Ancients Wargame — Core Rulebook v3. The canonical, version-controlled rules (served in-game at /rulebook.html). Edit this file to change the rules; where the code and the rulebook differ, the rulebook wins.

ANCIENTS WARGAME

Core Rulebook — v3

A Cohesion-First Tabletop Wargame of Ancient Battle

Playtest edition — all design decisions to date, consolidated

Compiled 3 June 2026

Designer's Note

This edition consolidates every settled mechanic into one playable whole. The design is now considered ready to test rather than to debate: from here, questions are answered with figures on a table, not in the abstract.

The system models ancient battle as a contest of cohesion — armies are defeated when their formations lose order, not when casualties are tallied. Four axes drive every combat, each mapping to a different real-world thing:

“Battles are decided by overlap and pressure. Cohesion creates advantage; fragmentation invites collapse.”

Contents

1. Design Philosophy

2. Components & Scale

Base. The standard miniature mounting (e.g. four figures on a stand). The Base is the indivisible physical unit and the level at which combat is resolved. All Bases share the same frontage.

Block. A contiguous group of Bases of the same troop type, touching edge to edge. The Block is the manoeuvre unit and the level at which Fatigue is tracked. Blocks exist mechanically only to generate overlaps; fragmentation removes them.

Base-width (BW). The unit of measurement for the whole game — one Base frontage. Measuring in BW keeps the game independent of figure scale and ties distance to the same frontage the overlap rules use.

Default distances (tunable in playtest): foot move 2 BW; light foot and skirmishers 3 BW; cavalry 4 BW; missile range 2 BW.

Spatial substrate. These rules are geometry-agnostic, but the digital playtest and reference substrate is a hex grid with vertex-facing: each Base occupies one hex (one BW) and faces a vertex, which gives it two front edges and a clean front / flank / rear split, with distance measured in hexes. The spatial model is specified separately (it replaced an earlier square grid); nothing in these rules assumes a square grid.

3. Units: Quality, Weight & Type

Every Block has a quality class, a weight rating, a troop type, and possibly one or more special rules.

3.1 Quality (training) — dice

Quality is expressed entirely as dice: Elite rolls two and keeps the best, Regular rolls one, Levy rolls two and keeps the worst. There is no quality modifier table. This same keep-best/keep-worst rule serves both the movement test and combat — only the type of die differs by context.

Quality Dice kept
Elite best of two
Regular one
Levy worst of two

Which die

Because keep-best/keep-worst feeds on the dice's tails and the averaging die has thin tails, quality reads as reliability rather than raw power: an Elite lands 4–5 most of the time and rarely whiffs, a Levy rarely spikes, a Regular is the most variable. (The retired alternatives — a d4 tier, a no-dice mode, and a flat quality table — are not used.)

3.2 Weight (mass & equipment) — a relative ladder

Weight is a number from 1 (lightest) to 5 (heaviest), assigned per era on the army list. It is relative: a hoplite is a 3 whether it faces lighter Persians or the heavier phalanx, and context decides whether that is an advantage. Weight drives the combat result-shift (Section 9.4) and the terrain cost (Section 8). Because the combat shift is capped at 2, the 1–5 ladder is effectively only 0/+1/+2 in melee (Cataphract-5 vs Skirmisher-1 is the same +2 as Hoplite-3 vs Skirmisher-1); the full range only bites in the terrain formula.

3.3 Troop Types

Default weight ratings and special rules (tunable per army list):

Type Weight Special rules
Heavy Infantry 4 Steady spears (if spear-armed)
Medium Infantry 3
Light Infantry 2
Skirmishers 1 Evade
Warband 3 Shock (it is simply shock infantry)
Cavalry (shock horse) 4 Shock
Cataphract / Knight 5 Shock
Light Cavalry 2 Light-horse (no shock; optional pursuit)

4. Sequence of Play

Players alternate whole-army turns (IGOUGO), each running in four phases — but the phases are not all one-sided:

  1. Move — the active player only moves Blocks (movement test, difficult-move and terrain costs, chaining; charges move into contact).

  2. Shoot — both sides' missile troops fire.

  3. Combat — every melee on the table is resolved; the active player chooses the order.

  4. Recovery — the active player's Blocks recover and smooth Fatigue (Section 6.1).

Phase symmetry. Both players act in the Shoot and Combat phases; only the active player moves and recovers. So a locked melee or a shooting exchange is fought on each player's turn — static fights grind at double rate per round. Ordering matters in Combat: a push-back in one fight can strip an overlap before the next resolves, so the active player sequences combats to engineer cascades — a deliberate initiative advantage.

5. Movement

The movement test. Every voluntary move requires a movement test: roll your quality dice and equal or beat the Block's average Fatigue (Section 6), or the move does not happen. The first move each turn is free of Fatigue cost — it is not penalised — but it is still tested, so a fatigued Block can fail to move even on its first attempt.

