and moves to N9 (1 MP), moves to N10 (1 Actions Aftermath; 
2 [5.2] Ending the Determine Initiative
Step: The players continuing bidding until
orders, an Action marker is placed on it;
this will denote that it cannot be
Cases
[7.1] Rally Die Rolls: If a unit’s die roll is
MP), rotates and moves to M10 (1 MP), moves to L11 (1 MP), activated again during this same less than or equal to (≤) its Disordered
Melee Combat either: 1) one player does not have any CPs
Activation Phase.
rotates and moves to K10 (1 MP), rotates and moves to K9 and left to spend, or 2) either player chooses 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 (). from his opponent, thus conceding that his activation allows all combat units within unit’s roll is greater than (>) its Disordered
Action 6: Blue has one Command Point left, but opts to pass. He could 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
activate the PX in K6, but if that unit is moved, it would be Definition: A ‘Formation’ is a group of [7.2] Rally Die Roll Modifiers:
MP), rotates and moves to N10 (2 MP), rotates and moves to M10 For example: Caesar and Alexander both roll a
(1 MP), rotates and moves to L10 and rotates to face L9 (1 MP). % for Initiative this turn. This Initiative Value tie mutually supportive combat units without Subtract two (-2) from the die roll for a
The LC is marked with a Yellow Action marker (). 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 LC in L7 rotates and moves to L8 (1 MP). The LC is marked unit within the same Formation and one Leaders.
with a Yellow Action marker (). the Initiative Player this turn (in a tie-breaker).

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

© 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 v1.2 1

[17.0] OPTIONAL RULES [17.3] Barbarian Charges:


To reflect this military
unit, they become Disordered in the
normal manner (as per 8.3.2).
Ancient Battles Deluxe [1.0] INTRODUCTION applied toward any unit stacked with the
leader (with additional modifiers being
The following Optional Rules are provided Ancient Battles Deluxe is a two-player
doctrine, and to give applied prior to the effects of multipliers).
for those who want to modify the game, or
● Damn All! Impetuous units that From Guts to Gunpowder game using standardized game pieces and
‘Barbarian’ Light Infantry currently have lost Command Control COMBAT UNITS
as required by a scenario’s Special Rules. rules that allow players to recreate any
(LI) units a chance against suffer a minus one (-1) Missile and
Note that these Optional Rules may be stronger units, when a scenario designates
TABLE OF CONTENTS number of pre-gunpowder and early- These pieces represent the various troops
Melee Combat Value modifier. gunpowder battles in a compact playing available to an army during a scenario.
combined in any way that both players a side to be ‘Barbarian,’ the Barbarian [0.0] Using these Rules................... 1
[17.5] Elephants: In addition to Move, area over a short time. Each combat unit is noted by at least three
agree to. You are free to use any or all of Player may triple (x3) the Combat [1.0] Introduction........................... 1
Fire, Rally and Panic Movement Actions, a factors: 1) its Combat Strength, 2) its
these Optional Rules. Strength of all his LI units for any one
player may spend one (1) CP to attempt to [2.0] Equipment Used.................... 1 [2.0] EQUIPMENT USED
Game Turn. Movement Allowance, and 3) its Ranged
