Scotland the Brave

Rules

Avalanche Press, Ltd.



rules index

1.0 introduction
2.0 components
3.0 sequence of play
4.0 movement
5.0 stacking
6.0 foraging
7.0 battle
8.0 leaders
9.0 recruitment and reinforcement
10.0 strategy markers
11.o miscellaneous
12.o the rebellion (the game)
13.0 advanced rules credits

1.0 introduction

There is no greater hero in Scottish history than William Wallace. In 1297 he began what grew into the Scottish Rebellion. The death of his wife at the hands of the English launched Wallace on a quest to expel them from Scotland. Unlike other leaders in the rebellion, Wallace never betrayed his country, his comrades or his cause.

Scotland the Brave is based on the opening of the Scottish War for Independence. Beginning with the revolt of a minor land owner named William Wallace in 1297, it culminated in the victory of Robert the Bruce in 1314 at Bannockburn. Scotland the Brave simulates the first two years of the conflict in which William Wallace was the dominant figure. Players take the place of either William Wallace or King Edward of England as each attempts to gain the assistance of Scottish nobles and control of southern Scotland.

2.0 components

Scotland the Brave includes these rules, one map and a set of 140 die-cut counters. You will also need one six-sided die.

Each section of the rules is numbered, and paragraphs within each section are identified by a second number, like this: 2.2. When that section contains subsections, they are identified like this: 2.24

When the rules refer to another, related paragraph, they will have the number identifying that rule included parenthetically, like this: This will help you find that rule for comparison or reference.

2.1 definitions

Cavalry: Units whose primary mode of transport is the horse.

Combat Strength: A unit's value in battle; higher numbers are stronger. Generally, this is the number the owning player must roll in order to cause casualties to an enemy unit while engaged in combat.

Control: A hex in Scotland is controlled by the player whose units occupy or were the last to pass through it. A hex in England is controlled by the English player unless occupied by a Scottish unit. At the start of the game (12.o), all hexes unoccupied by a pro-Scottish unit are English-controlled.

Enemy Units: All units which your opponent controls.

Friendly Units: All units which you control.

Infantry: Units whose primary mode of transport is the human foot. In game terms, all units which are not cavalry or leaders.

Leader: A unit representing the leader named on the counter. Leaders increase the combat value of the unit with which they are stacked during a battle.

Movement Allowance: A measure of the maximum distance a unit may move in a single movement phase, expressed in movement points (MPs).

2.2 counters

Most of the counters represent warbands of various strengths, from mounted knights to hastily raised levies. The combat pieces portray a weapon icon of the unit type represented and a number which is its combat strength. Pieces also represent key leaders who fought during the conflict. The numbers on the leader counters are initiative (left number) and leadership value (right).

The Scottish player controls all Scottish (reddish-brown) forces. The English player controls all English (tan) forces.

2.3 map

The map represents southern Scotland, from the Firth of Forth in the north to south of the border with England. It is divided into numbered hexagons (called hexes) which define units' positions much like squares on a chessboard. The Terrain Effects Chart (TEC) explains the effects of various map features on movement and combat.

The dotted line on the map is the border between Scotland, to the north, and England, to the south.

2.4 scale

Each turn represents one month. Each hex is 15 miles across. Each combat unit represents between 500 and 1,000 men, depending on quality and nationality.

2.5 charts and tables

All charts and tables necessary for play are included with the game. The set up instructions (12.0) describe the initial starting positions of units and the reinforcement schedule indicates which units enter play during the course of the game. The set up instructions and the Turn Record Track (TRT) indicate when reinforcements are available and when special events occur (changes in Strategy Markers drawn, winter, etc.).

3.0 sequence of play

Scotland the Brave is played in a series of game-turns; each turn is composed of an Initial Segment, followed by a playerturn for each player. Each action must be conducted in the order shown.

3.1 initial segment

Place all Strategy markers (10.0) in an opaque container. Beginning with the Scottish player, each player draws out the appropriate number of markers (based on the turn being played). Each player then rolls one die. The result is the number of Marches that player has for the turn.

