Professional Documents
Culture Documents
Table of Contents
Components . . . . . . . . . . . . . . . . . . . . . . 02
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . 03
Starting the Game . . . . . . . . . . . . . . . . . . 05
Phases . . . . . . . . . . . . . . . . . . . . . . . . . 06
Combat . . . . . . . . . . . . . . . . . . . . . . . . . 12
Playing With 1 to 3 Players . . . . . . . . . . . . . 14
Components
This section gives a brief description of component types in Warbands.
4 Bannerman Cards
10 Mission Cards
Players
travel the
world map
board
during the
four seasons
of the game.
Boersgard
Bonus
If the warband reaches Skogr they immediately
receive 100 clansmen and 10 varl as
reinforcements at no renown cost.
3 Warband Cards
8 Follower Cards
Followers must be earned through
events or recruitment. Each
follower has a specific job
they perform for the warband:
hunter, eagle eye, warleader,
and provoker.
1 Skirmish Board
Players use the
skirmish board to
resolve a skirmish
event with their
bannermen and
followers against
their enemies.
Renown Bonus
Camp Action
City Action
Willpower
Movement
1
Range
Gunne Willpower 3
Provoker
Special: Ignores Shield
Movement
1
Range
Willpower
Ambush
Stoneguard
1
Enhanced Training
5 supply counters
Travel
Shatter: Destroy the targets Shield. Figures who have received the
Shatter effect cannot gain Shield for this skirmish.
Slag Slinger
Back Off: When this figure hits a target it moves its movement away
from all targets.
Bannerman
Follower
Keeper of Names
Renown Bonus
Camp Action
the warband. Draw 1 follower
card, plus 1 additional card for
each Provoker in the warband.
Clans
10
200
Bannerman
60
70
Renown Bonus
80
400
Camp Action
City Action 4
500
1 Victory Piece
and 2 supplies.
50
8
9
Third:
1 Training
Follower
Morale
+1
-1
-2
-4
Warband
Training
10
Follower
Gain 2 Group
Willpower.
Second:
Group Willpower
Buy Arms:
Gold 10+
Silver 5-9
Gain 1 Group
Willpower.
6
7
40
Deeds of Valor
Valor Completion:
+2 Movement
Gains Shield
City Action
Bronze 0-4
Favors
First:
Camp Action
Follower
Bannerman
Gain 3 Group
Willpower. Loses
from War events
are reduced by half
rounded up.
Boast
Ignores Shield
Endurance
98 Game Tokens
20
30
Renown Bonus
10
1. Favors
bonuses to the
4 grant passive 5
10your
bannerman during skirmishes.
Tavern
49 Event Cards
Varl
2
6
7
Rally
300
Speeches
Memories
of the Fallen
4
5
Strength
30
100 Clansmen
10 Varl
Follower
Thane
100
50
1
2
Warband
40
Warband Promotions
During a skirmish if your
bannerman or follower gains a
renown token he may spend it to
purchase a shield token. Shield
tokens can be applied to occupied
tents with the starred shield.
Lowest troop count starred
shields must be purchased first.
F
Promote: Gain followers from
4
0
20
City Action
Recruit: -1 Training Penalty
Disorder 1 to 5
Supply
x2
x2
30 Miniatures
Scourge
1
Dredge
Buy Supplies
Thane
Bannerman
Clan Strength
Each negative
number equals
one less follower
deployed during
skirmish.
Range
Eagle Eye
Special: Pins target
Grunt
Warmaster
Erika
Movement
Setup
Banner Rank
Hunter
10 Skirmish Cards
Cuyler
4 Warband
Role Boards
Blotskalkr
Boersgard to Blotskalkr
A Matter of Honor
Ignore them.
20 Banner Flags
Gold or silver banner flags indicate
the strength of a miniature. The
appropriate banner is inserted
into the miniatures base during
skirmish events.
Setup
The following steps prepare the game for play. Be sure to punch all tokens out of the punchboard. Once these five steps are resolved proceed to the section
Starting the Game, on page 5.
f
b
g
a. Locations
c. Normal Travel
e. Summer
b. Cities
d. Spring
f. Fall
g. Winter
Place the world map board in the center of the play area. Place the season,
warband, and camp tokens just above the season location on the world map
board. Place the skirmish board off to the side of the play area.
Create individual supply areas for the renown, willpower, and shield tokens.
