- The Wars of David -

Copyright 2002 by Michael Fischer
Last revised: 03/05/2002

I. Introduction.

Israel. A tiny nation, seeking only to be left in peace, surrounded by enemies. Her many foes can agree on nothing except that Israel must be destroyed. But the Jews are greatly outnumbered.

Nothing changes. The year is 1050 BC.

Israel is a small but prosperous kingdom led by David son of Jesse, her greatest king and a skillful warrior. Israel will need that skill, because her every border adjoins a hostile nation. Add up the armies of the Philistines, the Mesopotamians, the Midianites, the Amalekites, the Ammonites, the Edomites, the Moabites, and the Canaanites, and the odds don't look good for David and his subjects. But their central position gives them an advantage. The eight opposing kingdoms mistrust each other and cannot coordinate their attacks. And because Israel is the chosen people of God, divine intervention will sometimes occur. Regardless, it's going to be one heckuva battle.

The Wars of David is a two-player game set in ancient times. All you supply is a six-sided die.

II. The Units

The units for the Israelites and for the eight kingdoms are just about identical. Differences will be noted in the descriptions of each unit.

III. Setting Up the Game

You need one copy of map 0 and eight copies of map 1. Set them up in a 3x3 rectangle with map 0 in the middle and the corner maps rotated upside-down. Each map represents one nation. Put the eight "Kingdom" markers on the cities as follows:

The eight-kingdom player sets up first. He must set up each nation's units within the borders of its own nation. No unit can be adjacent to the units of another nation.

The Israelite player (white counters) can place his units anywhere within the borders of Israel (the center map). King David must start in Jerusalem (the white city).

IV. Map Terrain

V. Playing the Game

Each game turn contains the following phases:
  1. Israelite Movement Phase: the Israelite player moves his units.
  2. Israelite Combat Phase: resolve any combat resulting from Israelite movement.
  3. 8-Kingdom Movement Phase: the 8-Kingdom player moves his units.
  4. 8-Kingdom Combat Phase: resolve any combat resulting from 8-Kingdom movement.
  5. Replacement Phase: armies that can gain replacement units, get them.
  6. Resolution Phase: see if any player has won the game. Advance the turn counter.

VI. Movement

VI-a. Basic movement

A unit can move up to its full movement allotment each turn, subject to terrain. No unit is required to move, unless it has to retreat toward a friendly city or Baggage. Units can pass through friendly units as they move. Unit facing does not matter.

A unit cannot leave its nation unless it is within 2 hexes of a friendly General or 3 hexes of a friendly King at the time it crosses the border. Once it has entered another nation, the General or King need not stay within 3 hexes. For the 8-Kingdom player, "friendly" means "from the same nation."

VI-b. Stacking

Stacking more than one unit in a hex is not allowed, except for the following:
  1. One Archer, General, or King can stack and move with each Chariot.
  2. Unlimited units can stack within a friendly city hex.

VI-c. Zones of Control

Each unit with a non-zero Defend rating exerts a zone of control around itself. Any unit that enters a hex adjacent to such a hostile unit must stop moving.

VI-d. Limits on 8-Kingdom Movement

The 8-Kingdom player can move the units for only two nations each turn, and those two cannot be from adjacent home maps. This reflects the difficulty in coordinating attacks between kingdoms that can't communicate quickly and that don't trust each other.

Units retreating to a friendly city because their king was killed, and units moving toward a friendly city or Baggage counter because their closest Baggage was destroyed, must keep moving even if their nation isn't the one the 8-Kingdom player is moving this turn.

The eight kingdoms are united only by their hatred of Israel, and one enemy will do as well as another. If a unit from one 8-Kingdom nation moves adjacent to units of another 8-Kingdom nation, and if a die roll comes up 1-2, the unit that just moved must attack a unit in the other 8-Kingdom nation and cannot attack an Israelite unit in the Combat Phase this turn. You must make this die-roll check for each unit that moves next to one of its "allies." If a unit moves next to two or more "allies," you must roll to see if it will attack both, but if it attacks one, it will not attack others in the same turn.

VI-e. Supplies

No unit can move more than 3 hexes away from a friendly city or a friendly Baggage unit. If a unit becomes more than 3 hexes away from such a unit (such as when a friendly Baggage unit is captured), that unit must move toward the nearest friendly city or Baggage unit, and cannot move in any other direction until it is within 3 hexes of that city or Baggage. It can still attack freely.

VI-f. Friendly Cities

A city is friendly if it is within that nation's borders and has no hostile units in it, or if it is within another nation and has a friendly unit in it.

