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Campaign Scenarios

Kahmose's Rebellion (1537 BC)

by Kyle Burley

This is a simple campaign game to be fought with DBA 2.0 rules for the 1537 B.C. Rebellion of Kahmose against the Hyksos oppressor, and Kahmose's subsequent conquests. It is simple in that it only has a single capital for each power so that the entire campaign can be played in a single evening with 2-8 players, each fighting at least 2-3 DBA battles. These campaign specific rules are meant to be adaptable to those found in DBA 2.0.

The campaign sequence is played per year and follows the sequence found below. Battles are fought per DBA 2.0 rules. Players use markers along legs of the campaign map to show strategic movement. Each route is broken into two legs. This is to simulate the intelligence that the kings and rulers received prior to making their final decisions. This also allows players to shield their capitals, launch surprise raids, or conduct preparatory movement for the next campaign year. Multiple armies may only fight together if they converge at the same point on the strategic map in Phase 6.

Players track their treaties on their cards. Nations at war place a red cap on their marker to indicate their status. All declarations of war, treaties, strategic movement, and positioning are done simultaneously among all the players in the appropriate phase. Alliances are not restrictive, but may only be made & broken in Phase 4.

A nation becomes tributary once its capital is taken. Tributary nations may no longer bring elements held in reserve but can and must send contingents to augment their conqueror's army. They may only re-enter the game if fighting as an army at the behest of their new ruler, or if liberated by an ally with which they had a standing treaty prior to their subjugation.

Campaign Map

Campaign Sequence

  1. Players write down the location of their field army. - on a card with army information provided.
  2. Location is then revealed and marked on the campaign map.
  3. Initial strategic movement is marked along movement legs on the map.
  4. Declarations of war are made. - this is also the time in which alliances and tributaries are formed as well.
  5. Allies and tributaries dispatch allied contingents.
  6. Final tactical movement is marked for all field armies. a. Garrisoning elements are kept separate from the field army in the army trays.
  7. Battles and sieges per DBA 2.0 a. If city BUA is garrisoned and field army deployed in same battle use BUA rules to see if city falls. b. If no garrison, use campaign siege rules on page 16.
  8. Bring field army to strength allowed. a. Must replace general if lost and able to do so. b. May bring in elements IAW rules p. 14, not to exceed 12.

Participating Armies

Core armies:

  • New Kingdom Egyptian I/22(a)
  • Syro-Canaanite (I/20)
  • Hyksos  (I/17)
  • Early Libyan  (I/7)
  • Nubian (I/3)
  • Minoan (I/18)

Expansion armies: 

  • Old Hittite (I/16)
  • Mitanni (I/19)

Army Notes: 

Core armies are of those nations that were actually involved during this turbulent time. 

Expansion armies are those on the periphery of the conflict that may have had an impact on the Canaanites and Minoans decisions to join the conflict.

Minoans and Libyans may be deleted from the campaign if only 4 players are available.

Libyans do not posses a stronghold and only have a base camp/transitory village wherever they roam. Once their home region is invaded and taken they are removed from the game and may not become tributary to any nation given their warlike nature.

Special Rules

  • Solicitation of allies is done during the declarations of war phase. I consider this to be a very unrestrictive phase to make pacts or break them as wished.
  • Allies and tributaries may send contingents to participate in a battle. Their movement is not shown on the strategic map and is assumed to be able to arrive at their appointed place of need.
  • Field battles are fought IAW the DBA rules but must win by destroying over 1/3 of the enemy elements. Battles fought in defense of the capital are fought until the defender has lost the means/will to resist.
  • Only Littoral Armies may travel by sea. A die is rolled for sea movement. A score of 1 indicates a storm on the Mediterranean. Roll again for the number of elements lost shipwreck.

Victory Conditions

Per the Conquest paragraph on page 16. After the agreed number of campaign turns/years, points are tallied to determine the winner. The historical Kahmose did not stop until the Hyksos were annihilated and the Nubians were completely subjugated. His conquests catapulted Egypt as the pre-imminent power in the ancient world for the next millenia.

