Hammer of the Scots is a game about the Scottish Wars of Independence. One player will take control of the Scottish troops and their opponent, the English ones. The aim of the game is to control the majority of the nobles by the end of the game.
There are two scenarios: Braveheart (1297-1305) and The Bruce (1306-1314). Both can be played independently. There is also a campaign mode that comprises both scenarios.
GAME TURNS
The game spans a series of years between 1297 and 1314. Each year consists of between 1 and 5 turns. Each turn comprises 3 phases played sequentially. After the players' turns, a special winter turn is played.
GAME SUMMARY
1) Card Phase
Both players start each year with 5 cards. They each choose one from their hand and place it face down on the table. Then, both cards are revealed, and the player with the highest card will be the starting player. In the event of a tie, the English player becomes the player 1.
2) Movement Phase
If the played card is a movement card, it will allow moving 1 to 3 groups, depending on the card's value. All friendly blocks in the same area, except for the Nordic block, form a group. They can move up to 2 or 3 areas in each movement phase but must stop upon crossing a red border or entering an area occupied by the enemy. Player 1 moves first.
3) Battle Phase
Battles occur when blocks from both sides coexist in the same area. Battles are resolved one by one, in the order indicated by Player 1. Once all battles have been resolved, phases 1 to 3 are repeated until the end of the year. After the game turns for the year (between 1 and 5) have been played, the winter turn is played.
* Winter Turn
At the end of each year, the Winter Turn is played. Nobles return to their native areas (this may involve changing sides or desertion). Blocks exceeding the “Castle Limit” are dissolved. The deck of cards is shuffled, and 5 cards are dealt again to each player.