1.0 COMPONENTS of being in each of these different regions Campaigns of are explained on the Terrain Effects Chart. This Mini Game is complete if it includes: Montrose 40 game pieces (units), 18 campaign cards, The numbered battle sites are for historical one 11x17-inch map, and these rules. interest only and have no effect on play. mini GAME If any parts are missing or SYSTEM RULES damaged, please write to: 4.0 PLAYING PIECES Decision Games, Mini Game Support, The 40 cardboard pieces include one PO Box 21598, Bakersfield, CA 93390-1598. marker and 39 units (16 yellow Royalists 1.0 COMPONENTS Please register this game purchase on-line at: and 23 blue ). 2.0 INTRODUCTION www.decisiongames.com 3.0 THE MAP Players must provide one or more six- Royalist Covenanters 4.0 Playing Pieces sided dice (five is ideal). Several markers 5.0 SCALE (half a dozen small coins or spare counters Leader 6.0 HOW TO WIN THE GAME from other games) will also be useful. 7.0 SET UP 8.0 HOW TO PLAY 2.0 INTRODUCTION 9.0 CAMPAIGN CARD PHASE Campaigns of Montrose is a two-player Cavalry 10.0 RECRUITING PHASE wargame recreating the operations of the 11.0 MARCH PHASE Royalist James Graham, Marquis of Montrose, 12.0 BATTLE PHASE in against the Scottish Covenanter government forces, during the First English Civil 13.0 DISBAND PHASE Irish (only War. One player controls the Royalist forces; Royalist) 14.0 PLAYER TURN & GAME the other player controls the Covenanters. TURN INTERPHASES Each player is provided with cardboard 15.0 MONTROSE’S VICTORIES TRACK pieces called units. Players move their units, 16.0 LEADERS Highland and then conduct battles with them. Infantry 17.0 WINTER TURNS Each player also has a set of nine Campaign 18.0 ADVANCED/OPTIONAL RULES Cards, one of which is drawn each turn, and which specify changes to the normal rules Lowland that may occur on that turn. The cards thus Infantry provide random events to allow the game to recreate as simply as possible the potential for various events that historically occurred. Only available for recruitment by Covenanter leaders south of English Boundary: 3.0 THE MAP The game map shows the area of Scotland and Northern England in which the campaign took place. The map has the following features. Spaces: Locations (circles) in which units Cavalry Lowland Infantry can be placed, and between which they move. There are two types of spaces: Burghs (cities The marker indicates the current game turn and larger towns of economic, political or and season.The game turn marker is also strategic importance, including their surrounding double-sided to indicate whether the Royalist hinterland), and Open (smaller towns, or rural or or Covenanter player turn is in progress. unpopulated areas along communication routes). CREDITS System Design: Joseph Miranda Routes: The lines connecting the spaces. Design: Brendan Whyte Players move their units between spaces Development & Final Rules only along connecting routes. There are two Editing: Christopher Cummins types of routes: land and mountain. The Playtesters: Brett Dedrick, Vincent Hoffman, cost to move along different routes is given in the Terrain Effects Chart on the map. The units include both combat and Terry Mays, Paul Riegel-Green, Daniel Rouleau leaders, representing the military forces and Map Graphics: Joe Youst Frontiers: Three frontier lines cut across the individual leaders available to each side. Counter Graphics: Nadir Elfarra routes on the map, each separating the spaces Cover & Card Design: Chris Dickson into two regions: the English Boundary Each combat unit has the following information. Rules Booklet: Callie Cummins & Chris Dickson divides the map into England and Scotland. The left-hand number is the combat unit’s The Highland Line divides Scotland into [Battle] strength, i.e. its relative effectiveness © 2019 Decision Games, Bakersfield, CA. Lowlands and Highlands. The Royalist in combat, and is used when resolving battles. Made & printed in the USA. Limit divides the Scottish Lowlands into The right-hand number is the combat unit’s [MINI-T-MontroseComplete_V5F] Northern and Southern halves. The effects Movement allowance, a measure of its

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2018-T-MINI_Montrose Complete_V5.indd 1 3/28/19 9:03 AM mobility. Each combat unit also has a generic or no Covenanter leaders or combat Royalist player turn unit type to identify what type of unit it is: units remain on the map; 1. Campaign Card Phase (9.0). The Highland (for Highland clan infantry forces), b) At the end of any game turn that a stack Royalist player draws the top Campaign Lowland (for Lowland infantry levies and containing Montrose and at least four Card from his own deck, implementing regular regiments), cavalry (for Lowland cavalry Royalist Lowland &/or Cavalry units its printed instructions as required. levies and regular troops), or Irish (for the exists in any space in England. Royalist Catholic Scots-Irish troops brought to The Covenanter player wins: 2. Recruiting Phase (10.0). Non-Winter turns Scotland by Alasdair MacColla in June 1644). a) Immediately if the Montrose leader only. The Royalist player rolls one die for each is eliminated for any reason. space where he has leaders on the map and b) At the end of the game if the Royalist player consults the Recruiting Table to determine Type Movement has not won by the end of the April/May how many combat units he recruits. Allowance 1646 game turn, or if the Royalist player 3. March Phase (11.0). The Royalist concedes the game. The Covenanter, being player moves his units according Battle Strength the government, may never himself concede! to the rules for movement.