3.2 player-turns

The player who rolled the highest number of Marches (the Scottish player if tied) moves first in each turn. Unless noted otherwise, only the player conducting the turn performs actions during his or her player-turn.

    a) First Player-turn. The First player moves his or her forces as desired within the scope of the movement rules. Once the First player has completed moving all units, battles are conducted if units of both side are in any single hex.

    b) Second Player-turn. The Second player moves his or her forces as desired within the scope of the movement rules. Once the Second player has completed moving all units, battles are conducted if units of both sides occupy any single hex.

3.3 recruitment phase

Beginning with the Scottish player, each player may promote (11.2) one unit to the next highest level. Then each player, beginning with the Scottish player, may recruit new units (9.1).

3.4 foraging phase

Players determine the foraging value of hexes containing their units. If too many units are in a hex, one or more are eliminated (see 6.0).

3.5 end of turn

Advance the turn marker one month and start the next game-turn with 3.1

4.0 movement

In the Initial Segment, each player rolls one die. The result is the number of marches the player has available for the turn. A march must be expended to move a stack of units that begin the march stacked together. The units are not required to move together.

4.1 movement allowance

The number of movement points each unit has available to be expended each march (called "movement allowance") is not printed on the counters, but is standard based on the unit type (Infantry, Cavalry or Leader) as follows:

    Infantry - 4
    Cavalry - 5
    Leader - 6

A unit may not exceed its movement allowance in a single march (unless a "Forced March" Strategy Marker is played). Each hex entered on the map costs movement points (see the Terrain Effects Chart).

4.2 leaders

In addition to expending marches, a player may attempt to move a stack of units which includes a leader. To attempt to move the stack, roll one die. If the result is equal to or less than the leader's initiative, the stack may move. All attempts to move leaders must be resolved before expending marches. Each unit may move a maximum of twice in a turn, while each leader may be rolled for only once each turn.

Example: The Scottish player rolls two for his marches this turn. He has two leaderless stacks and he would like to move stacks containing Douglas, Steward and Wallace. He can use a march to move a stack with a leader, but knows that a leaderless stack will NOT move without the expenditure of a march. He expends the two marches to move the two leaderless stacks and trusts that his die rolls will allow him to move the stacks with leaders. He rolls a four for Wallace, who may now move (he has an initiative of five), a two for Steward who may now move (he has a rating of two) and a four for Douglas who may not move (he has an initiative of two).

5.0 stacking

More than one friendly unit may occupy the same hex. This is called "stacking." There is no limit to the number of units which may be placed in a single hex.

6.0 foraging

Units must be fed and supplied. During the Foraging Phase, both players determine the foraging status of each hex occupied by their units. The Foraging Table lists the number of combat units which may be supplied in a particular terrain type. If the hex contains units in excess of this number, onehalf (round fractions up) of the excess units are eliminated (owning player's choice). Leaders do not count when determining the number of units in a hex and may not be eliminated to satisfy a foraging loss.

Note; The number is reduced in winter turns, and the Scottish player can forage more effectively in Scotland (a friendly population is helpful).

7.0 battle

During the battle phase, friendly units attack enemy units in the same hex. All units of both sides are removed from the map and laid out on any open space. The "Battle" marker is used to keep track of the hex in which the battle occurs.

7.1 procedure

Battles are resolved one at a time in any order the player who just finished moving his or her units desires, using the following procedure.

7.11 smaller unit deployment

The player with the fewest units (not counting leaders) lines up his or her units in a single line. If both players have the same number of units, the defending player lines up first. Leaders are not deployed at this time.

7.12 larger unit deployment

The remaining player lines up his or her units. Each unit lined up in 7.11 must have a minimum of one unit lined up opposite it. Any excess units may be doubled (or tripled, etc.) against enemy units. Leaders are not deployed at this time.