[17.1] Free Deployment: As an alternative ‘Frighten’ all enemy Elephant units that [3.0] Sequence of Play ................... 2 The Game Maps: The 11” x 17” game Combat Defense (if it is not ‘0,’ in which
to the strict historical deployment of units He may choose to save this bonus and use do not have an Action marker on them. [4.0] Army Panic Check ................ 2 boards feature maps portraying the types of case no value appears) and a color stripe
as prescribed in a scenario’s setup it when he deems appropriate, unless the areas where these ancient battles were along its top to show its ‘front’ facing.
Procedure: The Activating Player rolls [5.0] Determine Initiative.............. 3
instructions, players can use this Optional following ‘Command Control’ Option fought.
Rule to freely deploy their starting units. Rule (17.4) is being used.
one unmodified die C for each enemy [6.0] Activation............................... 3 In addition, units that can perform Ranged
Elephant unit that does not have an Action 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 People such as the Celts, Germans,
[7.0] Rally ....................................... 3
marker on it, and consults the following Player Aid Sheets provide important rules Missile Type and Range.
Player (as designated by the scenario) Vikings, etc. relied on the ferocity of their [8.0] Movement .............................. 4 reminders plus the charts and tables needed
table. Every combat unit also has two sides. The
begins by placing his Camp unit. It must initial charge to smash the enemy quickly, [9.0] Panic Movement.................... 5 to play games in the Ancient Battles
front side is its “Good Order” side. The
be placed on a hex that is at least three valuing size to overwhelm opponents and
Die Elephant Table [10.0] Ranged Combat .................. 5 Deluxe series.
reverse is its “Disordered” side, where
(3) and no more than five (5) hexes from ferocity to psyche them out. [11.0] Melee Combat ..................... 7 Information Markers: There are several
the any map edge hex. Roll Result you can see that its effectiveness is
[17.4] Command Control: Knights and [12.0] End of Turn Activities ........ 9 markers included with the game to keep reduced. A unit usually becomes
Then the Side B Player sets up all of his Barbarians are ‘impetuous’ units and must ! [13.0] Camps & War Wagons ...... 9 track of various things, such as: the current Disordered during combat and may be
combat units and Leaders (including roll for ‘Command Control’ when @ No Effect. [14.0] Victory Conditions.............. 9 Game Turn, who has the Initiative, each returned to its Good Order side when
reinforcements) within three (3) hexes of indicated in a scenario’s Special Rules. army’s Morale Level, and the (yellow / Rallied.
their Camp and facing in the direction(s) # [15.0] Scenarios .............................. 9
[17.4.1] Procedure: At the end of Step 5 red) current Status of each side’s units.
he desires. Finally, the Side B Player [16.0] Gameplay Example........... 10 Front Back
of the Sequence of Play, after placing That Elephant unit balks. Place a UNIT TYPES
places the Side A Player’s Camp unit Leaders, total all available Leader $
Yellow Action marker () on it.
[17.0] Optional Rules................... 12 (Good Order) (Disordered)
anywhere on the map. Below are descriptions of the various
counters on the checking side (beginning
That Elephant unit is frightened [0.0] USING THESE RULES playing pieces (hereafter referred to as