7.0 SET UP 4. Battle Phase (12.0). If any Royalist combat Each leader unit is similar in format to the The players sit on opposite sides of the units are in the same space as Covenanter combat units, but instead of a battle strength, map. Each player shuffles his own deck combat units, the Royalist player must attack has a leadership value (indicated by a plus sign of nine Campaign Cards then places the those units using the rules for combat. in front of the number) which is used to increase deck face down in front of him. The players the battle strength of a combat unit stacked with If any Royalist combat units are in a Burgh place the following units on the map. the leader; and instead of unit type designation, space not containing Covenanter combat each leader unit includes the leader’s name. units, the Royalist player may attack the Royalists Burgh using the rules for combat (12.5). In Blair Atholl: Montrose, MacColla and the 5. Disband Phase (13.0). For each space two Irish combat units (front (3-5) side up). Name Movement in which the Royalist player won a victory Allowance Covenanters against Covenanter combat units or a Burgh, the player rolls on the Disband Table to In Aberdeen: Burleigh, two 1-4 Lowland Leadership determine how many of his Highland units in infantry, one 1-6 cavalry. Value that space take their battle loot and go home. In Perth: Elcho, two 1-4 Lowland infantry, one 1-6 cavalry. If there were no such victories, the Royalist Note that the two Irish combat units are In one of Inverlochy or Inveraray: Argyll, player instead rolls once on the disband table double-sided, the reverse indicating a reduced two 1-4 Highland infantry. to determine how many of his Highland or battle strength. The first time it receives an In Newcastle: Baillie and Urry (both inactive). Irish units in the Lowlands go home anyway. eliminated result on the Battle Results Table, it 6. Player turn Interphase (14.0). Flip the is flipped to its reduced side. The Covenanter Turn Record Track: Place the Game Turn marker game turn marker to its Covenanter side in leader Elcho has the Covenanter leader Leslie Royalist side up on the Aug/Sept 1644 box. the same box on the Turn Record Track. on his reverse, because Elcho will retire when Baillie and Urry are activated. Note: Elcho Montrose’s Victories Track (15.0): Place Covenanter player turn a spare coin or other marker on the ‘0’ box. and Argyll are misspelled on their counters. 1. Campaign Card Phase (9.0). The Place all remaining leaders and combat units Covenanter player draws the top Campaign next to the map within handy reach of the Card from his own deck, implementing 5.0 SCALE appropriate player as his off-map pool. its printed instructions as required. The map scale is indicated by the distance from 2. Recruiting Phase (10.0). Non-Winter turns to Newcastle being 145 miles (230 only. The Covenanter player rolls one die for km) as the crow flies, and 12 inches on the map, 8.0 HOW TO PLAY each space where he has active leaders on giving an approximate scale of 1:765,000. 8.1 Turns the map and consults the Recruiting Table to Each unit represents approximately 750 men The game is played in two-month game determine how many combat units he recruits. of the given type, or a single named leader turns, each subdivided into two player 3. March Phase (11.0). The Covenanter and his aides. The different battle strengths turns. The game turn marker shows by its player moves his units according represent the different effectiveness of each position on the Turn Record Track which to the rules for movement. combat unit (not their size), and leadership game turn is currently in progress, and by value (the tactical ability and personal which of its sides is uppermost, which of the 4. Battle Phase (12.0). If any Covenanter leadership qualities of each leader). two player turns is currently underway. combat units are in the same space as Royalist combat units, the Covenanter player must Each game turn represents two months. The player whose player turn is in progress attack those units using the rules for combat. is termed the phasing player. The other player is the non-phasing player. Note: The Covenanter player never attacks Burghs. 6.0 HOW TO WIN THE GAME 8.2 Sequence of Play 5. Disband Phase (13.0). The Covenanter The Royalist player wins: player rolls once on the Disband Table During each game turn, the players must follow a) Immediately if he wins 10 victories to determine how many of his Highland a specific sequence of play, working through units outside the Highlands go home. over Covenanter forces and Burghs; each of the phases below in order (note that the phases are not all the same for the two players).

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2018-T-MINI_Montrose Complete_V5.indd 2 3/28/19 9:04 AM 6. Game turn Interphase (14.0). If it is recruit rolls allow him. He may make all his Allowance, which is expended to move between the April/May 1646 game turn, the game rolls before deciding how to allocate his spaces along the routes shown on the map. is now over, and the Covenanter player recruited combat units between leaders Units are moved one at a time, but for has won; otherwise flip the game turn (although no leader can have more combat units convenience, several units starting their March marker to its Royalist side and advance it allocated to him than was rolled for him). Phase in the same space, moving via the one box along the Turn Record Track. If not enough combat units of an allowable same routes to end their movement together type(s) are available to fulfill the allowances in another space may be moved as a stack. rolled, the player loses the surplus. 9.0 CAMPAIGN CARD PHASE A unit may use its full movement allowance Players may not make further units. each friendly March Phase, but if it does The phasing player draws the topmost card from Recruit allowances may not be transferred not, the remainder may not be transferred his deck and implements the instructions as between leaders, or held over or to another unit, or held over or accumulated the card’s text dictates. Card instructions take accumulated from turn to turn. from turn to turn. A unit may never exceed its precedence over other rules. The card is then movement allowance for that March Phase. placed face-up in a discard pile next to his deck. 10.1 Activating Covenanter leaders Movement is always voluntary. A unit is never When his deck is exhausted, the player The Covenanter player begins the game obliged to move during the friendly March Phase. reshuffles his discards (but not any card(s) with two leaders (Baillie and Urry) in removed from the game) to make a new Newcastle in inactive state. Inactive means 11.2 Movement costs deck from which to draw again. that the leaders are present on the map but The different costs to move along land may not recruit or move until activated. The Note: DRM on some cards means die- and mountain routes are given in the location of these inactive leaders, however, roll modifier, a number added to (+) or Terrain Effects Chart on the map. may change due to the instructions on subtracted from (−) a required die roll. certain Covenanter Campaign Cards. 