Border Reiver Feud War Rules 7
Border Reiver Feud War Rules 7
Border Reiver Feud War Rules 7
Items needed
1 pack of numbered cards from 1 to 10 which equates to the equivalent in inches marked as
follows : 1 2 3 4 4 4 5 5 5 6 6 6 7 7 7 8 9 10 a total of 18 cards
Several 25/28 mm individual figures put into clans plus individually based farm animals
Foot figures ,hounds based on 1” diameter bases Horsemen based on two 1” bases
Chickens pigs sheep and cow approiate base sizes to fit figures.
Six sided dice
40 event cards
4 cards marked with farm animals 1 saying 9 chickens 1 saying 7 pigs 1 saying 5 sheep and 1
saying 3 cows
Minimum 3 cards with 1 marked defender 2 marked attacker. Can be 1 against 4 etc.
1 direction dice arrows pointing on all 6 sides
Measuring ruler in inches
The aim of the game is for your clan either to capture all the farm animals and transport
them off the battlefield or to defend the farmstead and keep hold of the farm animals for a
set number of days. When returning to your starting point you must keep one clan member
there to look after your captured farm animals. There is no loyalty between clans, every
clan for itself.
1 Chicken is worth 1 point when taken off the battlefield or kept at the farmstead
1 Pig is worth 2 points when taken off the battlefield or kept at the farmstead
1 Sheep is worth 3 points when taken off the battlefield or kept at the farmstead
1 Cow is worth 4 points when taken off the battlefield or kept at the farmstead
Each Turn (consists of 10 or 12)(A Clan in their turn can Move or Fire or Attack in Melee)
Each Clan Leader throws 1xD6 to determine who goes first on each day.(the highest wins) then
clockwise round the table .This also applies to the defending clan
Each Turn (This also applies to the defending clan except the clan does not pick an event card)
Each Clan Leader shuffles the 18 numbered cards each time and picks one. This is there movement
in inches. i.e A card with the number 6 on equals 6” for foot This becomes 12” for mounted
However if your foot figure or your horseman has 2 wounds, movement is halved at all times.
These movements will also apply if the animals get loose. If there are 5 players then the farm animal
which is loose if not contacted by a figure will then throw a direction dice and pick a movement card
each turn 5 times or more depending on capture. If however the loose farm animal leaves the
table area it is deem lost and does not return back onto the table area.
There is no deductions for moving through soft /hard cover dismounting and mounting and turning
to face opponents (see also melee).
Then each Clan Leader picks an Event Card pre shuffled .(After last event card picked reshuffle)
Read and take action before movement.
Where rivers are concerned you can cross at any point but you must throw 1xD6 if you do not cross
at a bridge or ford. Throw 1xD6 for each turn you spend in or crossing the river. Result 1,2 Drown
3,4 Turn back 5,6 ok to cross (this applies for both foot ,hounds and horse)
TROOPS and there cost.(You can only use weapons that you have paid for in points, you cannot use
other clans weapons,horses and hounds, they are taken off the battlefield when killed)
If a clan horseman is killed none of your figures may claim that horse it is deem lost with the
horseman.
Each Clan has a total of a 100 points to spend which is divided as follows:
A Clan Leader cost no points but his weapons and armour will.
