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Board Game Review: Hammer of the Scots

Author: Jeff Vitous
Article Type: Board Game Review
Publication Date: January 27, 2003
Designer: Tom Dalgliesh and Jerry Taylor
Publisher: Columbia Games
Related Categories: Turn-Based, Operational, Scottish Wars of Independence

Prussia's Glory

The Rules of War

The units in the game represent a narrow range of variety typical of the period. Each noble, as well as kings and William Wallace, are generally considered to be in the company of their retinue of men-at-arms or knights. The most common unit type is infantry, with knights and archers also present in the mix. Each unit has a maximum level of two to four strength points, which represent the number of dice used when attacking. The block is rotated as casualties are taken, until the last one expires and the block is removed from play or returned to the force pool. Units also have an initiative level (A, B or C) which affect the order in which combats are resolved. This is important because combat effects are applied immediately, so a "C" unit, with a strength of four, might be whittled down to one or two before it can even attack. Finally, a number listed after the initiative indicates the "hit" number of that unit, or what the die must be equal or less to cause a hit. This can range from 1 (the Vikings) to 4 (King Edward).

At the beginning of each turn (one game year), five cards (from a deck of 25) are dealt to each player. The cards could contain a number (1, 2 or 3) or an event, such as the defection of a noble or the availability of sea transport. Numbered cards represent the number of areas that can be activated that impulse. Any number of units in an activated area can move, and they need not move to the same locations. This is modified a bit for units entering from England; in this case, a single unit counts as an activated group for purposes of movement. Each turn then consists of up to five rounds, with each player choosing a card to play that impulse. Should two event cards be played simultaneously; the turn ends after their resolution.

A fundamental concept in the game is that of nobles and their castles. Nobles of this period were a skittish lot; often changing loyalties to fall in line with the prevailing winds. Preserving the family titles, castles and estates were of paramount importance, often leading to strange bedfellows at the most inopportune moments. At the end of each turn, nobles are sent home for the winter. If their castle happens to be occupied by the opposing color, they happily change coats. Most nobles are never permanently eliminated from the game; when defeated in battle, they instantly reappear on the opposite side (at minimal strength). The castles themselves are of variable size; a single rating governs their value in terms of replacements provided as well as limits to the number of units allowed to winter (the phase between turns) therein.

Scots invade Lennox while English marshal at the Steward in preparation for an assault on Sterling.

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