11.3 Stacking Baillie and Urry are activated the instant the Any number of friendly units may move through 10.0 RECRUITING PHASE Royalist player achieves his fourth victory, or end a March Phase in the same space. Friendly units entering a space containing enemy The Recruiting Phase only occurs or attacks or (see 16.2) displaces them. From combat units must cease movement for the in non-Winter turns. that moment on they may recruit, move and engage in combat normally. As soon as Baillie Phase and engage the enemy in combat in the The phasing player rolls a die on the Recruit and Urry are activated, the Covenanter leader friendly Battle Phase (when one side will be Table (on the map) for each of his leaders on Elcho is removed from wherever he is on eliminated or forced to retreat from the space). the map (ignore inactive Covenanter leaders). the map, flipped over to the Leslie leader A combat unit does not need to be stacked If there are two or more of his leaders in side, and placed in Newcastle, where he with a leader in order to move. Being stacked the same space, then those leaders only is now considered inactive, and under the (or not) with a leader does not aid or hinder have one die rolled for them as a group. same restrictions as Baillie and Urry were a combat unit’s movement in any way. The result on the table for each roll is the number previously. In the highly unlikely event Baillie Players are free to examine each of new combat units the player may add from his and Urry are activated by a Royalist attack on other’s units at any time. off-map pool to the forces in that leader’s space. them in Newcastle, then activate and place Leslie, together with any 2-battle strength 11.4 Movement restrictions If in the Highlands (north and west Covenanter combat units currently in the of the Highland Line), leaders may Winter Turns Covenanter’s off-map pool, with Baillie and Urry only recruit Highland infantry. in Newcastle to defend against the attack. All units must end their friendly player If in the Lowlands (south of the Highland turn in a named space or be removed/ Leslie is activated the instant the Royalist Line and north of the English Boundary), eliminated (see 17.0 Winter). player achieves his seventh victory, or leaders may only recruit 1-strength Lowland attacks or (see 16.2) displaces Leslie. On the Frontiers and cavalry combat units. But in the Southern following Covenanter Recruiting Phase, if Lowlands (south of the Royalist limit and The Highland Line has no effect on movement. still in England, instead of Leslie rolling for north of the English Boundary), Royalist recruits, he automatically recruits to himself Irish and Royalist Highlanders may not move or leaders may only recruit if they are already all 2-battle strength Covenanter combat units retreat south of the Royalist Limit until the stacked with a Royalist combat unit (any type). (up to five cavalry and one Lowland infantry) Royalist player has won victories against both If in England (south of the English currently in that player’s off-map pool. If not the Inveraray and Inverlochy Burghs (12.5). Boundary), active Covenanter leaders may only in England, Leslie recruits per normal recruit Irish, and Highland units (of either player) may recruit Lowland and cavalry combat units (of rules. The initial automatic recruitment occurs never cross the English Boundary into England. either 1 or 2-battle strength), while Royalist and once only, but may necessarily be delayed a inactive Covenanter leaders may not recruit at all. turn if Winter intervenes. On all subsequent Both Irish combat units begin the game turns, Leslie recruits per normal rules. 12.0 BATTLE PHASE on the map at full-strength. Once they are Battle must occur during the Battle Phase flipped to their reduced-strength sides, 11.0 MARCH PHASE when the phasing player has combat units in they are never restored to full-strength. the same space as enemy combat units. Battle 11.1 Movement Once killed, they are permanently out of may also occur during the Royalist player’s turn the game and may never be re-recruited. During a player’s own March Phase, he if, at the beginning of the Battle Phase he has may move all, some or none of his units. A player is not required to make any or all combat units in a Burgh that is unoccupied of his recruit rolls. A player is not required Each unit type has a printed Movement by Covenanter combat units, in which case to recruit all the combat units to which his the Royalist player may attack the Burgh. 3

2018-T-MINI_Montrose Complete_V5.indd 3 3/28/19 9:04 AM Battles are resolved one at a time, in any vii) Once all eligible combat units (i.e. not Irish, and Royalist Highlander, combat units may order the phasing player wishes. They must eliminated or panicked) have rolled, and not retreat into the Southern Lowlands until always be resolved to completion: there the results of all those rolls have been the Royalist player has won victories against is no option for breaking off. The phasing applied, then the round ends. If one side’s both the Inveraray and Inverlochy Burghs. player is always considered the attacker combat units have all been panicked or Irish, and all Highlander units, may and the non-phasing player the defender. eliminated, then the battle is ended. If both never retreat into England. sides have surviving unpanicked combat As the attacker selects each battle to be units, the battle continues into a new round Units unable to retreat are eliminated. resolved, both players remove their units (repeat steps (i) -(vii) above), using only from the battle space, then play through a 12.4 Winning battles the surviving unpanicked combat units on series of one or more rounds. Each round each side, and all the leaders not set aside The surviving winning