1
Select cards simultaneously
Each player secretly chooses one card from their hand, then both reveal
2
Determine first player with Movement cards
Higher number (1-3) goes first; ties go to English player
3
Determine first player with Event cards
If one player plays an Event card, they go first; if both play Events, English goes first
4
Resolve Event cards
If played, resolve the Event effects before the next player's turn
5
Handle double Events
If both players play Event cards, English resolves first, then Scottish, then year immediately ends with Wintering Phase
6
Optional card use
Players must play a card but are not required to use its movement or event effects
7
Activate groups
Movement card number (1, 2, or 3) indicates how many Groups can be ordered to move
8
Define a Group
A Group is any number of blocks of one color in one region
9
Move individual blocks
Each block in an ordered Group can move up to its movement value (2 or 3 regions, shown in lower-left corner)
10
Split movement freely
Blocks in a Group need not move together or to the same destination
11
Move once per round
Each block can only be moved once per round (exception: retreats and regrouping)
12
Pass through friendly regions
Blocks move freely through regions with friendly units
13
Stop at enemy regions
Movement ends immediately when entering a region with enemy blocks
14
Observe green border limits
Up to 6 units per side can cross a green border per Movement Phase
15
Observe red border limits
Only up to 2 units per side can cross a red border per Movement Phase; movement stops immediately after crossing
16
Stop at England border
Blocks entering England must immediately stop movement
17
Count England movement specially
Moving a single block into or out of England counts as activating an entire Group
18
Establish Main Attack Group
First blocks moving from an adjacent region into an enemy region form the Main Attack Group (placed inside region)
19
Establish Reserve Attack Group
Additional blocks from other regions or arriving after the Main Group form reserves (placed on border)
20
Send defender reinforcements
Defending player may move blocks to support; these also go to reserves on their entry border
21
Pin enemy blocks
Each attacking block in a region pins one defending block, preventing it from leaving
22
Allow unpinned defenders to escape
Defenders with more blocks than attackers may move unpinned blocks (defender chooses which), but not through borders attackers entered from
23
Choose battle order
Player 1 decides the order battles are resolved
24
Reveal Main Attack blocks
Lay blocks down with top edge facing opponent to track strength
25
Organize by initiative
Sort blocks by combat initiative letter (A, B, then C)
26
Check Welsh and Ulster loyalty
When revealed, roll die for each Wales/Ulster block; on 5-6, block returns to draw pool
27
Resolve combat by initiative
All 'A' initiative blocks attack first, then 'B', then 'C'
28
Defender strikes first
Within same initiative letter, defender rolls before attacker
29
Roll combat dice
Each block rolls dice equal to current strength (1-4 dice)
30
Determine hits
Each die result equal to or less than the block's hit value scores a hit
31
Apply noble defensive bonus
Nobles defending their Home region increase hit value by one
32
Assign hits to strongest blocks
Opponent must apply each hit to their currently strongest block; if tied, owner chooses
33
Eliminate non-noble blocks
Non-nobles reduced to Strength 0 return face-down to owner's pool (blocks with cross symbol are removed from game permanently)
34
Convert eliminated nobles
Nobles reduced to Strength 0 are replaced by opponent's matching noble block at Strength 1 in reserves
35
Introduce reserves in Round 2
After Round 1, both players add reserve blocks to the battle
36
Fight up to three rounds
Continue combat for Rounds 2 and 3 unless one side is eliminated
37
Retreat instead of attacking
When a block would perform combat, it may retreat instead
38
Retreat to safe regions only
Blocks may only retreat to friendly or neutral regions
39
Hide identity during split retreat
When retreating multiple blocks to different regions, flip them up to conceal identity
40
Block attacker's entry border
Cannot retreat through borders where attacker entered (exception: Player 2 can use shared borders)
41
Respect national boundaries
English cannot retreat from England into Scotland; Scottish cannot retreat from Scotland into England
42
Mandatory retreat after Round 3
Attacker must retreat if defender still has blocks after three rounds
43
Eliminate trapped blocks
Blocks that cannot legally retreat are eliminated
44
Follow border limits during retreat
Border crossing limits apply during each combat round and mandatory retreat
