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Two player card game.
Each player is a general fielding an ancient army represented by the 
player's decks.
110 card common deck.
50 Unit cards & 60 Tactics cards.

Shuffle the deck. 
Randomly deal 55 cards to each player. 
Each player now has his own 55 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 consult the Combat result table.
Killed units are sent to that players casualty pile.
Tactics cards can be played be either player to affect the outcome of 
the battle.
A tie in Force values results in both units being killed.

Light Infantry		LI (Skirmishers)
Medium Infantry         MI
Warband                 WB
Heavy Infantry		HI		
Light Cavalry		LC
Heavy Cavalry		HC	
Elephant                EL
War Wagon               WW

LI		*	D 	K	K	E      D      K      E
MI              K       *       D       D       D      D      D      K
WB              D       E       *       K       D      K      K      K
HI              D       E       K       *       E      E      K      K
LC              D       K       K       K       *      D      K      E
HC              K       K       *       D       K      *      D      D
EL              D       D       K       K       D      E      *      D
WW              E       E       K       D       E      E      K      *

K = Blocking unit is killed; Attacker is sent to reserve pile.
D = Attacking unit is killed; Blocker is sent to reserve pile.
E = Evasion: Both units are discarded to their reserve piles.
* = The unit with the lower force rating is destroyed. 
The victor goes to the reserves.

Unit Name	Type	#	Force	Damage	Notes
Slingers	LI	2	1	1       Scout
Bowmen   	LI	3	2	1	Scout
Javelineers	LI	2	3	1	Scout
Psiloi   	LI	2	3	1	Scout
Auxilia	        MI	2	1	2       Scout
Peltasts	MI	2	2	2	Scout
Barbarians      WB	2	1	3       
Horde	        WB	1	2	3	
Warriors 	WB	1	3	3       
Legionaires	HI	2	3	3	
Hoplite Phalanx HI	2	4	3
Horse Archers	LC	3	1	1	Flank; Scout
Nomads		LC	3	2	1	Flank; Scout
Light Chariots  LC      3       3       1       Flank
Medium Cavalry	HC	2	1	2	Flank
Cataphracts	HC	2	2	2	Flank
Heavy Chariots	HC	2	3	2	Flank
Elephants	EL	2	4	2	
War Wagon	WW	2	5	2	
# = Number of that card in the deck

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 defeat 
                                any attacker
Difficult Terrain	5	Opponent cannot flank or attack this turn. 
                                Play in opponents Flank Phase 
Treacherous Terrain	5	Attacking HI, MI, or WB kill any blocker
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.

De Bellis Antiquitatis Resource Page

Warfare in the Ancient World

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