ANCIENT WARFARE
INTRODUCTION
Board & card game for 2 players.
Battle between ancient armies.
Each figure represents a general, camp or unit of troops.
VICTORY
You win if you destroy your opponents general or 8 of his units.
A Camp counts as 2 units.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
ARMY COMPOSITION
Every army has 1 General, 1 Camp, and 11 other units.
You may designate 2 of your units as “Elite”.
CHOOSING ARMY COMPOSITION
Besides the obligatory General and Camp pick any 11 units from the
Unit list.
DBA ARMIES
For DBA army lists please consult the following site: DBA Online
Disclaimer Note: DBA is a licensed copyrighted product.
This is merely a fan site.
UNITS TABLE NOTATION
Move = Move Limit.
Range = Unit may attack enemy units within this range.
Below is a listing of all possible unit types.
UNIT TYPE TABLE
Unit Move Range Notes
Camp 0 1
General 3 1
Auxilia 3 1
Warband 2 1
Blades 2 1
Spears 2 1
Pikes 1 1
Cavalry 4 1 Heavy Chariots
Knights 3 1
Psiloi 3 2
Light Horse 5 2 Light Chariots
Bows 2 2
Elephants 3 1
Artillery 1 4
War Wagons 2 2
Scythed Chariots 4 1
SPECIAL ABILITY CARD EFFECTS TABLE
Unit Type Special Ability Notes
General D Rally Rally any adjacent unit
Auxilia A/D Open Formation Either if in Rough ground
Warband A Berserker Frenzy Attack
Blades D Shield Wall Defend
Spears A Throw Spears Attack at range = 2
Pikes A/D Receive Charge Either vs non-missile unit
Cavalry A Bows Attack at range = 2
Knights X Dismount Becomes a Blades unit
Psiloi A/M Run Attack or Move = K
Light Horse A/M Wheel About Attack or Move = K
Bows A Indirect Fire Attack through units
Artillery A Indirect Fire Attack through units
Elephants M+A Trample Move = 1 and then Attack
War Wagons D Strong Defense Defend
Scythed Chariots A Open Ground Attack if on Clear ground
A player may play (discard) a special ability card to activate one of the above effects.
SETUP
Each player places his units on his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units cannot move through other units except for Psiloi who may
move through their own troops.
The move card has a number.
This is the number of spaces the unit moves.
A Unit cannot use a Move card with a value higher than its move limit.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Each of your units can make up to one attack (kill) on your turn.
If one of your units has an enemy unit in range that it can automatically
kill, then that unit is destroyed. No card needs to be played.
Instead of making an auto-kill you may play (discard) an Attack card to
have a unit attack any enemy unit in its range.
The target is destroyed unless it is immune to the attacking unit in
which case it is recoiled. A recoiled unit must move back one space if possible.
Attacks are diagonal or orthogonal.
Units cannot attack through other units.
The defender may play a Defense card to prevent the target card from being killed.
If a Recoil card is played the defending unit must move back one space or the
Card cannot be played.
Artillery cannot move and attack in the same turn.
To play a Supported Attack card the target must be in range of two of your units.
To play a Reinforced Defense card the target must be next to a friendly unit.
To play a Rally Defense card your general must be within 2 spaces of the unit.
To play an Outflank attack card the attacking unit must be closer to the
opponents edge of the board than the defending unit.
To play a Rough Defense card the target must be on Rough Ground
AUTOMATIC KILL TABLE
Unit Automatic Kill:
Auxilia Elephants, Bows, Psiloi
Warband Blades, Pikes, Artillery, Bow, Spear
Blades Bows, Auxilia
Spears Bows, Auxilia, Pikes, Cavalry
Pikes Blades, Auxilia, Cavalry
Cavalry Psiloi, Blades, Bow, Light Horse, Artillery, Auxilia, Warband
Knights Auxilia, Spear, Pike, Psiloi, Warband, Cavalry, Light Horse
Psiloi Elephants, Psiloi
Light Horse Elephants, Knights, Psiloi, Artillery
Bows Knights, Cavalry, Light Horse, Psiloi, Pikes, Warband
Artillery Elephants, War Wagons, Scythed Chariots
War Wagons Cavalry, Knights, Light Horse, Scythed Chariots
Scythed Chariots Knights, Blades, Warband, Light Horse, Auxilia
Elephant Knights, War Wagons, Warband, Light Horse, Scythed Chariots
IMMUNITY TABLLE
Unit Immune to:
Blades Bows, Artillery
Spears Bows, Artillery
Psiloi Everything that do not auto-kill Psiloi
Light Horse Everything that do not auto-kill Light Horse
Artillery Bows
War Wagons Scythed Chariots
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
Type = Purpose of card
K = as a Knight would move in chess
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Trod 5 1 M
March 5 2 M
Fast Pace 5 3 M
Gallop 5 4-5 M
Quick 5 K M Any unit with a Move of 3+
Attack 5 - A
Supported Attack 5 - A
Outflank 5 - A
Elite 5 - A/D Only by Elite units
Push 5 - D
Recoil 5 - D Move back 1 space
Reinforced 5 - D
Rally 5 - D
Rough Ground 5 - D
Special Ability 8 - X
Scout 2 - X Look at opponents hand
TERRAIN TYPES
Distribute terrain as you see fit.