units are now considered consists of the following actions. in step (iii) of the round just completed. unpanicked, and are returned to the space 12.1 Battle Round Sequence where the battle occurred. If the winner was 12.2 Battle Results the Royalist player, advance the marker on 1. Determine which side has Tactical Superiority. Due to the ferocity of the Irish and the fear the Montrose’s Victories Track to the next i) Each player rolls a die, and adds the leadership they instilled in their enemies, there are highest-numbered box. If it moves into the ‘10’ value of any one leader present in the battle. different columns on the Battle Results box, the Royalist player has won the game. ii) The player with the higher total has Tactical Table for die rolls by Irish combat units, 12.5 Royalist Battles with Superiority for the round. If the results and for rolls by all other combat units. unoccupied Burghs are tied and Montrose is present on the For each panic result, the targeted player must Royalist combat units beginning their own Battle Royalist side, the Royalist player has either remove one of his unpanicked combat units Phase in a Burgh space that is unoccupied Tactical Superiority. If Montrose is not from the battle line, or eliminate an already- by Covenanter combat units, may choose to present, reroll the dice to break the tie. panicked combat unit. An unpanicked combat unit attack that Burgh itself. The battle is resolved 2. Form battle lines. that becomes panicked is placed to one side. It normally except as modified below. is still intact, but will no longer participate in the iii) The players each lay out their own battle lines or roll dice. It may still be eliminated The Burgh is considered to have an intrinsic (unpanicked) combat units to the side of to satisfy another panic (or eliminate) result. garrison of two 1-strength combat units. the map. Each player stacks any leaders Use any spare units as needed. from the space on top of his combat units, For each eliminate result, the targeted player must remove a panicked or unpanicked Treat panic results against the one leader per combat unit. If either or both Burgh’s garrison as ‘no effect’. players have excess leaders, or panicked combat unit and return it to his off-map pool. combat units, place them off to one side; Irish combat units have two sides: full- and If the Burgh wins the battle, the Royalist they will not participate in the battle reduced-strength. A full-strength Irish unit that player may attack the Burgh again on (but are still affected by its results). suffers an eliminate (or a second panic) result is a subsequent game turn. The intrinsic garrison is always restored to two 3. Conduct Battle. flipped to its reduced-strength side (but retains its current panicked or unpanicked status). 1-strength units each time it is attacked. iv) The player with Tactical Superiority selects A reduced-strength Irish unit that suffers an Once the Royalist player has defeated a one of his combat units and rolls a number eliminate (or a second panic) result is removed particular Burgh, he may never attack it of dice equal to its battle strength plus the from the game (it is not placed in the player’s again. Mark it with a spare coin or marker. leadership value of any leader stacked with off-map pool because it cannot be re-recruited). it. The individual die rolls are then compared The defeat of a Burgh has no to the outcomes listed on the appropriate Leaders are never affected by effect on the game except: Battle Results Table results. column of the Battle Results Table (on the a) To increase the number of map). The results (as a group) are applied 12.3 Losing battles Royalist Victories, and to enemy combat units immediately, the A battle is completed when, at the end of a targeted player choosing which of his combat b) Once the Royalist player has defeated round, only one side has surviving unpanicked units suffer panic &/or elimination. All the Burghs of Inveraray and Inverlochy, combat units. That player has won the rolled results must be applied, elimination he may move and retreat his Irish and battle, and the other player has lost it. results first and then panic results. Highlanders into the Southern Lowlands. The loser must immediately roll two dice for v) The player without Tactical Superiority selects A Burgh containing Covenanter combat each of his leaders who began the Battle Phase one of his surviving unpanicked combat units, units may never itself be attacked. In such in the battle space (even if not used in the and rolls a number of dice equal to its battle cases the Royalist combat units must attack battle line). On a roll of double ones (i.e. a sum strength plus the leadership value of any the Covenanter combat units in normal of 2), the leader is permanently removed from leader stacked with it. The individual die rolls battle instead (but can attack the Burgh on the game (i.e. captured or killed). The losing are then applied to the enemy per (iv) above. a subsequent turn if the conditions of the side’s surviving units are now all considered first paragraph of 12.5 above are met). vi) Players continue to alternate selecting unpanicked and must retreat from the battle Burghs and their intrinsic garrisons a surviving unpanicked combat unit space to any adjoining space(s) unoccupied never themselves attack. (that has not already been selected this by enemy combat units. The units may retreat round), rolling dice for it and applying the together or to different spaces. Retreat is Note that the units representing the intrinsic results. If one player has more combat permitted into spaces occupied solely by garrison are only used during resolution of units than the other, he rolls for any enemy leaders, and into spaces from which the battle. Whatever the result of the battle, excess combat units one by one after the attacker moved into the battle space. they are returned to the off-map pool, and the other player’s last unit has rolled. not placed or retreated on the map.