7.13 defending leaders

The defending player places his or her leaders with any friendly units (on top of the units). Any number of leaders may be placed with one unit (although only a single leader may assist the unit in the battle).

7.14 attacking leaders

The attacking player places his leaders with any friendly units (on top of the units). Any number of leaders may be placed with one unit (although only a single leader may assist the unit in the battle).

7.15 combat advantage

Combat is between units lined up opposite one another and is considered to occur simultaneously unless one player has a Combat Advantage (gained through occupying a specific terrain type or through play of a Strategy Marker). Combat Advantage gives a player the first shot in combat and any of the enemy casualties are removed before the other player can return fire.

7.16 combat resolution

To resolve combat, roll one die for each unit. An opposing unit is hit if the result is equal to or less than the rolling unit's combat value.

Note: Combat values can be lowered by terrain or raised by the presence of Leaders (8.2).

If a unit is hit, it is flipped to its reduced strength side. If already on its reduced strength side, it is eliminated and removed from play at the end of the round (immediately if the defender is firing and has Combat Advantage). The owning player chooses which unit is flipped to its reduced strength side if there is more than one. If one or more leaders are stacked with a unit that is eliminated, determine if the leader(s) are eliminated as well (8.5).

7.17 retreat phase

After all units on both sides have fired, the round is over. Beginning with the defending player, each player indicates if they wish to retreat. If attempting to retreat, roll one die. If a leader is present, his side can retreat on a roll equal to or less than the leader's Initiative Rating. If no leader is present, the side may only retreat on a roll of one. Note that neither side may retreat before battle. One round of combat must take place before either player may attempt to retreat.

7.18 end of battle

If neither side retreats, repeat steps 7.11 through 7.18. Battle continues until one side retreats or is eliminated.

7.2 retreats

When a side retreats, the owning player places all units involved in the battle in any adjacent hex to which movement is possible and which is not occupied by enemy units. Units that are unable to retreat because they are surrounded, must continue to fight.

7.3 restoration

After the battle is concluded, all reduced units are returned to their full-strength side.

7.4 promotion

After the battle, the winner (the side remaining in the hex) may promote one unit (11.z).

7.5 end of phase

Resolve the next battle by repeating steps 7.1 through 7.4 until all battles have been resolved.

8.0 leaders

Leaders represent the various charismatic personalities who influenced the early course of the War for Scottish Independence. Leaders may influence the game in several ways.

8.1 movement

A stack of units containing a leader does not require the expenditure of a March in order to move. The first attempt to move may be through the use of a leader. Roll one die. If the result is less than or equal to the leader's Initiative rating, the stack may move without expending a March. If the attempt fails, the stack may still be moved by expending Marches.

8 . 2 combat

A leader may increase the combat value of the unit with which he is stacked by an amount equal to his Leadership Value (1 or 2) .

Example: If Wallace is stacked with a regular infantry unit, the unit now hits an enemy unit on a roll of 4 or less.

8.3 retreat

A leader with a unit that wishes to retreat, may use its Initiative Value as the number to be rolled in order to retreat (7.2).

8.4 recruitment

Each Scottish leader in Scotland may recruit one levy per Recruitment Phase (9.1).

8.5 leader casualties

A leader can be killed if the unit with which he is stacked in battle is eliminated, or if he is alone in a hex with enemy units at the conclusion of the battle phase. Roll one die for each such leader. On a result of 1 or 2, the leader dies and is removed from play. If the leader is not killed, he retreats per 7.2

8.51 scottish leaders

If a Scottish leader other than Wallace or Murray is killed, place the leader counter on the Turn Record Track six turns ahead of the current turn. At that point, he arrives as a reinforcement (another noble of the family takes his place at the head of the clan). The leader is placed in his home city (11.3) and is again neutral.

8.52 english leaders

Eliminated English leaders are not replaced.

8.53 wallace and king edward

Wallace and King Edward are killed only on a roll of 1. If King Edward or Wallace is eliminated, the game ends immediately (12.34).

