F2F Gaming Rule Clarifications
Based on version 2.03 Hammer of the Scots rules by Columbia Games
A player may attack via different borders, or attack using two or three Group Moves. One group crossing the same border must be declared the Main Attack. All other friendly blocks are placed in Reserve. EXAMPLE: The English player has 4 blocks in ANGUS and 2 in MAR. Both groups (two moves) attack BUCHAN. The Attacker declares the ANGUS group his Main Attack.
Reserve blocks may not fire, retreat, or take hits in Combat Round 1. They are revealed at the beginning of Round 2, even if all other friendly blocks have been eliminated. Thereafter they take normal Combat Turns.
IMPORTANT: Battlefield Control changes if the Attacker wins in Round 1 before Defending reserves arrive. The Attacker is now the Defender for further combat.
The main attack can only be a group of blocks that originated from the same region and crossed the same border. Therefore, even if blocks from two regions cross the same border they will be treated as distinct groups.
Both attacking and defending reserves will be brought into the battle in the second round if either’s main force has been destroyed during round 1.
The Scottish player may invade England. This costs one (1) movement point per block to cross the Border. If a Scots force occupies England, the English player must eliminate one non-Noble block at the end of every Game Turn. If the English player has only noble blocks on the board, then no blocks are eliminated. Scottish blocks cannot winter in England
Any Non-Noble means just that. The King is not a Noble so it can also be removed due to a Border Raid
A game year ends if both players play an Event card at the same time, or after all five cards have been played. Cards are never carried forward into the next year. When a Year ends, there is a special Winter Turn during which some blocks DISBAND (return to Draw Pool) and players prepare for the next year. Play the Winter actions in the exact order given.
If located in Scotland, Edward I may winter there or Disband.• Edward II may not winter in Scotland.• Neither king may winter in England.• Edward I cannot spend two consecutive winters in Scotland.• Edward I cannot winter in Scotland in1306.If Edward I winters in Scotland, all red blocks (except Nobles) may winter with him regardless of Castle Limits. WARNING: If Edward winters, there is no Feudal Levy this winter and England begins the next year empty.
All blocks that are Wintering with Edward must be in the same region as Edward or else only Infantry blocks may remain as long as they do not exceed castle limits.
Each RP is used to:
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Build one step on one existing block in the same area, or
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Draw one block and deploy in the same area at strength 1.
RPs can be used in any combination of Builds or Draws. Multiple steps maybe added to one block. Players may Build steps on blocks just drawn. RPs cannot be saved and are wasted if unusable. When drawing blocks, Castle limits must be obeyed. Hence, no additional blocks can be added to Buchan if two blocks are already there.
The game allows the player to add blocks to inland regions first but no seaborne reinforcements will be available, this allows for optimal reinforcement capability. These reinforcements become available only when reinforcing coastal regions.
Once the Scottish player controls 8 or more nobles, the French knight is added to the Scottish Draw Pool and deployed like any other block if drawn. The block remains in play until eliminated in battle.
Once the French Block is active it can be released to the reserve pool yet still stay active even if the number of Scottish nobles drops below 8. The only way to remove the French block is to kill it in battle.
The English player may use RPs generated by areas under his control to strengthen infantry (only) or nobles under his control. The English player cannot use RPs to deploy blocks from the English Draw Pool.
Infantry and Nobles only my be strengthened, the King cannot be.
When the Truce Card is played there can be no attacks due to block movements. However, battles may ensue due to another event card being played. Also, a border raid may occur.
The Sea Move Card allows you to select two blocks from the same coastal region to move any other friendly coastal region. The both must come from the same region and move to the same region.
The Pillage Card will take hits even if a Truce was also played. If a block is removed via Pillage then it is placed into the reserve pool. If a Noble is removed then it switches side and is deemed to be the attacker so that it does not receive defender bonus.