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2018-T-MINI_Montrose Complete_V5.indd 4 3/28/19 9:04 AM 13.0 DISBAND PHASE 15.0 MONTROSE’S An eliminated leader is never replaced VICTORIES TRACK (although Leslie is still placed on the map 13.1 Royalist when Baillie and Urry are activated, even Each time the Royalist player wins a victory a) If, during his player turn, the Royalist if Elcho has already been eliminated). (in either player’s Battle Phase), either against player has won any victory using his Covenanter units or against a Burgh, move the If Montrose is eliminated, the Covenanter player Highland units, anywhere on the map Montrose’s Victories Track marker to the next- immediately wins the game. those units may take their loot and go highest numbered box. If the marker moves into home. For each space in which he has the ‘10’ box, the Royalist player immediately wins Highland units and has won a victory this 17.0 WINTER TURNS the game. player turn (whether against Covenanter December/January game turns are considered units or a Burgh), roll a die on the Disband to be Winter. In Winter game turns: Table to determine how many of those 16.0 LEADERS a) Each player’s Recruiting Phase is skipped. Highland units are removed from the space Leaders are used for recruiting, and and placed in his off-map unit pool. for augmenting the effectiveness of b) Each player’s units must end his own player b) If, during his player turn, the Royalist combat units in battle. They never turn in a named space (i.e. a Burgh, or an Open player has won no victories attack or defend by themselves. space containing a placename). Any friendly involving his Highland units, any combat unit in an unnamed space at the end of his Highland or Irish units in the In general, leaders move like combat of the friendly player turn is removed from the Lowlands may disband instead. units. However, leaders may never enter map to that player’s off-map unit pool; leaders If all his Highland and Irish units in the spaces occupied by enemy combat are eliminated instead. Lowlands are in the Northern Lowlands, units, unless accompanied by, or joining, roll one die on the Disband Table, and friendly combat units there. 18.0 ADVANCED/ remove that many of his Highland units (only) 16.1 [In]active Covenanter leaders from the Lowlands to his off-map pool. OPTIONAL RULES If he has any Highland or Irish units in See 10.1 One or both sides may use any or all of the Southern Lowlands, roll twice on the 16.2 Unaccompanied leaders the following rules to enhance realism, Disband Table, removing the total number & displacement improve play balance, handicap a of Highland units from the Lowlands, as better player, or simply for variety. Combat units moving or retreating into many as possible of which must be from the a space containing only enemy leaders 18.1 Recruiting Southern Lowlands. If insufficient Highland immediately displace those enemy leaders to units are available to meet the disband Use any or all. any adjoining space(s) (chosen by the owner requirement, a full-strength Irish unit may of the displaced leaders) that are unoccupied a) Recruit rolls are made, and recruits placed, be flipped to its reduced-strength side (or a by the displacing player’s combat units. A one leader at a time. If the player chooses not reduced-strength Irish unit removed entirely) leader may be displaced any number of times to place all recruits available to one leader, to fulfill a one-unit disband requirement; in a phase by the same or different enemy he cannot go back and place more with that a full-strength Irish unit may be removed units. Leaders may displace into spaces leader once he has rolled for the next leader. entirely from the map to fulfill a two-unit occupied solely by enemy leaders (see below). disband requirement. b) MacColla can never recruit in Leaders unable to displace are eliminated. the Southern Lowlands. 13.2 Covenanter Leaders unaccompanied by combat units c) Argyll is the only Covenanter leader may move through, or end their movement, On the Covenanter player turn, the who can recruit in the Highlands. displacement or retreat in, a space occupied Covenanter player rolls once on the by unaccompanied enemy leaders, without d) Ignore the last 4 sentences of Rule 10.1. Leslie Disband Table to determine how many of the opposing leaders affecting each other in always recruits per normal recruiting rules. his Highland units outside the Highlands, any way, except that the first side to recruit 18.2 Marching/Disbanding If any, are returned to his off-map pool. or move its combat units into that space Highlanders (from both sides) and the Irish 13.3 Only combat units disband, never leaders. will immediately displace the opposing may enter England. During the friendly Disband leaders to an adjoining space, under the Phase, all disbands (except for those due to principles of the paragraph above. 14.0 PLAYER TURN & GAME Royalist victories) must come in preference TURN INTERPHASES 16.3 Elimination of leaders order from friendly Highlanders/Irish in: Each game turn begins with the Game Turn Leaders are not affected by the Battle Results a) England, marker’s Royalist side face-up in the current Table per se. However, leaders are eliminated if: b) the Southern Lowlands, box on the Turn Record Track. At the end of a) They end a friendly Winter player the Royalist player turn, flip the marker to its c) the Northern Lowlands. turn in an unnamed space (17.0). Covenanter side and play the Covenanter player 18.3 turn. At the end of the Covenanter player turn, flip b) They are unable to displace when the marker back to its Royalist side and advance the space they occupy is entered Edinburgh has an intrinsic garrison of it to the next box on the Turn Record Track, ready by enemy combat units (16.2). three 1-strength Lowland units. to begin the new game turn. c) They are on the losing side of a battle, 18.4 Pursuit and roll double ones on 2 dice at the After the loser of a battle has retreated, any conclusion of the battle (12.3). leaders and unpanicked cavalry, Highlander and d) They are unable to retreat after Irish units on the winning side may immediately losing a battle (12.3). pursue. Pursuing units may move to any 5