9.0 recruitment and reinforcement

9.1 recruitment

During the Recruitment Phase, both players may raise additional units for their armies. All units recruited are levies (11.2).

9.11 scottish recruitment

The Scottish player recruits first and may recruit one levy for each active leader in Scotland who is stacked with a Scottish combat unit (place the levy in the hex with the Leader or in an adjacent hex that does not contain enemy units), plus one additional levy. Wallace and Murray may only raise infantry levies. The additional levy must be infantry and is placed in any Scottish-controlled city in Scotland or with Wallace if he is in Scotland.

9.12 english recruitment

The English government was slow to react to the crisis. The English player recruits one unit per turn through April 1297. Beginning in May 1297, two units may be recruited. In addition, the English player rolls one die each turn beginning with the June 1297 turn. If the result is one, the recruitment level is raised by one. The level is automatically increased by one on the March 1298 turn. The maximum recruitment level is four. English levies are placed in any English-controlled city in England.

9.13 counter mix

The counter mix has a deliberate limit on the number and types of units which may be recruited. Units eliminated should not be shuffled back into the mix.

9.2 reinforcements

Reinforcements enter play during the game. Each side receives one reinforcement during the game.

terrain effects chart
terrainmovementcombat effects
Clear1N/A
Wooded2N/A
Mountain2Defender Advantage
River+1Defender Advantage (first round)
City1Defender Advantage/ -1 to attacker Combat Strength
all seaN/Aunits may not enter
Major City1Defender Advantage/ -2 to attacker Combat Strength

9.21 scottish reinforcements

The Scottish player receives Murray and two regular infantry units on the July 1297 turn. The units are placed in any hex along the north edge of the map not occupied by an English unit.

9.22 english reinforcements

The English player receives King Edward, one elite and one regular cavalry, one elite and four regular infantry units on the June 1298 turn. A lesser quality unit must be substituted if the proper one is unavailable. The units are placed in any English-controlled hex along the southern edge of the map.

10.0 strategy markers

At the beginning of the Strategy Phase players discard any Strategy Markers not used in the previous turn and draw new ones. The Scottish player draws first. At the beginning of the game, each player draws five markers. Beginning in May 1297 each player draws six markers. Beginning in January 1298 each player draws eight markers.

With the exception of the "Vacillate" and "Cancel Strategy" markers, Strategy Markers may only be played during the owning player's turn or during either players' battle phase. Some markers affect only one player. Others are useful to both players.

strategy marker effects

Cancel Strategy: Cancels a Strategy marker played by the other player. If canceling a marker which requires a die roll, must be played prior to the roll.

    Combat Advantage: Played at the start of one battle. If your opponent has a Combat Advantage, it is nullified. If neither player had the advantage, you now do.

    Conversion: Scottish player places marker on an unoccupied city which is loyal to the English and does not contain a neutral noble. Roll one die. On a result of 1-3 the city declares for the rebels and the loyalty marker is flipped to the "Scots" side.

    Effective Archers: Played at the start of a battle by the English player. The english player gets a free shot with a value of "3" each round. Casualties are chosen by the Scottish player.

    Forced March: Playable on one stack of units. The units in the stack have their movement allowance increased by 50% (round fractions down).

    Fortunes of War: Player may force the re-roll of any one die roll.

    Highland Ferocity: Played at the start of a battle by the Scottish player. During the initial round of combat, all Scottish infantry units attack with an increased strength of one.

    Influence Noble: Playable on any Scots leader other than Wallace or Murray. Playable on any English leader, except Edward. The Scottish player plays this to have the leader join the rebellion, the English player plays this marker to make the leader leave it. Roll one die.

      Scottish: On a roll of 1-3 the leader joins the rebellion.
      English: On a roll of 1-2 the leader leaves the rebellion and becomes neutral.
    The die roll is modified by -1 if the leader's home city is loyal to the England. Bruce becomes neutral on a roll of 1-4. A neutral leader is returned to his home city. Roll one die. Half the result (round fractions up) is the number of units stacked with the leader which leave with him (one being placed with the leader and the others eliminated - Scots player's choice). Flip the leader's home city loyalty marker to the English side. If the leader joins the Scottish rebellion, he and any units stacked with him are immediately available and may be moved by the Scottish player.

