Ancients — How to Play (Digital Edition)

An addendum to the Core Rulebook. The rulebook governs what the mechanics do; this describes how you carry them out in the on-screen game. Where the two seem to differ, the rulebook wins.

Play at https://ancients.philwallach.com.


1. Starting a game

Opening the site shows a menu with three ways to play:

The default battle is Marathon-style: Greek hoplites vs Achaemenid Persians — an even fight by army weight, but the Persians have the cavalry and the bows, the Greeks the heavy melee.


2. The screen


3. Reading the board

Each base (one unit, one hex) is a token:

Views and zoom

The 👁 View button cycles five ways to see the board:

🔍− / 🔍+ or the scroll-wheel zoom; drag pans.


4. A turn, step by step

Turns are IGOUGO: one player does everything, then the other. Your turn runs four phases — Move → Shoot → Combat → Recovery — and you press Next phase ▸ to advance through them. (Online, you only act on your own turn; the bar says so.)

Move phase

  1. Click one of your blocks. Legal next steps highlight on the board: green = a clear 1-base-width step, amber = a difficult step (it shows the +Fatigue it will cost).
  2. Click a green/amber hex to step there. Keep stepping to build the move; the status shows the budget used (one move = the unit's allowance in base-widths; a second move the same turn costs Fatigue and is tested).
  3. ⟲ Pivot left / Pivot right ⟳ turn the block 60°. The first pivot of a step is free; an in-place pivot costs 1 base-width.
  4. ✓ Confirm move commits it (one command = one movement test). ✕ Cancel abandons the draft.

Other move-phase tools:

Shoot phase

Both sides shoot in this phase. Click one of your missile bases, then click a red in-range enemy to fire. The game only offers legal shots — within range and the front firing arc, not into or out of a melee, and not over an enemy unit (you can shoot over your own troops, never over the enemy). Heavy targets shrug off missiles; fire wears the enemy down (Fatigue) rather than killing outright.

Combat phase

You resolve every melee on the board, in the order you choose (a result can strip an overlap before the next fight). In the combat panel:

  1. Click a melee button (e.g. "A#3 vs B#12") — hover it to find the pair on the board — to resolve that fight. The log shows the full breakdown (each side's die, overlaps, flank/rear, weight, shock…).
  2. If a side loses, the loser allocates the result, point by point:
    • Fatigue = hold (take the wear, give no ground).
    • Push = give ground (recoil a rank; pick rear-left or rear-right). Set each point, then Apply. Online, only the loser's player sees these controls — the other side waits.

Repeat until all melees are resolved, then Next phase ▸.

Recovery phase

Automatic: blocks that didn't move or fight this turn recover a little Fatigue, and cohesion smooths within each block. Press Next phase ▸ to hand over.


5. Winning

You win when the enemy army breaks — once a side has lost the break-threshold fraction of its starting bases, its whole army gives way (a victory banner appears). The threshold tightens as the battle drags on, so long grinds do resolve. Routs, flanks, and rear attacks are where battles are decided — a frontal shoving match mostly builds Fatigue until someone cracks.


6. Online notes


7. Button quick reference

Button Phase Does
(click a block) Move select it to move
⟲ / ⟳ Pivot Move turn 60° (first per step free)
↺ / ↻ Wheel Move swing the block about a flank corner
≣ Column march Move file-follows-leader for a single column
✂ Split off / ⊕ Merge Move break up / combine blocks
⇄ Retire Move a light unit slips back through friends
✓ Confirm / ✕ Cancel Move commit / drop the drafted move
(click firer, then target) Shoot fire missiles
(melee buttons) Combat resolve each fight
Push / Fatigue / Apply Combat the loser gives ground or holds
Next phase ▸ any advance the phase / hand over
👁 View · 🔍 Zoom any change the board view / magnify