2018-T-MINI_Montrose Complete_V5.indd 5 3/28/19 9:04 AM legal adjoining space(s) (not necessarily the attack Blair Atholl as if it were a Burgh, not even Victories Track marker is moved into the one(s) to which the loser retreated). Pursuing to negate any Covenanter victory against it. ‘7’ box, activating Covenanter leader Leslie in Newcastle (who will make his units need not stay together. Pursuing units 18.8 Winter ending pursuit in the same space as enemy special once-off automatic recruitment combat units must immediately attack those Leaders (only) are not required to end of all 2-strength Covenanter units on the units; pursuing Royalist units ending pursuit Winter player turns in a named space, following Covenanter recruitment phase). in a Burgh unoccupied by Covenanter combat and are not eliminated if they do not. MacColla and 2x Irish now attack Perth Burgh. units may choose to attack the Burgh. 18.9 Leaders The Tactical Superiority die-rolls are— Royalist: 2+1 for MacColla = 3; Covenanter: Pursuing units are thus able to reinforce Use either or both. 2. The Royalists have Tactical Superiority so their side in a battle that has yet to will attack first. The two Irish units are lined be resolved in that Battle Phase. a) Leaders provide a +1 bonus to the movement allowances of any combat units with which up off the side of the map, the royalist player A unit may conduct pursuit as many times they begin, and remain stacked, for the entire stacking MacColla with the first one. The as it wins battles in a Battle Phase. If a friendly March Phase. The bonus may be Covenanter picks any two spare 1-strength pursuit leads to new battle(s), resolve these doubled by a Force March Campaign Card. units from his unit pool to temporarily line before any other remaining battles. up opposite the Royalists as Perth’s intrinsic b) Every time a leader is displaced (see 16.2), the garrison. The Royalist player attacks first Pursuit is never made after a victory over a Burgh. owning player must roll two dice and eliminate with four dice (3 for the first Irish unit +1 for the leader on double ones (i.e. a sum of 2). In the Royalist Disband Phase, each space MacColla): 1,1,3,5 = all no effect because containing Royalist Highland units that won a Burgh garrisons ignore panic results. battle and then pursued must make disband rolls. Example of play #1 The Covenanter rolls one die for the first Burgh 18.5 Battle & Burgh assault It is the beginning of the Royalist garrison unit: 6 = elimination. The Royalist player turn of Game Turn 8. player must flip one of his Irish units to its Victorious Royalist units which have caused all The Royalists have six victories on backside, and chooses the first Irish unit. Covenanter combat units to be removed from a Montrose’s Victories Track, including defeats The Royalist rolls three dice for his Burgh space in battle (eliminated or retreated), of Inveraray and Inverlochy burghs. second Irish: 1,1,5 = all no effect. may immediately choose to attack the now- Montrose and 1x Lowlander are in Linlithgow; The Covenanter rolls one die for the second unoccupied Burgh. Any Royalist units that were MacColla and 2x full-strength Irish Burgh garrison unit: 6 again! The Royalist panicked in the regular battle begin the battle are in the Highland space immediately player must either eliminate the first, already- against the Burgh itself in an unpanicked state. to the northwest of Stirling. flipped Irish unit (this has no effect on 18.6 Covenanter leaders & Burghs Argyll and 2x highlanders are in Stirling; MacColla), or flip the second Irish unit to its Burleigh and 2x 1-strength Lowlanders in Unaccompanied Royalist leaders in a Burgh backside. He chooses to flip the second unit. Aberdeen; Urry and 1x 1-strength cavalry in space continue to be displaced when All units have now rolled, and neither side is Glasgow; and Leslie is Covenanter combat units enter that space. inactive in Newcastle. example 1 However, unaccompanied Covenanter leaders may choose to remain in a Burgh space which Campaign card phase: is entered by Royalist combat units (i.e. the The Royalist draws Round 1 Covenanter leaders are considered to be inside Irish Terror. 1,1,3,5 the burgh itself, while the Royalist units are considered to be outside the burgh’s walls). Recruit phase: A die is 6 If the phasing Royalist combat units continue rolled for each space moving, or choose not to attack the Burgh, with active Royalist 1,1,5 leaders: MacColla rolls the unaccompanied Covenanter leaders are 6 unaffected (except that they cannot recruit while 3, recruiting one unit, which, because he any Royalist combat units remain in the space). is in the Highlands, must be a Highlander. However, if the Royalist combat units choose to Montrose rolls 2, recruiting one unit. Round 2 attack the Burgh, the unaccompanied Covenanter Being in the Lowlands he could choose a 2,4,4 leaders may add their leadership values to the Lowlander, but opts for a cavalry unit. intrinsic garrison’s units as per normal battle 3 rules. If the Burgh’s garrison is defeated, the March phase: MacColla and the 2x Irish Covenanter leaders must roll for possible move 1 land route to Perth (1 MP), while 2,5 elimination, then retreat per normal battle rules. the highlander moves 4 land routes through Perth and Forfar to Brechin (4MP) to impede 6 18.7 Covenanter Burgh attacks Burleigh. Montrose and 1x lowlander Treat Blair Atholl as a Burgh that can be move 1 land route to Edinburgh (1MP). Round 3 attacked by the Covenanter player (only) in the 1,3,6 same way that the Royalist can attack other Battle phase: There are two battles. First, Burghs. If the Covenanter wins the battle, Montrose attacks Edinburgh Burgh, invoking move the Montrose’s Victories Track marker the Irish Terror card that applies to the first backwards one box (this does not affect the Burgh attacked this turn (regardless of 6 activation status of any Covenanter leaders). whether any Irish are involved). Edinburgh A Covenanter victory over Blair Atholl has no Burgh is automatically defeated and marked other effect, and the Royalist player may never with a spare counter. The Montrose’s

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2018-T-MINI_Montrose Complete_V5.indd 6 3/28/19 9:04 AM completely panicked, so the first round ends one unit. He could choose a 1-strength stacked with it): 6,6 = two eliminations! The and a new one begins, starting with re- Lowlander, but opts for a 1-strength cavalry. Royalist player must eliminate two units, and determination of Tactical Superiority. After Leslie is inactive so cannot recruit. chooses to kill off one of the Lowlanders, several rounds the Burgh prevails, eliminating March phase: Using the Force March card, and the cavalry unit that has already rolled both Irish units completely, although one of Argyll and three Highlanders move east over (this does not affect Montrose in any way). the Burgh garrison units is also eliminated. The 2 mountain routes then 1 land route into The Royalist rolls one die for his remaining Royalist must roll 2 dice for MacColla: 1+1=2! Strirling for a total of 5MP for each unit. Each Lowlander: 4 = no effect. MacColla is captured/killed! His counter is of the three