1Revier/Soldier costs 5 points
1 Horse costs 5 points
1 Sleuth Hound costs 5 points
No armour costs 0 points
Light armour costs 2 points
Heavy armour costs 5 points
X is a miss
+1 to dice score if firing at close range
-1 firing with 2 wounds
Open
Dice Throw 2 3 4 5 6 7 8 9 10 11 12
No Armour X X X X 1wound 1wound 1wound 1wound killed killed killed
Light Armour X X X X X 1 wound 1 wound 1wound killed killed killed
Heavy Armour X X X X X X 1 wound 1wound killed killed killed
Add
+0 using weapon as a club
+1 sword
+2 bill/axe
+3 spear/lance
+1 light armour
+2 heavy armour
+2 clan leader fighting
+1 attacking foot figure moving 6” and over +2 cavalry 12” and over
+1 defending soft cover (defender only)
+2 defending hard cover (defender only)
+2 Attacking defender in the rear( 1 attacking figure permitted when defending figure surrounded)
+2 Second Attacking figure against 1 figure
+4 Third Attacking figure against 1 figure
Subtract
-1 no armour
-1 using fists no weapon
-2 fighting horseman (this does not apply to second or third figures attacking)
-1 for each wound
X = no wound
If an opponent is not killed, in their turn sequence they can continue fighting or can move away,
unless blocked in by 3 figures (they must continue fighting.) Farm animals cannot block figures in
melee, they have just to be moved to one side while the melee is finished. If you are blocked in by 3
figures and you have a farm animal the animal becomes loose .it will move next turn If not captured
You cannot pass through any figure even if friendly you must pass round and not through.
If a Clan Leader is killed Clan members receive -2 on melee attack and all movement is halved.
Morale
Clan Leaders tell Clan members what to do (you are basically that person) and wil lead them in
movement and firing and melee see above if he is killed. (you will still control the Clan).
Notes:
The defending clan takes its turn in movement,firing and melee but not in taking event cards.
The defending clan can leave the clans settlement to recapture farm animals but must weigh up the
options when leaving farm animals in the field. The defending clan cannot take farm animals with
them to recapture other farm animals taken by attacking clans.
The defending clan cannot take out the farm animals from their farm field.
All recaptured farm animals must be returned to the farm field.
The defending clan can place his figures up to 6” from the edge of the field and farmstead but
cannot venture forth unless to recapture farm animals or loose farm animals
The attacking clans must mark their initial starting point for event card purposes
Optional
The Defending Clan gets +1 point for every attacking clan figure he kills and +3points for every clan
leader.
The Defending Clan can call for the March Warden once a farm animal is taken from the field. When
it is the Defending Clans turn he throws 1xd6 12 beacon not lit 3456 beacon lights and informs
the March Warden. If successful on the Defending Clans next turn he throws 2xD6 a score of 9
10 11 12 the March Warden and his Hot Trodd appears on any table side the Defending Clans wants
The Defending Clan has 100points to spend on the March Warden and the Hot Trodd. The March
Warden(the Defending Clan) picks a movement card straight after the defending clans go but does
not pick an event card.
You can decide to add more scenery i.e. hedges ,fortifications and hills etc. but you must all agree
to it.
EVENT CARDS
Write on cards
You challenge a rival clan to a football match pick a rival clan No movement or firing this
turn for both clans can only fight in melee if attacked
You challenge a rival clan to a drinking competition pick a rival clan no movement or firing
this turn for both clans can only fight in melee if attacked
March Warden’s wife is accidently killed by one of your clan members you must hang him
immediately (take a figure off the battlefield of your choice) does not apply to clan leader
can only apply once to the same clan
Local farm girl needs punishing you do not know whether to drown or burn her No
movement this turn while you deliberate
Your wife has been rumoured to have been kidnapped all clan members turn back towards
your starting point this movement turn .
Blackmail is demanded send 1 figure of your clan back to your starting point to pay ransom
and then he can return
One of your clan has been drinking accidently shoots or stabs one of your own clan
members Pick one clan member and he receives 1 wound
If you have a horseman move 2 moves at foot speed horse has gone lame.
Truce Day your clan decides to get merry no movement this turn.
A drunken clan member picks a fight with a fellow clan member 1 member receives 1
wound your choice
All your horsemen move through bogey ground move at foot rate this turn
All your foot move through bogey ground move at half rate this turn
You are lost in a grim little valley turn back towards your starting point this movement turn
You are lost in a grim little valley turn back towards your starting point this movement turn
One clan member has a dispute with the local priest and gets stabbed for his trouble he
receives 1 wound your figure choice
Gavelkind has happened to one of your clan members one figure must return to your
starting point before he can return to the clan
Soft Cover
Broken ground
Light woods
Fences
Hedges
Wooden Bridges
Hard Cover
Stone Houses
Wooden Houses