5.1 Difficult moves

A difficult move — changing formation, interpenetrating friends, or crossing difficult terrain — costs Fatigue, applied after the move. Simple advances on open ground are free. Re-facing the body in place (the ±60° pivot of the hex substrate) is free by default; its Fatigue cost is a tuning knob, in case free pivoting makes formations too protean.

5.2 Extra moves (chaining)

5.3 Charges & shock

A charge is a move ending in contact. A Shock unit (Section 11) generates shock only when it makes contact on a chained second move, the first having been a full move — so shock is an extra move, paid for and tested like any other, and a charge can fail to connect.

5.4 The two movement costs are independent

They do not interact except that both drain Fatigue — so rushing through bad ground is prohibitive (a rushed second move into heavy woods can cost +3 in a single tile).

5.5 Wheeling a line

A normal move keeps a formation's footprint; the in-place pivot only re-faces it (flipping a line to a column). To swing a block to a new facing while it keeps its shape, wheel it — an atomic 60° turn about a chosen flank unit.

5.6 Column march (follow-the-leader)

A column moves by following its lead unit. The leader makes a normal move; every other unit then advances along the leader's exact path, each taking the position and facing the unit ahead of it had — the file slides forward like a snake, bending through any turn the leader made. A column covers a full move's distance and can turn corners at no frontage penalty (unlike a wheel), but it presents a one-unit front and is horribly exposed in contact. Travel in column; fight in line.

6. Fatigue & Cohesion

Fatigue is tracked per Base, not per Block. Each Base has its own Fatigue (a plain integer, starting at 1, never below 1) representing its local disorder. A Block's cohesion is the average Fatigue of its Bases, and the Block breaks as a body when that average exceeds 6 (Section 12). Pressure therefore lands locally and unevenly — as it really did along a fighting line — while the body holds until the accumulated disorder tips it over.

Fatigue (Base, or Block average) State Meaning
1–2 Fresh Fully ordered
3–4 Pressed Disordered but functional
5–6 Shaken On the brink
over 6 Broken Formation lost; the Block breaks and routs

6.1 Recovery & smoothing

Recovery runs in two passes at the end of the active player's turn, both per Base.

6.2 Splitting & merging

In the Move phase a player may freely split a Block into smaller legal Blocks, or merge adjacent legal Blocks (same type, contiguous, same orientation, unengaged). The only cost is Fatigue at the seam: each Base on either side of a seam opened (a split) or closed (a merge) takes +1 Fatigue.

7. The Combat Axes — Overview

Before the detailed combat rules, the four axes in one place. A combat is resolved base by base; for each engaged pair:

8. Terrain

Terrain has two independent properties: Going (footing) and Elevation (flat or hill), both on the 1–5 scale.

8.1 Going & movement cost

Going values: open 5, light woods 4, heavy woods 3, rough ground 2, swamp 1. The Fatigue cost to move through terrain is the unit's weight minus the Going value, minimum 0.

Terrain (Going) Knight (5) Hoplite/Roman (3) Skirmisher (1)
Open (5) 0 0 0
Light woods (4) 1 0 0
Heavy woods (3) 2 0 0
Rough (2) 3 1 0
Swamp (1) 4 2 0

Open ground is free for all; skirmishers pay nothing anywhere; heavy troops pay steeply in bad ground. No “impassable” rule is needed — the escalating cost is the deterrent (a knight breaks crossing a forest in ~3 tiles). Reserve a flat Impassable flag only for true obstacles (cliffs, deep water).

8.2 Weight-cap in combat

A Base's effective combat weight is capped at the lowest Going value any of its Bases touch. A knight in heavy woods fights as weight 3; in swamp as weight 1 (equal to skirmishers). Per-base: only Bases actually in the terrain are reduced. Skirmishers (weight 1) are never reduced. The same threshold — weight greater than Going — governs both the move cost and this cap.

8.3 Hills (Elevation)

A hill is firm footing, so it does not cap combat weight.

9. Combat Resolution

Base by base. Each engaged pair of opposing Bases fights its own combat. There is no attacker/defender: the outcome is symmetric, and which Base charged in matters only for shock.

9.1 The combat sequence

For each engaged pair, in order:

  1. Effective weight. Cap each Base's weight at the lowest Going value it occupies (8.2).

  2. Roll quality dice. Each Base rolls its quality dice and keeps one result (3.1).

  3. Add positional modifiers to each kept result: overlaps (9.2), flank/rear (9.3), high ground (8.3), and shock if it applies (11).

  4. Compare totals to get the raw difference.

  5. Apply the weight result-shift: add the difference in effective weight (in the heavier Base's favour, capped at 2) to the margin (9.4).

  6. The lower final total loses; the margin = the number of adverse increments. The loser allocates them (9.5). Then check breaks.