    Initiative: Gives the player an extra March.

    Knights Charge: Played at the start of a battle by the English player. During the initial round of combat all English cavalry units attack with an increased strength of one.

    Levy: Players can raise one additional levy unit immediately (in which case it may move) or in the Recruitment Phase.

    Lost Cause: Played at the beginning of a battle. The player with the smaller force surrenders if the larger force has two (or more) times as many combat units. This Strategy Marker may not be played on a stack containing Wallace or Wedward. Leaders, except Murray, become neutral and return to their home city with one unit (Scottish player's choice). English leaders are eliminated on roll of 1-4. If not eliminated, they are placed on the Turn Record Track two turns ahead of the current turn, at which point they return to play at Carlisle or Cockermouth. All other combat units are eliminated.

    Loyal Scots: The English player may recruit one English levy for each neutral Scottish leader. Place levies in any English-loyal city in Scotland.

    Siege Train: Played by the English player at the beginning of a battle. Nullifies the -1 penalty when attacking Scottish units in Scottish cities and lowers the -2 penalty when attacking a major city to -1.

    Subversion: Played by the English player. Place marker on a city loyal to the Scots. Roll one die. On a result of 1-2, the city declares for the English and the loyalty marker is flipped to the "English" side.

    Treachery: Played at the beginning of one battle. Reduce the penalty for attacking a city by one (-1 to 0 and -2 to -1) for the first round of battle only.

    Vacillate: Played on the opposing player during his or her turn once a March has been declared, but before it is executed. The stack may not move; the March is wasted. Vacillate may not be played to halt the movement of a stack resulting from a successful leader Initiative roll.

11.0 miscellaneous rules

11.1 loyalty

11.11 loyalty marker

Each city in Scotland has a Loyalty Marker bearing the city's name. Loyalty Markers represent the presence or absence of officials of the crown and the attitudes of the leading citizens. At the start of the game, all Loyalty Markers are on the English side. Loyalties switch if the city is occupied by units (not merely leaders) of the opposing player. A city does not have to be garrisoned, but is loyal to the last player to have a unit in it. Loyalty can also switch through the play of Strategy Markers.

11.12 english cities

English cities (the five cities south of the border, with no loyalty markers) are always loyal to England unless occupied by a Scottish unit.

11.2 unit levels and promotion 11.21 unit levels

Units are at one of three levels, representing a unit's experience and training. A newly raised unit is a levy. As it becomes more proficient it becomes a regular and then an elite unit. Changes in a unit's level occur through promotion.

11.22 promotion

Units are promoted during the Promotion Phase (one per player) or as the result of a victory in battle (one unit promoted on the winning side). When promoted, replace the unit with the next highest level unit of the same type. If none are available, the unit may not be promoted. Removed units are available to be raised (levies) or as the next level for promotion.

11.3 scottish nobles

Scottish leaders, except Wallace and Murray (who are always pro-Scottish), are either neutral or pro-Scottish. When neutral, leaders must be placed on their "home city". The "home city/towns" for Scottish nobles other than Wallace and Murray, who have none, are printed on the back of the counters.

Neutral leaders and the units stacked with them may not move and are not controlled by the Scottish player. English and Scottish units may not enter a hex containing neutral units. If either player occupies a city to which a neutral Scottish leader returns (through a Strategy Marker, etc.), the English or Scottish units are immediately placed in an adjacent hex (owning player's choice).

When a Scottish leader becomes pro-Scottish (through Strategy Marker play) he, and the units he controls, are immediately available to the Scottish player. The Loyalty Marker of the leader's home city may remain English if the Scottish player desires (in which case the leader is placed adjacent to his home city).

12.0 the rebellion

12.1 setting up the game

The game is setup in the following order.