Renown
Token
Shield
Token
Willpower
Token
Renown
Warband
Token
Camp
Token
Season
Token
Place the 4 bannerman cards, 10 skirmish cards, and 17 camp event cards
near the world map board for now.
Mission Card
Start with the first
mission card or
proceed to the next
mission card. Place it
facedown in its marked
location on the world
map board.
Boersgard to Blotskalkr
Bonus
If the warband reaches Skogr they immediately
receive 100 clansmen and 10 varl as
reinforcements at no renown cost.
Refugees
Ignore them.
A Matter of Honor
Follower
Choose
1
OR
Skirmish Cards
2
Scourge
Shatter: Destroy the targets Shield. Figures who have received the
Shatter effect cannot gain Shield for this skirmish.
Grunt
4
Ambush
Stoneguard
1
Dredge
Winter
Follower Cards
Terrible storms have been assaulting the warband
for days, seeming never to relent. The grumbling
of the soldiers grows louder with each passing
moment. Something must be done to
raise moralesoon.
Fall
Summer
Shuffle the internal event card deck, place in its marked location on the world
map board, and cover with a warband card to conceal the events.
An Unrelenting Storm
Spring
Slag Slinger
2
Back Off: When this figure hits a target it moves its movement away
from all targets.
Each player chooses one role. For more information on how to setup and play each role, players should review the back
of their role board. The information found here details how to setup their role and what is required of them during play.
Renown Bonus
Camp Action
City Action
Group Willpower
D
Buy Arms:
1
1 Training
Keeper of Names
C
Gain 1 Group
Willpower.
Gain 2 Group
Willpower.
Starting Renown
City Action
Starting Renown
Warband
Training
-4
2
Gain 3 Group
Willpower. Loses
from War events
are reduced by half
B
rounded
up.
Rally
10
3
6
Speeches
1
100
May bank30
renown at any speech
location instead of the Renown Bank
40when receiving renown.
50
Boast
60
Endurance
Bannerman
Ignores Shield
200
300
Spend
Quartermaster favor.
3During Camp only consume
1/2 rations rounded up.
+2 Movement
10 Varl
100 Seasoned Clansmen
10 Seasoned Varl
Travel
3
500
Varl
x2
10
x2
Valor Completion:
Immediately upgrade
bannerman. This must
be done in the following
order:
Supply
4
A
2
4
30
Renown Bonus
20
Travel
Enhanced Training
Supply
6
7
9
10
5 supply counters
Enhanced Training
6
Deeds
of Valor
3
7
Buy Supplies
100 Clansmen
Follower
90
1
2
70
F
D
Clans
10C
400
80
During War events increase the
40
50
8
9
First:
and 2 supplies.
Warband
1 Victory Piece
0
2
20
Warband
Promotions
Starting Renown
City Action
Follower
Memories
of the Fallen
Favors
Tavern
Gold 10+
Silver 5-9
City Action
Thane
Each negative
number equals
one less follower
deployed during
skirmish.
Camp Action
Follower
Bronze 0-4
Disorder 1 to 5
Camp Action
A
Bannerman
Bannerman
Renown Bonus
Follower
Camp Action
Renown Bonus
Clan Strength
Renown Bonus
Thane
Quartermaster Setup
Quartermaster
Strength
Follower
Starting Renown
Bannerman
Rally
Properly managing the supplies maintains good morale and ensures the warband reaches their final destination.
The Quartermaster is tasked with the difficult job of securing supplies, which can be done in multiple
ways. You may spend renown to purchase supplies in cities, or spend renown to hire hunter followers
to find supplies during a camp. Choices made by the Keeper of Names directly affect the number of
supplies consumed at each camp. Your voice must be heard during events concerning the increase in
troop population. If the Keeper of Names is left unchecked, your supplies can dwindle quickly.
Winning debates, or being on the winning side of a debate during events, also earns you progress in
Enhanced Training. Four successful debates permanently increases the rank of clansman followers to
silver rank.
Warmaster
Banner Rank
The Quartermaster is responsible for managing the warbands supplies and upgrading followers.
Second:
Gains Shield
Third:
If the warband ever loses all of their clansmen and varl, or gets defeated in
a skirmish event and cannot resolve the Defeated camp event card, or cant
fulfill the objective, the players lose the game.
Front
Mission Card
Breakdown
1. Starting Season
2. Objective
Boersgard to Blotskalkr
5. Promote Followers
6. Bonus
7. Mission Finish
8. Mission Path
Blotskalkr
1
2
4. Supplies
Back
Bonus
9. Mission Start
Boersgard
Boersgard to Blotskalkr
Objective: Unique requirement that players must achieve after they resolve
the event in the final location.