VI-g. Baggage

Baggage units cannot attack. If attacked, they are automatically captured (destroyed).

VII. Combat

VII-a. Basic Rules

  1. "Combat unit" means a unit with a non-zero Attack rating.
  2. Any unit with enemy units in range can take part in combat, but is not required to do so.
  3. Multiple units can attack a single foe.
  4. A strong unit can spread its attack among several defenders, as long as the defender(s) are adjacent to each other and in range of the attacker.

VII-b. Resolving Combat

Add up the Attack ratings for each unit attacking a particular enemy unit. If the total Attack rating is greater than the defending unit's Defend rating, then divide the total Attack rating by the Defend rating, dropping any fractions. If the Defend rating is equal to or greater than the total Attack rating, then divide the Defend rating by the total Attack rating, drop any fractions, and make the result a negative number. This result is called the combat odds.

Now modify the combat odds, if any modification is required for terrain or other situations. Roll one die, modify that roll if needed, and find the number you rolled in the appropriate column of the Combat Results Table. This tells you how the combat occurred, as follows:

VII-c. Attacking Units in Cities

If a city has no combat units in it, then any combat unit can capture that city just by moving into it. But if enemy combat units are in the city, then you'll have to fight for it, and fighting for a city is a bloody business. Each hostile unit in a city must be attacked, only one unit per turn, and the unit in the city defends at double its normal Defend rating. A defending unit in a city ignores a result of "defender retreat." Only Slingers and Archers can attack from within a city. Such units ignore results of "Attacker retreat," and add 1 to their combat rolls.

VII-d. Divine Intervention

The Israelite player has six Divine Intervention markers, numbered 1 to 6. He can use these to force any die roll to equal the number on that counter. He can use each of them only once, and using them fixes the result of that roll -- it cannot be rerolled for any reason.

VII-E. Attacking Units Stacked in Chariots

Units riding in a Chariot suffer the same combat results as the Chariot they are riding.

VIII. Replacements

At the end of the 8-Kingdom Combat phase, each player may be able to replace units lost in combat. Each nation gets one Replacement Point for each friendly city within its own borders, and two Replacement Points for each enemy Baggage captured during the previous Combat phase.

Replacement Points can buy any combat unit that has been lost. Such units must be placed in friendly cities; if the nation has more than one friendly city in its borders, the replacement units must be equally divided among all those cities. Only one Replacement Point can be saved from one turn to the next; use a "Saved Repl Pt" marker in one of your cities for this. Thus, if a nation loses its only General, it is possible to replace him. Kings cannot be replaced.

IX. Victory

At the end of thirty turns, if all of the cities within Israel are free of hostile units, then the Israelite player wins. If one or more Israelite cities are occupied by enemy units, then the 8-Kingdom player wins.

The 8-Kingdom player wins immediately if King David is killed. The Israelite player wins immediately if the 8-Kingdom player has no Generals or Kings left.

X. Game Tables

Combat Units Table
UnitAttackRangeDefendMoveReplaceSpecial
Spearmen11111none
Swordsmen11111Reroll 1's
Slingers11111Limited retreat
Archers12111Ride Chariot
Chariot11132Attack to panic
General00112Reduce retreats
King00113Reduce retreats
Bodyguard11212Must stay near King
Baggage00011Supports army

Combat Results Table
Combat Odds< -3-3-2-112345> 5
Die
Roll
-1-A XA XA XA XA XA R2A R1n/rD R1D R2
-2-A XA XA XA XA R2A R1n/rD R1D R2D X
-3-A XA XA XA R2A R1n/rD R1D R2D XD X
-4-A XA XA R2A R1n/rD R1D R2D XD XD X
-5-A XA R2A R1n/rD R1D R2D XD XD XD X
-6-A R2A R1n/rD R1D R2D XD XD XD XD X

XI. Designer's Notes

How the heck do you make a Christian wargame? I've been wrestling with that question ever since I started making up games, and this game is hardly my final answer. But it's close. There's nothing here that would embarrass a Christian (or a Jew, for that matter) or contradict anything he might believe, except for the possibility that the Israelites might lose.

The basic game mechanism is lifted straight out of my series of modern wargames, Gators! and its add-ons. All I had to do was make up new unit counters, some simple maps, and a few special rules. So if you've played any of my other games, this one will "feel" familiar. The fun comes in the Israelite player's seemingly impossible task of fighting while surrounded and outnumbered, and the 8-Kingdom player's sharp limits on movement.