ANCIENT WARFARE REDUX
Board & card game for 2 players.
Battle between ancient armies.
Each figure represents a general, camp or unit of troops.
You win if you destroy your opponents general or 8 of his units.
A Camp counts as 2 units.
Use a 8x8 chessboard for a small Battlefield.
Use chits or miniatures to represent units.
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
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 = Maximum 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 Type Notes:
Camp 0 1 D
General 4 1 - Leader
Auxilia 3 1 SLI
Warband 2 1 SHI Germanics
Blades 2 1 SHI
Spears 2 1 SHI
Pikes 1 1 SHI Macedonians
Horde 2 1 SHI
Hoplites 2 1 SHI Greeks
Legionnaires 2 1 SHI Romans
Psiloi 3 2 MLI (Peltasts)
Slingers 3 2 MLI
Bows 3 2 MLI
Longbows 2 3 MLI English
Crossbows 2 3 MLI Italians
Horse Archers 4 2 MLC Parthians, Huns
Cataphracts 4 1 SHC Byzantines (Knights)
Heavy Chariots 4 1 SHC Babylonians
Light Chariots 4 2 MLC Egyptians
Scythed Chariots 4 1 SHC Persians
Elephants 3 1 SHC Carthagians, Indians
Artillery 1 4 MH
War Wagons 2 2 DH
S = Shock
M = Missile
D = Defensive
H = Heavy
L = Light
I = Infantry
C = Cavalry
SPECIAL ABILITY CARD EFFECTS TABLE
Unit: Type Special Ability: Notes:
General D Rally Rally any adjacent unit*
Auxilia A/D Open Formation Only if in Rough ground
Warband A Berserker Frenzy Attack
Blades - Efficient Killers Can Attack Twice per turn
Spears A/D Versatile Spears Either vs Shock unit
Pikes D Receive Charge Kill Shock Unit Attacking them
Horde - Great Many Start Game with 2 such units
Hoplites D Shield Wall Defend
Legionnaires A Throw Pilum Attack at range = 2
Psiloi D+M Run Away Defend and Move Away = K
Slingers A Sling Stones Attack
Bows - High Rate of Fire Can Attack Twice per turn
Longbows A Indirect Fire Attack over unit
Crossbows D Defensive Fire Defend
Horse Archers A+M Parthian Shot Attack and then Move Away = 2
Cataphracts M+A Charge Move = 3 and then Attack
Light Chariots - Wheel About Can Move twice per turn
Heavy Chariots A Bows Attack at range = 2
Artillery A Indirect Fire Attack over 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.
A = Attack type Special Ability
D = Defensive type Special Ability
M = Movement type Special Ability
X = Special type Special Ability
* = Rally: the target unit is not destroyed by an attack
Each player places his units on his back two rows.
Units may not stack.
Players share a common deck.
Players take turns.
Each turn has 3 phases:
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
Play (discard) a Move card to move one of your units.
Units cannot move through other units except for Light
Infantry who may move through their own troops.
The move card has a number.
This is the maximum number of spaces the unit can move.
Moves are diagonal or orthogonal.
ARMY ON THE MARCH RULE
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.
Each of your units can make up to one attack on your turn.
To attack, play (discard) an Attack card to have a unit
attack any enemy unit in its range.
The Attacked unit must move back (retreat) exactly one space in
the opposite direction of the Attack or be destroyed.
Any unit forced to retreat twice in the same turn is destroyed.
Attacks can be diagonal or orthogonal.
Units cannot attack over (through) other units.
The Defender may play a Defense card to negate a Target Attack.
Artillery cannot move and attack in the same turn.
Light Infantry Attacked by Heavy Cavalry is killed automatically.
(The LI does not get to retreat, it is overrun)
Light Cavalry cannot attack Missile Infantry
(The MI will outshoot the LC and chase it away)
Heavy Cavalry cannot Attack Heavy Infantry that has not
already been forced to retreat this turn.
(Formed HI presents an impenetrable hedge of spears)
Cavalry and Light Infantry can retreat twice from Heavy Infantry
attacks in the same turn without being destroyed.
(The faster units easily evade the HI)
If forced to retreat Elephants are automatically destroyed.
Other Horse Cavalry will not attack Elephants.
(Horses are afraid of Elephants)
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Other
Type = Purpose of card
K = as a Knight would move in chess
# = Number of that type of card in the deck
Card Name: # Range Type Notes:
Trod 6 1 M
March 6 2 M
Fast Pace 5 3 M
Gallop 4 4 M
Run 4 K M Any unit with a Move of 3+
Charge 3 1 M+A Move 1 and then Attack 1
Attack 3 - A
Attack for Glory 3 - A Only if General within 2 Spaces
Supported Attack 3 - A Friendly unit must be adj to target
Outflank 3 - A Only by unit that moved this turn
Bloody Work 3 1 A Only by Shock unit
Rain of Arrows 3 1 A Only by Missile unit
Elite 3 - A/D Only by Elite unit
Push 3 - A/D Only by Heavy Infantry
Recoil 3 - D Move back 1 space
Reinforced 3 - D Friendly unit must be adjacent
Rally 3 - D Only if General within 2 Spaces
Skirmish 3 2 AMD Only by Light units
Difficult Ground 3 - X Negate Target Move card
Special Ability 8 - X Activate Unit's Special Ability
Scout 2 - X Look at opponents hand
A/D = Use as Attack or Defend card
M/D = Use as Move or Defend card
AMD = Use as Attack, Move, or Defend card
Distribute terrain as you see fit:
Clear = No modifications
Rough = All Units except LI must stop upon entering Rough.
War Wagons cannot enter Rough.
Hills = Missile units get range +1
Impassable = No units may enter this space.
Q) Special Ability Cards and regular Move/Attack/Defend-type cards
all are in the common deck together?
A) Yes, all mixed in.
Q) Are there are actually separate "Special Ability Cards" in addition
to the eight "Activate Unit's Special Ability" cards in the regular deck?
A) No. The 8 Special Ability cards can be used to activate any
target units SA.
Q) Units listed as "D" (Camp & War Wagons) still need to use a Defend
card when attacked?
Q) Does the Camp "pack up and move" one space if successfully
attacked, or is it destroyed on the first attack?
A) Good point. I rule that it is destroyed (...and Looted)
Q) Can War Wagons ever attack?
A) Yes (They are limited because some of the attack cards specify
unit types, like Infantry, which they are not)
Q) When are Special Ability Cards (SAC) played?
A) When appropriate according to the target Unit's Special Ability.
Q) If a SAC was played in movement phase then are you
barred from playing one in attack phase that turn?
A) The only real limit is that a given unit can only move once and
attack once per turn (regardless if it was a regular or special
move or attack). Plus, you can move/attack with multiple
units each turn, until you run out of cards.
Q) Can a SAC be played in lieu of regular Attack/Defense (E.g.
Versatile Spears can either attack or defend against any Shock Unit
by playing this card only; Slingers attack by playing this card only)?
Q) Auxilia Special Ability is "Open Formation IF in rough ground?"
A)This SA allows them to use a Special Ability card as either an
Attack card or a Defense card if they are in a rough ground space.
Q) Warband Special Ability is "Berserker Frenzy." This is an
attack, which they could do anyway with an attack card. What is the
benefit of this ability?
A) It gives them (8) more cards in the deck they can attack with
(cards are a limited resource)
Q) Horde Special Ability: Is the extra Horde considered a
double-strength unit or is it a separate piece on the board?
A) It's a separate piece.
Q) Chariots are considered Cavalry, such that they cannot attack
A) Yes they won't attack Elephants.
War Gaming Club German
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