De Bellis Magistrorum Militum

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

Overview

De Bellis Magistrorum Militum (DBMM) is a miniatures wargame rules system by Phil Barker for ancient and medieval battles spanning 3000 BC to 1525 AD. It is the successor to De Bellis Multitudinis (DBM), significantly reworking the command system and combat mechanics. DBMM emphasizes generalship – the player’s ability to command and control their army – rather than the ability to exploit rule technicalities. Over 300 army lists are available, covering forces from across the world throughout the period. Miniatures in any scale from 2mm to 30mm can be used.

Components

Setup

  1. Select army lists for both players from the 300+ options, covering the appropriate historical period and culture.
  2. Each player assembles their miniature army according to the list’s point values and composition requirements.
  3. Set up terrain on the table according to the terrain placement rules (the defender typically has more influence over terrain).
  4. Deploy armies according to the deployment rules.
  5. Determine attacker and defender (often based on aggression ratings in the army lists).

Turn Structure

Each game turn (called a “bound”):

  1. PIP Phase: Roll dice to determine command points (PIPs) available to each commander/sub-commander.
  2. Movement Phase: Spend PIPs to move groups of elements. Each command (wing/division) operates semi-independently.
  3. Combat Phase: Resolve close combat and shooting between opposing elements.
  4. Pursuit/Recoil Phase: Resolve outcomes – elements may recoil, flee, or be destroyed.

Actions

Command (PIPs)

Movement

Shooting

Close Combat

Stratagems

Scoring / Victory Conditions

A player wins when their opponent’s army is demoralized. This occurs when enough elements have been destroyed (typically when losses reach a threshold proportion of the army’s total). Individual commands (wings) can also become demoralized, limiting their ability to operate. Specific victory conditions may vary by scenario.

Special Rules & Edge Cases

Player Reference

Bound: PIP roll → Movement (spend PIPs) → Shooting → Close Combat → Outcomes

PIPs: Command points; never enough to do everything. More expensive for isolated or distant elements.

Combat: Each side rolls 1d6 + combat factor; higher total wins. Outcomes: recoil, flee, or destroyed.

Win: Demoralize the enemy army by destroying enough elements

Troop Types: Knights, Elephants, Light Horse, Blades, Spears, Pikes, Bows, Psiloi, War Wagons, Artillery, and more