Border Reivers

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Border Reivers is a card-driven strategy game about the raids and battles along the Anglo-Scottish border during the 16th century (1513-1603). Each player controls one or two of the six major riding families (Grey, Fenwick, Dacre, Maxwell, Kerr, Hume), building strength, recruiting allies, raising defenses, and raiding rival families for livestock. The game spans 3 turns, each representing approximately 30 years, with four seasons per turn: Summer (card drafting and recruitment), Autumn (economic growth and defense placement), Winter (raiding and combat), and Spring (scoring and bonus actions). Victory points are earned through successful raids, livestock holdings, and regional notoriety.

Components

Setup

  1. Player count adjustments:
    • 2 or 4 players: Remove Grey and Hume families.
    • 3 or 6 players: Use all 6 families.
    • 2-3 players: Each player controls 2 families.
    • 4-6 players: Each player controls 1 family.
  2. Family Selection: Draft or assign families per the rules.
  3. Place Family Sheets and set Sheep on Map tracker to 4.
  4. Place initial cubes on Notoriety Tracks (level 3 in home March).
  5. Set up randomization cups for livestock and card draws.
  6. Prepare card decks: Summer cards, Event cards, Warden cards, Target cards.

Turn Structure

The game plays over 3 turns, each with 4 seasons:

Summer (Card Drafting)

Six rounds of card play. Each round, each player draws 1 Summer card and must choose one action:

In the 6th round, pass your drawn card to the next player instead of keeping it.

Autumn (Preparation)

  1. Economic Update: Gain Cattle and Horses based on Sheep on Map total. Adjust card hand limits.
  2. Draw Events: Draw 2 Event cards per turn; resolve immediately or place for later.
  3. Place Defenses: Allocate Defense Tokens to Farm Regions, Towns, and Family Seats.

Winter (Raiding)

Each player conducts up to 2 raids (attacks) in sequence:

  1. Determine Order: Based on VP standings (lowest VP goes first on Turn 1; VP order on Turns 2-3).
  2. Select Target Card: Choose a Target card for your raid, indicating which March to attack.
  3. Place Notoriety: Advance your Notoriety in the target March.
  4. Select Final Target: Choose specific target within the March (Farm Region, Town/Gaolbreak, or Family Seat/Feud).
  5. Compute Combat Dice: Calculate attack and defense dice based on cards, horses, notoriety, and defenses.
  6. Resolve Combat: Roll dice; compare hits to determine raid success or failure.
  7. Repeat for second combat.
  8. Battle Awards: VP for successful raids.

Spring (Scoring and Reset)

  1. Reset: Return cards and tokens to starting positions.
  2. Score VP: Award VP based on Notoriety rankings in each March (1st and 2nd place score).
  3. Bonus Actions: Players in lower VP standings receive compensating bonus actions.

Actions

Raiding (Winter Combat)

Defenses

Livestock

Wardens

Special ally cards that provide ongoing bonuses. Some allow intelligence gathering (peeking at Event deck) or boost combat effectiveness.

Scoring / Victory Conditions

During the Game (Spring of each Turn)

End Game Scoring (after Turn 3)

Winner

Highest VP total. Tiebreakers: most Cattle, then most Sheep on map.

Special Rules & Edge Cases

Player Reference

Turn Structure:

  1. Summer: 6 rounds of card drafting (Recruit/Play/Hold/Discard)
  2. Autumn: Economic update, draw Events, place Defenses
  3. Winter: Up to 2 raids per player (select target, compute dice, resolve combat)
  4. Spring: Score VP, bonus actions, reset

Player Count:

Players Families Families Removed
2 2 each Grey, Hume
3 2 each None
4 1 each Grey, Hume
6 1 each None

Combat Resolution: Roll attack dice vs. defense dice. Each hit scored based on die results vs. target thresholds.

VP Sources: Notoriety rankings, successful raids, battle awards, livestock holdings.

Game Length: 3 turns (each ~30 years of border history)