Highlanders must now roll on The Covenanter player now rolls two dice for his removed from the game. The surviving Perth the Disband Table with a –2 modifier: rolls second cavalry unit (one for the unit’s strength, garrison unit is placed back in the unit pool. of 1, 2 and 6 modify to -1, 0 and 4, with the plus one for Urry stacked with it): 3, 5 = a Perth remains unoccupied (and undefeated). latter eliminating one Highlander. Urry and ‘miss’ and a panic. The Royalist must panic his two cavalry move from Edinburgh to Stirling, remaining lowland unit, so pulls it out of the Disband phase: The sole Royalist victory over 2 land routes for a total of 2MP for each line. There are no unpanicked units left to roll, this player turn (Edinburgh) did not involve unit. Because the cavalry did not exceed so the round ends. Because the Royalist has no Highland units, so instead he must roll their normal 6MP, the Force March card is unpanicked units at all, the battle also ends, to see if his sole highland unit in the not invoked so no disband rolls are made. with a Royalist defeat. All surviving units on Lowlands disbands. A roll of 1 = no effect, Burleigh and two Lowlanders move 2 land both sides are now considered unpanicked. As so the Highland unit in Brechin remains. routes (2 MP) south to the Burgh of Montrose. the losing player, the Royalist rolls two dice Player-turn interphase: The Turn marker Battle phase: The only battle is in Stirling. for Montrose: 3+4=7, who thus escapes death is flipped to the Covenanter side, and The two players each roll a die, and add the or capture. Next, Montrose and the surviving that player’s turn now begins. leadership value of one leader in Stirling. Royalist Lowlander retreat. Because both The Royalist rolls 2+2 for Montrose = 4. Inveraray and Inverlochy Burghs have been Example of play #2 The Covenanter rolls 3+1 for Argyll = 4. previously defeated, the units can choose It is the beginning of the Covenanter Because Montrose is present, the Royalists to move south of the Royalist Limit, so the player turn of game turn 8. win the tie and have Tactical Superiority. Royalist player retreats them to Linlithgow. The The Royalists have 6 victories on Montrose’s The players line up their units opposite Covenanter units (Urry, Argyll, 2x 1-strength Victories Track, including defeats of each other off the side of the map: cavalry and 1x Highlander), remain in Stirling. Inveraray and Inverlochy Burghs. The Royalist has Montrose stacked Disband phase. The Covenanter has one Argyll and 2x highlanders are in Iveraray; on 1 cavalry, then 2 lowlanders. The Highland unit outside the Highlands, so rolls Burleigh and 2x 1-strength lowlanders in Covenanter has Argyll and Urry each once on the Disband Table: 1 = no effect. Aberdeen; Urry and 1x 1-strength cavalry in stacked on 1 cavalry, then 2 highlanders. Turn Interphase. The Turn marker is moved into Edinburgh; and Leslie is inactive in Newcastle. The Royalist has tactical superiority so attacks the Turn 9 box and flipped Royalist side up. Montrose, 1x cavalry and 2x lowlanders are first. He chooses his cavalry unit and rolls in Stirling; MacColla and 2x full-strength three dice (one for the unit’s strength plus two PLAYER’S NOTES Irish are in the Highland space for Montrose stacked with it): 1,5,6 = The Royalist has two paths to victory: winning immediately to the northwest. no effect, a panic and an elimination. battles or getting a Lowland stack into England. Campaign card phase: The Eliminations must be applied first, so The former is probably easier, but appearing to Covenanter draws Force March. the Covenanter player removes one of try for the latter will keep the Covenanter on Recruit phase: A die is rolled his highlanders back to his recruiting the back foot. Once Leslie is activated, you need for each active leader: Argyll pool, and for the panic result, pulls his three quick victories to win. Don’t delay, or his rolls 3, recruiting one unit, other Highlander out of line. It can no forces will crush you. Dare all for the King! which, because he is in the longer attack, but can still absorb hits. The Covenanter is on the defensive, but Highlands, must be a Highlander. The Covenanter player rolls two dice should play aggressively. Keep the pressure Burleigh rolls 1, recruiting no- for the first of his cavalry (one for the on Montrose, bottling him up in the Highlands one. Urry rolls 2, recruiting unit’s strength, plus one for Argyll if he tries for Inverlochy and Inveraray, so he can’t recruit the Lowlanders he needs to march on England. His Highland troops are prone to example 2 desertion even when he’s winning, and once his Irish take losses, he’s really in trouble. Let him do 1,5,6 the attacking, but don’t hesitate to pounce if he’s 6,6 weak. Hunt that rebel down!

4 DESIGNER’S NOTES Montrose’s campaign was only a sideshow 3,5 within the First ‘English’ Civil War (22 Aug 1642—5 May 1646), with little chance of success, but his initial run of victories is the stuff of legend. Strangely, previous games have focused on Montrose’s individual battles, never the whole campaign. It was after the happy coincidence of reading Buchan’s biography of Montrose, and playing Decision Games’ Ancient Wars series mini-game

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Belisarius’ War, that I fell upon a perfect HISTORICAL NOTES north to the Highlands to raid Campbell lands game system to adapt to simulate the campaign The leaders instead. Skirting plague-struck Edinburgh on his in a fast and simple game, incorporating James Graham, 5th Earl then 1st Marquis of way towards England, Montrose’s remaining period chrome through the Campaign Cards Montrose, 1612-1650. Captured after Battle forces were ambushed and massacred at rather than extensive special rules. of Carbisdale, and hanged 21 May 1650. Philiphaugh (13 Sept.) by Leslie and his veteran The Royalist player is attempting to relieve cavalry who had been hastily detached Alasdair MacColla MacDonald, ca.1610- the military pressure on King Charles I in from the main Scots army in England. 