Sword & Spear 2nd Edition Rules

48 pages, full colour softback rule book. Author Mark Lewis.


Referens: SAS001

Sword & Spear is a set of wargames rules for large battles set in the Ancients & Medieval period. They are suitable for any scale figures and any basing standard. The only requirement is that figures are organised into units of equal frontage. A typical game consists of about 12 units on each side and games take around 2 – 3 hours. The rules are designed from a top-down perspective, focusing on outcomes rather than detail.

The rules feature a clever and innovative system for activating units that creates interesting and challenging decisions, keeps both players involved at all times and has a lot of depth and subtlety. Each turn is split into phases, where players each receive a number of command dice, which are rolled and then used to activate their units. The number shown on each dice determines which units it can activate (with better quality units being easier to activate), what the unit can do when activated, and the numbers also determine the activation sequence. Certain dice also give bonuses to combat, movement distance or shooting range. So there is a lot to think about, and allocating the command dice well is the key to success (although rolling lots of sixes helps as well !).

In each phase command dice are allocated, then units are activated in order. When a unit is activated it does everything – movement, shooting and melee combat. So there is no turn sequence to remember and work through. A unit cannot be activated more than once in a turn, and typically most, but not all, units can be activated in a turn (although this depends on the quality of the units involved, so a horde of poor quality troops will not have so many units activated each turn.)

Each army has a number of leaders, which are important as units do not perform as well if they are out of command range and perform better with a general attached. The rules are very much suited to multiplayer games. Many of our playtest games have involved two players on each side, with each player having a command of around 7 – 10 units. The strengths of the game are that it gives an exciting, interesting and challenging experience, plays relatively quickly for the size of battle that is being depicted, and the rules are straightforward to learn, whilst having the depth to retain interest after repeated play.

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