Unit Type
[17.1.2] Side A Setup: The Side A with the Non-Initiative Player if both
Player sets up next, and begins by sides have these impetuous units). % but control is maintained. Place a New gaming terms, when they are ‘units’) available in the Ancient Battles
Red Action marker () on it. initially defined, appear in dark red Deluxe series of games.
adjusting the location of his Camp unit Multiply that number of active friendly
by up to three (3) hexes. Leaders by two (x2) to determine that That Elephant unit panics. lettering for quick referencing. Although a unit type may be described
side’s base Command Control Value. The instructions for this game are here, it might not be required with the
Then the Side A Player sets up all of his You now have control of that Combat Movement Missile Missile
That player may then spend CPs to organized into major “Rules” sections as particular scenarios that you’re playing.
combat units and Leaders (including Elephant unit for the duration of this Strength Allowance Attack Defense
increase his side’s final Command shown in large green CAPS font, and Only the components required to play this
reinforcements) within three (3) hexes of ^ turn as if it were part of your army! (If game’s scenarios are included.
their Camp and facing in the directions Control Value by one per CP spent. eliminated, it still counts as a loss for represented by the number to the left of the Each game in the Ancient Battles Deluxe
he desires. After this set up is complete After determining that side’s its original owner.) decimal point (e.g., rule 4.0 is the fourth LEADERS series includes many (but not all) of the
the game begins normally. final Command Control rule). These rules generally explain the These pieces represent the kings and following combat unit types:
Value, roll one die C. If the game’s subject matter, its components, the generals who lead the armies depicted in
[17.2] Luck vs. Skill: Extreme die rolls Elephants were very temperamental beasts INFANTRY TYPE UNITS:
result is greater than (>) that procedures for play, the game’s core the game. They perform special functions
simulate the chaos of a battlefield, but in battle. Several ingenious techniques Infantry type units are the
side’s final Command Control systems and mechanics, how to set it up, in the game and are vital to a side’s success
some players may prefer a more Chess-like were used to cause them to panic (often foot soldiers.
Value, then all of its Knights and how to win. on the battlefield. Protect them!
game of careful planning that is less luck into their own troops).
and barbarians units lose With each Rule, there can be “Cases” that Light Infantry (LI): These
dependent. For them, consider these Rules: Symbol
Command Control. Any other result is [17.5] ‘Dismounted’ Cavalry Units: At further explain a rule’s general concept or are mobs of poorly armed, often untrained
[17.2.1] Die Roll Averaging: Treat all the beginning of a battle during a player’s men. Typically they have a shield, one
considered to have ‘No Effect.’ basic procedure. Cases might also restrict
die rolls of ! as rolls of ‘#,’ and all die Setup, each player may, beginning with the weapon, and no body armor. They might
[17.4.2] Effect of Losing Control: All the application of a rule by denoting
rolls of ^ as rolls of ‘$.’ Averaging Side ‘A’ player (as listed in that scenario’s represent peasant levies or barbarians.
Knight and Barbarian combat units must exceptions to it. Cases (and Subcases) are ID
Dice, with these numbers printed on Exclusive Rules), substitute infantry type Medium Infantry (MI): These units are
expend their entire Movement an extension of a Rule shown in the way Command
them, can be found at game stores! units for cavalry units, as listed below: Combat adequately armed (either at their own or
Allowance on a given Game Turn in that they are numbered. For example, Rule Point Rating Bonus
[17.2.2] Re-rolls: Players may, begin- 4.1 is the first Case of the fourth Rule; and their government's expense), drilled
which Command Control is lost. This 1 Light Cavalry = 1 Mixed Missile regular infantry. You would find these
ning with the Initiative Player, spend a Rule 4.1.2 is the second Subcase of the Each leader unit is marked with one or
movement must take place prior to any 1 Heavy Cavalry = 1 Medium Infantry among city-state armies, auxiliary and
Command Point to have any single die first Case of the fourth Rule. more command modifiers. To the left of
other Activation by that side. This mercenary forces.
re-rolled (by the original rolling player) 1 Knight = 1 Heavy Infantry the leader symbol are zero to two Com-
Impetuous Movement costs no CPs. Important information is in red text.
under any circumstance, with the re- 1 Mounted Archer = 1 Light Archer mand icons. This is how many Command Heavy Infantry (HI): These units are
rolled outcome being the one applied. ● Charge! Each hex entered due to References to examples of a Rule or Case are Points are provided by having that leader heavily armed, well-trained professional
Impetuous Movement must be closer 1 Cataphract = 1 Heavy Archer; or in blue text and this font. infantry. Examples include Roman
These rolls can be re-rolled again if the in play. To the right of the leader symbol is
opponent spends 1 CP to do so. Players to, or at least no further away from, 1 Cataphract = 1 Medium Infantry Text in shaded boxes, like this, provides a Combat Strength modifier used in Legions or Viking ‘Huskarls.’
may want to ‘save’ a CP or two before the nearest enemy unit than the hex the voice of the game’s designer, who is combat. A multiple value (x1, x2) Phalanx (PX): These units represent heavily
Note that Knights are still subject to
Melee Combat to help ensure victory currently occupied by the impetuous addressing you to explain an idea or increases a combat unit’s Melee Strength armed infantry, massed shoulder-to-shoulder
Command Control (17.4), even when
during the clash of swords and spears! unit. fighting Dismounted. concept that is not, itself, a Rule or a Case. modifier. An addition modifier (+1) with pikes (long spears). The wall
● Gangway! If Impetuous Movement increases a combat unit’s strength by that
causes movement through a friendly amount. These modifiers are cumulatively

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

You might also like