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.
- Spearmen are the basic military unit. They use their spears for one-handed thrusts,
while their other hand holds a shield.
- Swordsmen are somewhat more powerful than spearmen, since a sword can parry a blow
as well as strike one. In any battle with Swordsmen doing the attacking, reroll any combat
roll of 1.
The Philistines use iron swords, instead of the bronze weapons used by other nations, which
makes them even more dangerous. When a Philistine Swordsmen unit attacks, add 1 to the combat
die roll (instead of rerolling 1's). This is not cumulative -- you don't add 2 if two Swordsmen attack.
- Slingers use leather slings to hurl lead balls or stones at their foes.
Because they fight from a distance, Slingers ignore any combat result of "attacker retreat"
if they are the attackers. They defend normally.
- Archers can attack from a range of 2. They ignore any combat result of "attacker
retreat" if they are the attackers and the range is 2, unless the defenders are also Archers.
- Chariots are the most feared units on the battlefield. They move at great speed,
and can attack either normally or to cause panic. If they choose to cause panic, combat
results of "defender retreat 1," "defender destroyed," and "no result" are all treated as
"defender retreat 2." The panic attack works only on foot soldiers, not on other Chariots.
A Chariot can carry an Archer, who can attack normally while riding, or a General or King, but not both.
The Mesopotamians use iron chariots. When such a chariot attacks normally, add 1 to
the combat roll.
- Generals normally ride in Chariots. They also give an
advantage to friendly troops near them. Any unit within 2 hexes of a friendly General can
subtract 1 from the distance it must retreat, whether it is an attacker or a defender.
That is, a unit within 2 hexes of a General can ignore results of "retreat 1," and treat a
"retreat 2" as a "retreat 1." But if the General retreats, all friendly units within 2 hexes
must retreat the same distance, and if the General is killed, all friendly units must retreat 2.
- Kings are similar in effects to Generals, but their resistance to retreating extends
3 hexes instead of 2. If a King is killed, all units in that King's army must retreat
at full speed to the nearest friendly city and remain there.
If King David is killed, the game is over and the Israelites lose.
- Bodyguards are elite foot soldiers who have the job of guarding their King.
They cannot move more than 2 hexes away from their King, and if the King is farther away
than that, the Bodyguard must move toward him. Chariots cannot make Bodyguards panic.
- Baggage is the wagons that carry an army's food, water, tents, spare weapons, and
so on. They are necessary for a travelling army, but they can also be a weakness to that army.
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:
- Top-left: the Canaanites (olive)
- Top-center: the Mesopotamians (green)
- Top-right: the Ammonites (magenta)
- Center-left: the Philistines (aqua)
- Center-right: the Moabites (pink)
- Bottom-left: the Amalekites (yellow)
- Bottom-center: the Edomites (orange)
- Bottom-right: the Midianites (gray)
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
- Farmland (speckled green) gives no modifiers for movement or combat.
- Desert (speckled yellow) is like Farmland, but a unit in Desert must be no more
than 2 hexes away from a friendly Baggage or city, not 3 hexes as usual.
- Rough terrain (speckled orange) is a hazard to Chariots. Each time a Chariot
(or a General or a King) enters a Rough-terrain hex, roll a die. If it comes up 1, the
chariot hit a rock and overturned, destroying the Chariot. This roll is not needed if the
Chariot moves only one hex per turn. Rough terrain has no effect on other units.
- Hills (beige with black contour lines) reduce all units' movement by 1, but
never less than 1. If you attack a unit on a hill, you must reduce the combat roll by 1
under the following circumstances:
- none of the attackers is on a hill, and the defender is on a hill
- the attackers are on a hillside (the contour lines don't meet each other within the hex),
and the defender is on a hilltop (the contour lines form complete loops within the hex)
- Attackers and defender are both on hillsides, and the attacker just moved into the hex
it is occupying
- Cities (gray with colored boxes) allow unlimited stacking of units within them.
They give you points toward reinforcements for your army, and Israel's cities are the object
of the game.
V. Playing the Game
Each game turn contains the following phases:
- Israelite Movement Phase: the Israelite player moves his units.
- Israelite Combat Phase: resolve any combat resulting from Israelite movement.
- 8-Kingdom Movement Phase: the 8-Kingdom player moves his units.
- 8-Kingdom Combat Phase: resolve any combat resulting from 8-Kingdom movement.
- Replacement Phase: armies that can gain replacement units, get them.
- 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:
- One Archer, General, or King can stack and move with each Chariot.
- 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
- "Combat unit" means a unit with a non-zero Attack rating.
- Any unit with enemy units in range can take part in combat, but is not required to do so.
- Multiple units can attack a single foe.
- 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:
- A X means the attacking units are destroyed.
- A R2 means the attackers must retreat 2 hexes away from the defender. If they cannot
do this because every possible retreat leaves the attacker off the map, in an occupied hex, or
in a hex the attacker can't enter, the attacker is destroyed.
- A R1 means the attackers must retreat 1 hex. Follow the same rules as for "A R2."
- n/r means no result. The battle rages, but nothing has changed on the map.
- D R1 means the defender must retreat 1 hex. Follow the same rules as for "A R2."
- D R2 means the defender must retreat 2 hexes. Follow the same rules as for "A R2."
- D X means the defender is destroyed.
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