Clear = no modifications
Rough = All Units except Auxilia & Psiloi must stop upon entering Rough.
War Wagons cannot enter Rough.
Hills = Missile units get range +1
Impassable = No units may enter this space.
GERMAN HOUSE RULES
by Rudi Hofrichter
--On Battlefield
Size of the table is not 8x8 but 12x12 for more historical setup.
--On Generals
General is always the nominated element analog the DBA list
General is never a LK or a Pl
--On Terrain
Terrain setup is analog DBA 2.2.
BUAs must be in range of 5 squares of two sides
--On Different types of terrain
Terrain covers 6 squares (Wood or hills)
Wood blocks line of sight and and ranged attacks (exemption indirect fire)
BUA (Build up area) covers 1 squared
Units in fortified BUA neglect autokills
small Rivers runs between squares
small rivers block movement and like difficult terrain, on both riverbanks
Difficult terrain card can be used if defence is across a river
Units on hills can use difficult terrain cards against attacks from lower positions.
stepp hills block movement like difficult terrain
--Setup (as in DBA 2.2. )
Defender places the terrain and nominates the sides he want to set up analog DBA 2.2
set up is possible in the last 4 rows but the 2 column on the side must be vacant.
Bias in an advanced position may be occupied
Attacked places his units
Defender swaps two units
Attackers draws card and begins plays (attention defender has yet no cards on his hand)
--On Follow up movement (pursue)
Kn, SCh,Hd,Wb follow up immediately if they kill or force the enemy to
retreat and occupy the enemies position.
--On Movement
you can play as many movement cards on one unit as you like
you must move the exact range on the card (exemption 4-5)
Retreats (as result of card or immunity)
retreat must be done in a square nonadjacent to any enemy
--Elephant
Movement: 3 Range: 1 Special: A Range 2
--Horde
Movement:2 Range: 1 No special but no one has an autokill against the horde
--Multiplayer games as in DBA 2.2:
--Battles
2 Main players
rest of players are either continents of the attacker of the defender
contingents draw 3 cards
sequence is as following:
Attacker, attacker's 1. contingent ...... 2.....3....
Defender, defender's 1. contingent ........ 2. contingent....etc....
Army or contigent disintegrates if general or 2/3 units lost
--Post battle sequence
half of the casualties come back.
Owner nominates one unit which comes back, opponent nominates one
unit as definite casualty and so on.
In case of a dead general this unit must be nominated first.
SCENARIOS
Crusaders Conquest by Rudi Hofrichter
LINKS
Fanaticus
War Gaming Club German
BGG
REVIEW by Rudi Hofrichter
We are one of the old tin figures collectors club in Germany and one of our
members adapted in the thirties, forties and fifties our rules "Kriegsspiel" afters
his experiences in the war. This follow up of the Kriegsspiel is called "Planspiel"
and covers modern warfare of the period 1930-1960. It is played in our club today
in Germany and Austria. Planspiel is very fast and deadly and not comparable with
any existing actual rule set. It is a mix of chess, accounting's seminar for
a brigade comander on a Military academy and real logistics. But it is played on
squares and has autokill rules....as we found your game on the internet we realised
that your game is exactly what we shearched for so long. A very fast ancient game
which fits on our squares. So your ancient warfare has 2 very important things in
common with the legendary Planspiel and was so very attractive to a lot of
serious collectors and players in our club.
The next point why we think you game is a diamond is because it uses the army list
from DBA, with allows us to use our resources material and our armies. Your
system creates very historical outcomes if played with historical armies and enemies.
As it uses the DBA element types it is easy to explain it to other players and
people with throurough historical knowledge.
Another very important aspect is the speed we play our your game: with creation
and placing of the terrain + deployment of the armies we need between 15 minutes
up to 50 minutes for a game. It is possible to end the game within 1 turn and
normally 3/4 of a deck are enough to finish of the opponent. Only multiplayer
battles with 4-5 players which draw from one deck need more than 60min. This
fastness, if played aggressively, makes it possible to end the game in one round
with no discussion possible. No other ruleset is so cruel and leaves an opponent
so chanceless as far as I know. This is actually biggest reason I like your system
so much. Because the game is so fast it makes it possible to play the original
DBA Campaigns in one day. This means we play on one day 8-15 battles with 4-6 people
in a historical setting and political interaction between the battles. I also know
no other system which enables the player to play completely so many battles
on one day with a decisive result in the evening. We are able to play for
example the first 2 crusades with all major battles (without stress) on one
afternoon and evening!
CARDSET AVAILABLE
By Eric Sprague. Thanks!!!
Click Here