Two player card game.
Each player is a general fielding an ancient army represented by the
100 card common deck.
40 Unit cards & 60 Tactics cards.
Shuffle the deck.
Randomly deal 50 cards to each player.
Each player now has his own 50 card deck.
Each player draws a hand of 5 cards from their own deck.
The more aggressive player goes first.
Run your opponent out of cards. Destroy his army.
A player loses once he has no more cards left in his deck or reserve pile.
Players take turns.
Each turn has 6 phases:
1. Scout Phase
2. Discard Phase
3. Draw Phase
4. Flank Phase
5. Artillery Phase
6. Attack Phase
Discard a unit card with the scout trait to your reserve pile to look at
your opponents hand, or the next 5 cards in any deck.
Discard any number of cards from your hand to your reserve pile.
Draw to fill your hand to 5 cards.
If your deck ever runs out, shuffle your Reserve pile and use it as your deck.
Cards sent to your Casualty pile stay there for the rest of the game.
If there are no cards left in your deck or reserve pile, you lose.
You may discard unit cards with the flank trait to gain one flank point each.
Keep a running total of your flank points during the entire game.
The player with the most Flank points is called the Encircling army, the
other player is the Encircled army.
If tied, neither army is the encircling army.
Discard a Siege Artillery card to your reserve pile to cause opponent to
discard one card from their deck to their casualty pile.
Play one or more units from your hand to attack.
These are the attackers. Place them face up on the table in front of you.
The defending player may play up to one blocking unit per attacker.
The defender assigns specific blockers to specific attackers.
Unblocked attackers do damage to the main body of the opponents army.
The defender must discard a number of cards from his deck to his casualty
pile equal to the damage rating of the attacking unit.
The units of the Encircling army do +1 damage each.
If an attacker is blocked compare the force totals of the 2 units.
The unit with the lower total is killed and is sent to that players casualty pile.
The victorious unit is sent to his owners reserve pile.
A tie in Force values results in both units being killed.
If the blocker can evade the attacker, both units are discarded to their reserve piles.
Tactics cards can be played be either player to affect the outcome of
UNIT TYPES ABBREVIATION
Light Infantry LI (Skirmishers)
Medium Infantry MI
Heavy Infantry HI
Light Cavalry LC
Heavy Cavalry HC
War Wagon WW
UNIT CARD LIST
Unit Name Type # Force Damage Notes
Slingers LI 2 1 1 Scout; +5 vs WB, HI, EL; Evade WW
Bowmen LI 3 2 1 Scout; +5 vs WB, HI, EL; Evade WW
Javelineers LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW
Psiloi LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW
Auxilia MI 2 1 2 Scout; +5 vs LI; Evade WB, HI, WW
Peltasts MI 2 2 2 Scout; +5 vs LI; Evade WB, HI, WW
Barbarians WB 2 1 3 +5 vs HI, HC, EL, WW
Horde WB 1 2 3 +5 vs HI, HC, EL, WW
Warriors WB 1 3 3 +5 vs HI, HC, EL, WW
Legionaires HI 2 3 3 +5 vs WB, EL, WW
Hoplite Phalanx HI 2 4 3 +5 vs WB, EL, WW
Horse Archers LC 3 1 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Nomads LC 3 2 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Light Chariots LC 3 3 1 Flank; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Medium Cavalry HC 2 1 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Cataphracts HC 2 2 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Heavy Chariots HC 2 3 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Elephants EL 2 4 2 +5 vs WB, HI, LC, HC
War Wagon WW 2 5 2 +5 vs WB, EL, Evade LI, LC
# = Number of that card in the deck
TACTICS CARD LIST
Card Name: # Effect:
Overrun 6 Increase Damage of attacking unit +2
Bloodlust 5 Increase Force of unit +3
Outflank 6 Play in Flank Phase. Worth 2 flank points
Shields 6 Blocking HI, MI, or WB get Evade combat result
Defensible Terrain 5 Blocking Light Infantry units are +3 and cannot be evaded
Difficult Terrain 5 Opponent cannot flank or attack this turn.
Play in opponents Flank Phase
Treacherous Terrain 5 Attacking HI, MI, or WB are +3 and cannot be evaded
Reserve 6 Draw 3 extra cards in any Flank Phase
Rally 6 In any Draw phase put 1 card from your Casualty
pile into your hand
Break Morale 5 Opponent cannot block this turn.
Play in Artillery Phase
Onagers 1 Siege Artillery
Scorpions 1 Siege Artillery
Catapults 1 Siege Artillery
Ballista 1 Siege Artillery
Trebuchet 1 Siege Artillery
Non-Artillery tactics cards when played, are sent to your Casualty pile.
Ancient Generals is now a Module for the Thoth card Engine!
(Thank you Zak & Walt O'Hara)
Click here for the Thoth card engine
Get the module here.
De Bellis Antiquitatis Resource Page
Warfare in the Ancient World