45
Switch attacker/defender roles
If attacker defeats defending main group but defender has reserves, original attacker becomes defender for Round 2
46
Allow reserves to fight
Even if a Main Group is eliminated, their reserves still enter combat in Round 2
47
Regroup after victory
Victorious blocks may stay or move to any adjacent friendly/neutral region (following border limits)
48
Trigger Border Raid
If Scottish blocks occupy England at end of Combat Phase, English must eliminate 1 non-noble block from anywhere on board
49
Exempt noble-only situation
If English only have nobles on board, no block is eliminated
50
Truce blocks new raids
During Truce Event, Scottish cannot initiate new Border Raids (existing Scottish in England still trigger raids)
51
Move Norse separately
Norse costs 1 Group Order point to move
52
Use coastal movement only
Norse can only move from one coastal region to any other coastal region
53
Retreat Norse to friendly coasts
Norse retreats/regroups only to friendly (not empty) coastal areas
54
Restrict Norse from England
Norse can never enter England or use Sea Move Event
55
Enter King Edward
Arrives during setup (if drawn) or during Wintering Phase
56
Transition to Edward II
After King Edward is killed or at end of year 1306, the Edward block becomes King Edward II
57
Restrict Edward II wintering
Edward II cannot winter in Scotland
58
Win condition for Scottish
If Edward II is eliminated, Scottish immediately win
59
Crown a king once per game
Scottish may crown Bruce, Comyn, or Balliol as king
60
Lose if king dies
If Scottish King is killed after coronation, English immediately win
61
Crown Bruce or Comyn requirements
Wallace must be dead; candidate must be in Fife; play any Event card announcing "Coronation"
62
Place crowned king
King block goes to Fife at full strength; candidate block remains in play
63
Trigger Bruce coronation defection
If Bruce becomes king, all Comyn-aligned nobles (except Moray) defect to English
64
Trigger Comyn coronation defection
If Comyn becomes king, all Bruce-aligned nobles defect to English
65
Crown Balliol requirements
Must be year 1301 or later; French knight must be on map; play any Event card announcing "Return of the King"
66
Place Balliol
King block enters at full strength in French knight's region
67
Trigger Balliol defection
All Bruce-aligned nobles defect to English
68
Fight defection battles
Any defection battles are fought immediately with defecting nobles as attacker
69
Delay coronation decision
If both players play Events, Scottish may wait to see English Event resolution before choosing coronation or printed effect
70
Trigger Wintering
Occurs after both players play all 5 cards or when both play Event cards in same round
71
Step 1 - Winter English nobles
Move all English nobles to Home regions; defect to Scottish if enemies occupy Home (keeping strength)
72
Step 2 - Winter Scottish nobles
Move all Scottish nobles to Home regions; defect to English if enemies occupy Home (keeping strength)
73
Step 3 - Move Scottish King
May move to any friendly/neutral Cathedral region, stay, or disband
74
Step 4 - Disband from England
All blocks (both sides) in England must disband
75
Step 5 - Winter Edward I
May winter in Scotland or disband; cannot winter two consecutive years; cannot winter at end of 1306; Edward II can never winter
76
Step 5a - Edward I's retinue
English blocks with wintering Edward I may stay regardless of Castle Limits (except nobles)
77
Step 6 - Disband mobile English units
All English Archers, Knights, and Hobelars must disband
78
Step 7 - Winter English Infantry
Infantry (including Wales/Ulster) may stay in Scotland following Castle Limits or disband; regions without limits hold no blocks (exception: Wallace in Selkirk Forest; Edward I ignores limits)
79
Step 8 - Winter Scottish blocks
Remain subject to Castle Limits or disband; Cathedrals add +1 to Castle Limit for Scottish only
80
Step 8a - Wallace to Selkirk
Wallace may move to Selkirk Forest (if not enemy-occupied) and regain 2 strength
81
Step 9 - French knight eligibility
If Scottish control 8+ nobles, add French knight to Scottish draw pool
82
Step 10 - Scottish Replacement Points
For each friendly region, get RP equal to Castle Limit (+1 for Cathedral); spend RP to draw blocks at Strength 1 or add +1 strength to existing blocks
83
Step 11 - English Replacement Points
English use RP only to add strength to existing blocks (cannot deploy new blocks)
84
Step 12 - English feudal levy
Shuffle English draw pool; draw half (round up) and deploy at full strength in England
85
Step 13 - Reshuffle deck
Shuffle all cards including discards; deal 5 cards to each player
86
Step 14 - Advance year
Move Year marker to next year; if at final year, game ends