12.11 loyalty marker setup

Place the matching (named) Loyalty Marker (English side up) on every city in Scotland.

12.12 scottish leader setup

Place each Scottish leader in his home city with one nonlevy combat unit (drawn randomly).

12.13 english player setup

The English player places five regular infantry units in unoccupied Scottish cities, no more than one per city. The English leaders Cressingham and Warrene are placed with the infantry units, no more than one per hex. Leaders Percy and Clifford and one elite infantry and two regular cavalry units are placed in Cockermouth.

12.14 wallace setup

Wallace and one elite infantry unit are placed in any noncity hex of Scotland.

12.2 restrictions

The following restrictions govern play for historical reasons.

12.21 strategy marker restrictions

The rebellion began slowly and the English did not react until their garrisons were attacked. Thus, the "Loyal Scots" Strategy Marker may znot be played, no English units in England may move, and no English units in Scotland may attack a Scottish unit until the Scottish player attacks an English unit, occupies a Scottish city, or enters England. This restriction is only in effect throughout the year of 1297.

12.22 scottish movement restrictions

No Scottish unit may enter England until the May 1297 turn (the date of Wallace's wife's death).

Note: This means that the first few turns are only movement and promotion.

12.3 winning the game

The game is played until the conclusion of the December 1298 turn or the death of Wallace or King Edward. Victory is based on the number of cities controlled by each player at the end of the game.

12.31 decisive victory

A decisive victory results from complete Scottish Independence by Scotland or long-term oppressive English rule by England. If either player controls twice as many cities as his opponent (or more), he wins a decisive victory. Note that ALL thirty cities on the map are counted. The English player MUST control all English cities (in addition to controlling twice the total number) to win a decisive victory.

12.32 moral victory

Won by the player controlling the majority of cities on the map. The English player MUST control all English cities to win.

12.33 draw

If at the conclusion of the game the English player has met the conditions for a decisive or moral victory, but does not control all English cities, the game is a draw.

12.34 death of leaders

The death of Wallace or King Edward immediately ends the game. If Edward is killed, the Scottish player wins a Moral Victory. If Wallace is killed while Robert the Bruce is neutral, the English player wins a Moral Victory. The game is a draw if Wallace is killed while Robert the Bruce is pro Scottish. Scottish. If both Edward and Wallace die in the same turn, the game ends and the Scottish player wins a Moral Victory.

13.0 advanced rules

The following rules add realism and can be used to handicap one side.

13.1 pro-scottish advanced rules

13.11 levying units

At any time during the game the Scottish player may call up the northern levies. Deploy two levy units (one may be cavalry) on a hex on the north edge of the map.

13.12 wallace

Wallace may not be killed. He is replaced as a normal leader (six months later). This rule heavily favors the Scottish player.

13.2 pro-english advanced rules

13.21 fleet

The English fleet is available for operations from May to September each year. When available, the English player receives an extra shot of value 1 when a battle is conducted in a coastal hex (one containing both land and sea). The shot is not reduced by city effects.

13.22 recruitment

Increase the English recruitment level by one. This rule heavily favors the English player.

13.3 neutral

A city may not simply be entered by unfriendly forces. An unoccupied city/town has a garrison with a combat strength of one that functions as a combat unit. The garrison cannot retreat, but is otherwise treated as a normal unit (including having two strength levels). The garrison is loyal to whichever player controls the city/town.

credits

designed by william sariego
developed by brian I. knipple
rules editing by mike bennighof
counter and map art by: brien miller

playtest


ernie chambers, john herrington, john morris, tim owens, lori tolson, joe wilkie and ron wuerth

thanks

SHADIS would like to thank everyone at avalanche games for such a beautiful game, federal express for delivering the map art late, and america online for kicking us off line everytime we tried downloading this thing.

Contents copyright © 1998 Avalanche Press, Ltd.

Note: Map and Counters are not included in the MagWeb.com version, as we do not have permission to do so. However, you can order the game direct from Avalanche Press. --RL


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