Summon the Warband: During this step, the Keeper of Names may
purchase additional troops at the cost of his renown.
Supplies: The Quartermasters starting supplies are shown here.
Promote Followers: During this step, the Keeper of Names draws and
reveals followers. Each role may now purchase followers in the following
order: Warmaster, Thane, Keeper of Names, Quartermaster.
Purchase Order
Bonus
If the warband reaches Skogr they immediately
receive 100 clansmen and 10 varl as
reinforcements at no renown cost.
Bonus: Dictates any bonuses the warband may receive during the mission if
they meet the requirement.
Final Preparations
Each player must now adjust their role board to reflect any changes made
during the resolution of the mission card. Specifically if the warband
summons additional troops or warlearders were added during the promote
followrs step.
Phases
The Banner Saga: Warbands has five phases of gameplay that players may encounter during turn of the game: Move the Warband, Resolve an Event, City
Action, Camp Action, and Victory. At the start of the game place the camp token near the third location the warband encounters on the mission path.
Movement Cost
Normal Travel: 1 supply token is discarded from the highest
value wagon number on the Quartermaster role board.
Discard 3
supply tokens.
Discard 1
supply token.
The warband moves their token to the next location. During normal travel this
costs the warband 1 supply token.
Exception
At the start of the game, the warband skips the Move
the Warband phase and instead resolves the event in the
starting location.
The warband moves their token to the next location. In this case they
must discard the difficult travel supply token cosst first. This number is
indicated on the difficult travel icon. Then, the warband discards the
normal supply token cost of 1 to finish the movement to the location. This one
movement cost the warband a total of 4 supply tokens.
2 Resolve an Event
After moving the warband and paying the supply cost, one player draws an event card from one of the event decks based on their current location. This is
either a internal or external event.
Internal Events
Internal Card Breakdown
Front
Back
An Unrelenting Storm
1. Required Roles
2. Story
3. Choices
4. Resolutions
Choose
1
OR
2
Keeper of Names gains 2 renown tokens, his
bannerman cannot use willpower during
the next skirmish, and the warband gains 1
additional strength during the next War event
card. Quartermaster loses 2 renown.
Internal events require two roles. A player not involved in this event card reads the story text and presents the choices on the card to the two roles involved. The
first role to choose is the role icon on the left of this card. If the two roles agree on a resolution, turn the card over and resolve that choice. Avoid reading the
other choice on the card to help preserve alternate choices in the future.
If the two roles dont agree on a resolution, the initial two roles can attempt to gain favor from the others by using any renown at their disposal. If a majority
of the roles agree on a resolution, turn the card over and resolve that choice.
If the event results in a tie, then the internal event becomes an external event.
Bargaining
During an internal or external event, players may bargain with each other to get another player to vote their way. If a player promises something during one
of these events they must honor their agreement.
The following items are what is allowed to be traded when bargaining:
Followers
Renown tokens
Future vote during the next event
An exception to this rule happens if an internal event becomes an external event. This is not considered a new event. If a player supported another role
during an internal event because of a bargain struck, and it still results in a tie, it is not required for the supporting player to then bid renown to further
support the player he initially struck a bargain with.
External Events
Front
Back
2. Story
3. Choices
4. Resolutions
2
Keeper of Names loses 80 clansmen and 6 varl.
Warmaster reduces his Morale by 2 until after
the next camp. Thane discards all victory tokens.
Quartermaster discards 1 supply counter. Add the
Honor camp event card to the Camp Event deck.
Auction Bidding
Players must have renown in order to bid on a choice. The
starting bid must be at least 1 renown but can exceed this
value. If multiple roles bid on the same choice, that choice
is equal to the total renown bid between them.
The next players can agree, make another choice, or pass. Making a different choice than the current high bidder requires the current choices renown value
to be outbid. If a player passes, they may still bid the next time their turn comes around, as long as their bid exceeds the current high bid.
Once everyone passes and no longer wishes to bid, the choice with the highest renown value is resolved. First, each player that bid on the winning choice
mes
removes Bonus
the renown they bid and placesCamp
it back in the
supply. Next, the player(s) who
lost Action
the auction return their renown
to their renown
bank. Finally, the
Renown
Action
City
Warband
Promotions
player who initially read Athe card resolves the winning choice.