Points values: 1 for each enemy element destroyed. 2 points for each general destroyed. 2 points for seizing an enemy camp. 3 Points for sacking an enemy capital. 3 points for possessing his own capital/region


Player Briefings


Egyptian. You are Kahomse, son of Osiris, Pharoah and ruler of all Egypt. Your capital is Thebes. After seething through over one-hundred years of Asiatic rule you have finally marshaled enough strength to defy the ruthless Hyksos oppressors. Your new chariotry is the tool which will allow you to throw off the yoke of the oppressor who dominates lower Egypt. In order to secure Egypt for your faithful people you must do two things- annihilate the Asiatic and generate wealth. The most lucrative of wealth is the gold maintained by the Kushites to the south. The sea faring Minoans also offer great wealth and sea trade that can assist you in the fight against the Asiatic both on land and at sea. Beware the Libu, the children of chaos, the age old threat from the western desert will seize any opportunity to make war.


Hyksos. You are Peppi, the king of the all powerful Hyksos who conquer all. Your capital is the citadel of Avaris in lower Egypt. Yey something is amissÍ although you know now one would dare defy your chariot armies and axe wielding infantry, spies report that Kahmose has begun a rebellion from the city of Thebes. You have no other choice than to crush this upstart and subjugate these Egyptians once again. You also know that it is not going to be easy and that you will need allies. Entreating the gold rich Kushites to join your cause may offer ripe benefits. Your wily brother, Eshardon, king of Canaan may also provide troops in your time of need, but should not be trusted as he is jealous of your power in fertile and bounteous Egypt. The Libu are also a small threat which in their own way make war on you.


Nubia/Kush. You are Anasi, high Chief of the Nubians. You send your people out daily from your grand capital of Kerma to harvest the plentiful gold that feeds your kingdom. The Egyptians have always been envious of your riches and would take any opportunity to subjugate your people, provided they are powerful enough to do so. The Hyksos are powerful, but beware their entreaties. If you ally with them you will forever ensue the Egyptians wrath.


Canaanites. You are Eshardon, king of Sharuhen and de facto ruler of Canaan, as all the Canaanite city states pay you homage. Your brother Peppi, king of the Hyksos rules Egypt, a fertile land that will feed your people very well. You are envious of him and would love to take over in his Citadel of Avaris, yet this is not a risk that you are necessarily willing to take given the threat from Hatti and the Minoans. You posses great sea power and control much of the sea trade, yet the piratical Minoans are vying for the commercial trade with Hatti and Egypt. The Minoans control a powerful commercial empire in their own right and are very dangerous if they should ally with your southern neighbors. The Mittani have allied with the Hatti, the major power of "Asia" and threaten many of your vassals in the Syrian north.


Hittites. You are Telipinu King of the Middle Empire. Although you are in no way threatened by the Syrian kings or the rising Mitani, possessing one of their sea ports cities would be key to increasing the wealth of Hatti. Despite being trading partners and sometime allies the Minoans would not hesitate to make major raids to gain an edge. The Army you possess represents your power to protect Asia or raid the south.


Minoans. You are Minos, king of the Minoans and ruler of the citadel of Knossos. You own a powerful Army and Navy. Sea going raids will not maintain the treasury or your lavish palace. You must seize more. The Canaanite city states are ripe for the picking and destruction of their combined navy will allow you to become the controller of sea trade. Look to the Pharaoh to support your


Lybians. You are Garamantes, grand chief of the Libu. Your people are restless and must make war and take booty in order to keep from killing each other. Ambushes and surprise attacks are the best way to win with your lightly armed army. You distrust all who surround you.


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Last Updated: January 16, 2003

Thanks to Kyle Burley for submitting this campaign scenario.  Questions, comments, and feedback are welcome. Sent them to Chris Brantley at IamFanaticus@gmail.com.