1647. Captured and executed at Battle of England by either recruiting a small army of Knocknanuss, Ireland, 13 Nov. 1647. Montrose escaped north. Leslie returned to Royalist Scots and marching into England to England (Dec.), leaving Middleton to mop up the join Charles, or by causing as much trouble as Archibald Campbell, 8th Earl & 1st Marquis rebels. Montrose was forced to raise his siege of possible in Scotland to force the Covenanter of Argyll, 1598-1661. After the Restoration, Inverness (Apr. 1646) as Middleton approached. government to withdraw troops from England executed for treason by Charles II, 27 May 1661. The King surrendered himself to the Scots army where they are fighting in alliance with the David Wemyss, Lord Elcho, later 2nd (5 May) and Montrose received royal orders Parliamentarians against the King. The Royalist Earl of Wemyss, 1610-1679. to lay down arms (31 May). He surrendered player must achieve this before Charles to Middleton at Rattray (30 Jul.), then fled Robert Arnot, 2nd Lord Balfour surrenders himself to the Scots on 5 May 1646. to Norway (3 Sept.). Meanwhile MacColla of Burleigh, d.1663. The Disband Phase rules reflect the fact that was harried westwards in the Highlands, and Highland clansmen were less worried about the Lieut.-Gen. William Baillie, fl.1637-48. defeated by Leslie at Rhunanhaorine in Kintyre religious and political niceties that caused the Maj.-Gen. Sir John Urry (or Hurry), d.1650. (May 1647) before returning to Ireland (Jun.) Civil War, than about continuing old clan feuds where he was captured after the Battle of David Leslie, later 1st Baron (especially that between Argyll’s Campbells & Knocknanuss (13 Nov.) and executed by Inchiquin. Newark, 1600?-1682. MacColla’s MacDonalds) and enjoying some Parliament and the Scots fell out over the rapine along the way. They were particularly Overview question of the king. A failed Scots invasion of prone, after a victory, to plundering the dead After the Covenanter Army joined the England in May 1648 caused the brief Second (and nearby farmsteads) and immediately Parliamentarians in 1644, King Charles appointed Civil War, easily won by the English by August. heading home with the booty (as much to Montrose his Lieutenant-General in Scotland, but ensure no one was raiding their own croft in the was unable to spare him any troops. Montrose King Charles I was tried then executed in January meantime, as to cache, spend or use the loot). penetrated Covenanter lines alone and reached 1649 (to the horror of the Scots), and England Blair Atholl, where in late August he ran into Even when not suffering actual defeat, if not was declared a Commonwealth in May. Montrose MacColla’s Irish raiders who had been terrorizing led to immediate victory, they were not keen returned to Scotland from Norway in April 1650 the Campbells since June. The two joined forces, on extended campaigning, and just as like to as a vanguard for the late king’s son, Charles, descending on the Lowlands—where Kilpont and head home if no booty was forthcoming, as if Prince of Wales (later Charles II). Despite a his regiment defected to them—before defeating it was. Highlanders were especially reluctant force of continental mercenaries, and recruited Elcho at Tippermuir (1 Sept.) and pillaging Perth. to head into the southern Lowlands, let alone Orkney Islanders, Montrose was defeated at England, because of its foreignness, and its Heading north, Montrose defeated Burleigh and Carbisdale (27 Apr. 1650). He escaped, but distance from their farms and unprotected the Aberdeen garrison outside that city’s gates at was betrayed, captured, and then hanged at homes. Because Montrose and MacColla Justice Mills (13 Sept.) and sacked the city. Argyll Edinburgh (21 May), barely a month before the were basically recruiting mercenaries, they now caught up but despite Montrose suffering future King Charles II returned to England from suffered most from this Highland fickleness. desertions, a fight at Fyvie castle (28 Oct.) was France, beginning the Third and last Civil War. indecisive and Argyll withdrew. Under cover of a The Covenanters suffered less because one hard winter, Montrose descended unexpectedly FURTHER READING of their main leaders, the Marquis of Argyll, on Inveraray (13 Dec.), burning the town, then British Civil Wars Project, Campaigns of Montrose, was himself chief of Clan Campbell (who defeated Argyll at Inverlochy (2 Feb 1645). online at http://bcw-project.org/military/ considered themselves the most civilized english-civil-war/montrose-scotland/index of the clans) and so able to extract greater In March, the Covenanters detached Baillie and Buchan, John, Montrose (Hodder and Staughton, 1928). loyalty from his own clansmen and their his subordinate Urry from the Scots forces in Cowan, Edward J., Montrose: for Covenant and allies to lead them where he wanted. England to lead the hunt for the rebels. Montrose King (Weidenfeld & Nicolson, 1977). sacked Dundee (4 Apr.) but was chased out by Hastings, Max, Montrose: the king’s Why can only the Royalist attack Burghs? Baillie. Heading north, Montrose, alerted to champion (Victor Gollancz, 1977). Because he is the rebel. He did so for several Urry’s approach by the sound of the Covenanters Kenyon, John & Ohlmeyer, Jane (eds), The Civil Wars: reasons: to prove that the Covenanter firing their guns to clear them, ambushed Urry a military history of England, Scotland and Ireland, government couldn’t protect its own people, 1638-1660 ( University Press, 1998). at Auldearn (9 May). Returning southwards, he to punish cities that did not declare for Prebble, John, Lion in the North: a personal view of defeated Baillie at Alford (2 Jul.). Baillie resigned him and the king, and because he couldn’t Scotland’s history (Secker & Warburg, 1971). but was ordered to remain in the field until his always control his mercenary forces. Reid, Stuart, Auldearn 1645: The Marquis of replacement, Monro, arrived from Ireland. Montrose’s Scottish Campaign (Osprey, 2003). Why the Royalist recruiting restrictions in the Covenanter political infighting assisted in Scott, Sir Walter, A Legend of Montrose (1819; fiction). South? No southerner from the Covenanting Wedgwood, C.V., Montrose (Collins, 1952). Montrose’s heavy defeat of Baillie at Kilsyth (16 heartland would have risked joining Montrose’s Williams, Ronald, Montrose: in Aug.). Glasgow opened its gates to Montrose cause unless it had a good chance of victory; and mourning (Barrie & Jenkins, 1975). to preempt a siege and sack; and Montrose both Montrose and MacColla risked capture if Wishart, George, The Memoirs of James, Marquis refused to allow his forces to pillage, but this not well guarded in enemy country. of Montrose, 1639-1650 (A.D. Murdoch & H.F.M. caused MacColla and half the Irish to return Simpson (eds), Longmans, Green, 1893).

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