To Ur Is Human

 "To Ur Is Human" is a set of table top wargame rules for fighting battles between the armies of the Sumerian city-states in Mesopotamia. The rules are specifically for this type of warfare, which means they could be kept simple. Figures based for most popular sets of ancient rules can be used with the rules. The game is played on a gridded playing area. For 20mm/25mm/28mm figures 6" squares are used. For smaller scales smaller squares could be used.

Army Sizes and Figures
The rules were written for 20mm plastic figures on 60mm frontage bases (DBx standard). Foot units consist of four bases. For heavy infantry this represents about 600 men, lighter units fewer numbers. "Battle Cart" units are made up of two bases. The rules play quickly, so army sizes can be almost as large as you like. The rules were mainly tested with 8-10 heavy infantry units a side, plus 6-8 light infantry/skirmishers and 2-4 battle carts. 

Troop Classifications
In addition to units being light/medium/heavy in type, they are also classified as levy/trained/elite. Within the rules it is normally the relative quality of two opponents that is important, not the absolute classification. What is important is which side thinks it is better than the other.

Style of Play
The game is a simple IGO-UGO. Players alternate turns, each one declaring charges, shooting, moving units and fighting in hand to hand combats, before handing play over to their opponent. Within a player's turn their opponent's troops may evade, participate in hand to hand combat, or undertake "Fear Tests". 

Combat Systems - Shooting
Units roll a number of d6 per base, inflicting hits based upon their opponent's troop type which modifies the "to hit" score. Hits are held on a unit until it reaches a certain number, and then a base is removed, which affects the unit's ability to shoot and melee and may affect its performance in the "Fear Test".

Combat System - Hand to Hand
As with shooting, d6 are rolled per base, depending upon the troop type and the opponent. Extra dice are rolled depending on the tactical situation, and critically, which opponent is more scared of the other, if either is. Hits are taken and bases lost as for shooting, but both units then take an outcome "Fear Test"

Morale - the "Fear Test"
The morale system in "To Ur Is Human" is the Fear Test. The Fear Test is designed to determine which of two opposing units is more in fear of the other. Both sides test simultaneously, taking into account things such as whether units have support or are in terrain, and most importantly their perception of whether or not they are likely to lose the upcoming hand to hand combat. The outcome of the test provides equal and opposite values for each side (e.g. one will be +3, the other -3), which means the results, taking into account unit quality, provide matched pairs of outcomes. This mechanism is the heart of the rules, and reflects the idea that battle carts were essentially terror weapons, that win if they scare their opponents and convince them they're going to lose before combat begins If they don't then the wheels will, literally, drop off. 

QRS
The rule book has a QRS on the back cover, that contains all you need to know to play the game, once you've read the rules through.

Troop Organisation and Army Lists
The rules include a points system to enable players to produce balanced forces. There are no army lists, as there is insufficient evidence to be didactic about army composition. Anyone who claims otherwise is, at best, guessing. Armies that fought in plains used battle carts; those that fought in hills did not. The main tactical information we have is that armies were screened by skirmishers. Purchasers of the rules (which cost a mere £5) are expected to be sufficiently interested in the period to be able to put together armies for themselves. These were never intended to be used in a tournament.

Independent Reviews and Game Reports:
The following bloggers have been kind enough to talk about their experiences with the rules:

Palouse Wargaming Journal: Review
You Do Not Know the North: Review, Ideas for late Bronze Age, Four Horse Chariot discussion
Travels with Khusru (using modifications for Egyptians/Hittites from above): Game1, Game 2,
Hordes of the Things Blogspot: Game 1, Game 2, Game 3






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