9.2 Overlaps — the keystone

Each Base has two front hexes (vertex facing, §2). In the Combat phase the active player pairs each engaged Base with one enemy it fights in a front hex; any enemy left in a Base's other front hex that no friendly Base is fighting is an overlap.

Overlap. If, while a Base fights one front enemy, an uncountered enemy sits in its other front hex (engaged by no friendly Base), that enemy laps it — +1 to the enemy in that fight. Symmetrically, your own uncountered Base lapping an enemy gives +1 to you. Net the two; each engaged Base contributes 0 or 1.

This is why cohesion wins: a solid Block laps the ends of a fragmented enemy, and push-back strips overlaps, cascading disadvantage into the next combat resolved — which is why combat order (Section 4) is a skill.

9.3 Flank & rear

“A formation that is struck in flank or rear is no longer a formation.”

9.4 Weight result-shift

Weight is deterministic, not lucky: it is applied after the dice as a shift to the margin in favour of the heavier Base, equal to the difference in effective weight, capped at 2. A Light that ties a Heavy on the dice still slides to a loss. (This subsumes the old troop-type combat factors: 'light foot weak in melee' and 'mounted ride down loose foot' are simply weight differences.)

9.5 Outcome — fatigue or ground

The margin of loss is a number of points. The losing Base's owner allocates each point, freely mixed, as either Fatigue or push-back:

A Base that cannot retreat (terrain, friends, table edge) is pinned, and any push-back point against it must be taken as Fatigue instead. The choice is real: hold to keep your ground and overlaps while accumulating disorder, or give ground to stay fresh while ceding position and fragmenting a formed Block.

Variance note: there is no cap on points. Combat variance is controlled instead by the choice of combat die (§3.1) — the averaging die keeps a positionally-neutral fight tight, so a big margin reflects earned position, not a lucky tail, while a flank charge stays fully decisive. (Whether giving ground purely to dodge Fatigue is too cheap is a separate playtest dial.)

9.6 Push-back, recoil & splitting

Backward movement is never a legal Block move, so a push-back is always a split. The pushed Base detaches and the seam cost (§6.2) is always paid — even for a uniform whole-Block push — unless the Block was a single Base (nothing to fragment) or the Base is a Skirmisher using evade (§11.2), which is exempt. There is no free retreat.

10. Missile Combat

Missile fire (range 2 BW) is a weight-vs-weight exchange with the positional modifiers stripped out. The firer and the target each roll quality dice (the combat die) and apply the weight result-shift (§9.4); the target defends on its own weight even if it cannot shoot back. No overlap, flank, rear or high-ground modifiers apply, there is no push-back, and the only result is Fatigue — on the target.

If the firer's total beats the target's, the target takes the margin as Fatigue; otherwise the shots have no effect. Because the heavier side wins the weight shift, well-protected heavy troops shrug off fire and light shooters do little against them — missiles harass, they do not break a steady heavy line. A Block that is shot at cannot recover Fatigue that turn (the competition default; §6.1).

11. Special Rules

The exceptions to the core. Each is a single trigger → effect.

11.1 Shock

11.2 Skirmisher evade

When a Skirmisher would take Fatigue or be pushed back, it falls back instead — trading ground for cohesion, so it never accumulates melee Fatigue. But it can be caught (charged by faster troops, or pinned so it cannot fall back the full distance), in which case the evade fails and it takes the full result including the weight shift; and it cannot hold ground or objectives.

11.3 Steady spears

A formed, spear-armed Heavy Infantry Base (at least one same-Block neighbour) negates a frontal cavalry charge's shock and gains +1 against mounted. Spear walls stop horses.

11.4 Light cavalry

Light Cavalry do not gain shock and may choose whether to pursue (rather than being forced to). They create flanks, harass rears, and chase routers.

12. Collapse, Break & Rout

Break. A Block breaks the instant its average Base Fatigue exceeds 6. It splits into individual Bases, each retreating one full move directly away from the enemy; a Base that cannot retreat is removed.

Break is by Block average only — there is no per-Base ceiling. A contact Base shoved past 6 inside an otherwise-fresh Block averages down and survives; a Base only breaks on its own Fatigue when it is alone (a single-Base Block, or a loose Base dislocated by push-back, §9.6).

Routed. Routed Bases cannot act, form Blocks, merge, or provide overlaps, but still block space. The recommended model is no rally — routed troops are gone for the battle.

12.1 Army break & collapse contagion

13. Playtest Parameters (Deferred)

These are empirical balance knobs, set with figures on the table rather than reasoned abstractly. Starting points only:

14. What Changed from v1

Judgment calls flagged for playtest: shock is written as a flat modifier for speed (it may instead be an extra die per the Evaluation); default weight ratings are starting points only.

14.1 What changed from v2 to v3 (design-review ledger)