Overview
Ancients is a tactical wargame simulating battles from the pre-gunpowder era, designed by Bill Banks. The game covers a vast sweep of military history, containing over 60 historical Ancient and Medieval battle scenarios ranging from Ancient Greece through the Renaissance. Each scenario lasts seven turns and recreates a specific historical engagement. The system is praised for being accessible and fast-playing while capturing broad truths about ancient and medieval warfare.
Components
- Hex map battlefield board
- Die-cut unit counters (infantry, cavalry, chariots, elephants, etc.)
- Combat Results Table
- Terrain Effects Chart
- Over 60 scenario cards/sheets
- Dice
- Rules booklet
Setup
- Select one of the 60+ historical battle scenarios.
- Place the hex map and identify relevant terrain features for the chosen battle.
- Deploy unit counters for both sides according to the scenario setup instructions.
- One player commands one army, the other commands the opposing force.
- Determine first player as specified by the scenario.
Turn Structure
Each turn represents a phase of the battle:
- First player movement phase: Move units according to their movement allowances.
- First player combat phase: Resolve attacks against adjacent enemy units.
- Second player movement phase: Move units.
- Second player combat phase: Resolve attacks.
- End of turn: Check scenario victory conditions; advance turn marker.
Each scenario lasts exactly seven turns.
Actions
Movement
- Units move hex-by-hex up to their movement allowance.
- Different unit types have different movement values (cavalry moves farther than infantry).
- Terrain affects movement costs (hills, rivers, forests, etc.).
- Zones of control may restrict movement near enemy units.
Combat
- Combat occurs between adjacent units.
- Odds-based resolution: compare total attacker strength to total defender strength.
- Cross-reference the odds ratio on the Combat Results Table with a die roll.
- Terrain modifiers apply to defenders in advantageous positions.
- Results include retreats, eliminations, and exchanges.
Leaders
- Leaders are removed from the board at the start of certain phases.
- Leaders may provide combat bonuses or rally effects.
Scoring / Victory Conditions
Victory conditions are scenario-specific, typically involving:
- Destroying a certain number of enemy units.
- Controlling key terrain hexes or positions.
- Maintaining army cohesion through all seven turns.
- Historical objectives such as breaking through enemy lines or holding defensive positions.
Special Rules & Edge Cases
- 60+ scenarios: The game includes an enormous variety of historical battles, providing extensive replayability.
- Seven-turn limit: All scenarios end after exactly seven turns, keeping games fast and focused.
- Accessible complexity: The rules are streamlined compared to many hex-and-counter wargames, making ancient warfare accessible.
- Unit variety: Different eras feature different unit types — chariots, elephants, phalanxes, legions, knights, and more.
- Historical flavor: Each scenario attempts to recreate the conditions and challenges faced by historical commanders.
Player Reference
| Unit Type |
Mobility |
Role |
| Infantry |
Low |
Line combat and holding positions |
| Cavalry |
High |
Flanking and exploitation |
| Chariots |
High |
Shock attacks |
| Elephants |
Medium |
Heavy assault |
| Leaders |
Variable |
Command bonuses |
Scenario length: 7 turns per battle
Total scenarios: 60+