War Event 4
Card Breakdown
Warband
1. Reward
2. Story
3. Strength
4. Choices
Clans5. Resolutions
100 Clansmen
10 Varl
Front
2
23
1
2
War
10 Seasoned Varl
5
Battle Plans
Charge!
Retreat!
Varl
10
20
500
2
3
4 currently,
The warband has 2 strength
30
40
50
Follower
300
Wars are external events that require the warband to have a certain level of
6
strength in order to survive. This strength
3 is shown as a number of shield
icons at the top of the card, which match the shields located on the Keeper
7
of Names role board. The Keeper of Names refers to the clansmen, varl, and
warband promotions sections on his role board. Count the total amount of
3 of the war card.
shields on the role board, and compare that to 8
the strength
Retreat!
Strength
4
Thane
200
Starting Renown
If the warband does not meet the required strength, their Banner Rank is
considered one level lower per missing shield. If this puts the warband in
disorder, the warband is destroyed and the game is over.
If the warband meets or exceeds the strength on the event card, proceed
to the resolution of the battle plan chosen by the warband. After reducing
the troop count by the required amount, if the warband has any remaining
troops, they immediately encounter the listed skirmish. If they have no
remaining troops, the warband is destroyed and the game is over.
If at least one bannerman or ally survives the skirmish, then each role
receives renown based on the reward listed at the top left of the war external
event card. Then, the Warmaster receives his bonus renown listed at the top
left of the skirmish card.
Skirmish Events
1
Skirmish Event
Card Breakdown
Dredge
Setup
Ambush
2
Stoneguard
1. Warmaster Reward
2. Skirmish Name
3. Enemies
Scourge
1
4. Setup
Grunt
6. Special Rules
Slag Slinger
2
Shatter: Destroy the targets Shield. Figures who have received the
Shatter effect cannot gain Shield for this skirmish.
5. Diagram
4
Back Off: When this figure hits a target it moves its movement away
from all targets.
Skirmish events require bannermen and any followers the roles can
send into the skirmish. The skirmish event card dictates the difficulty
rating, enemy types, enemy banner ranks, and enemy placement on the skirmish board. Availability of followers for placement is dictated by the current
Banner Rank of the warband, which is located on the Warmaster role board.
3 City Action
Turn Order
Warmaster
Renown Bonus
Camp Action
City Action
Group Willpower
Buy Arms:
1 Training
Clan Strength
Bannerman
Disorder 1 to 5
Clansmen
Varl
Renown Cost
Each negative 1
number equals
one less follower2
deployed during
skirmish.
Recruit Seasoned
Bronze 0-4
Clansmen
Gain 1 Group
Willpower.
2 Varl
Renown Cost
3
Warband
Training
10
Gold 10+
Silver 5-9
2
Gain 2 Group
Willpower.
-4
Follower
Follower
Gain 3 Group
Willpower. Loses
from War events
are reduced by half
rounded up.
4 Camp Action
After the players have moved the warband three times, the warband must resolve a camp action (except at the start of the game where the camp action is on
the third event location). Signify this by placing the camp token under the warband token on the world map board. Then, the players check to see if there is a
camp event card in the camp event deck. If there is proceed to the camp event section below. If not continue with role camp actions.
Stop Action
This action is resolved exactly like a camp action with the following differences: The warband must pay one half supply cost
rounded down after resolving each roles camp actions. This does not affect the position of the next camp action. In addition, the
roles are not awarded any renown bonus.
If a Stop takes place in the same event location that a normal camp action is required, then the Stop is ignored and a normal
camp action is resolved.
Camp Events
Camp Event Card Breakdown
1. Camp Event Name
2. Story
Deserters
3. Choices
4. Resolutions
2
Keeper of Names loses 60 clansmen and 2 varl.
Quartermaster discards 1 supply token. Each role
discards 1 renown token.
Keeper of Names: The Keeper of Names may Promote. This gives each role
an opportunity to pay renown and claim a follower if they have space for it.
The amount of follower cards drawn depends on how many provokers are in
the warband.
10
Renown Bonus
Once each role has completed their camp action, the Quartermaster must
spend supplies to feed the warband. The number of supplies is determined by
the Keeper of Names role board under the clansmen and varl section. Count
the number by the supply icons under the highest filled tent in each section,
and add them together. This total is the number of supply tokens required.
At this time, all role boards should be adjusted based on changes made
during this phase. Then, each player is awarded their specific renown bonus
based on how well they are performing their assigned role.
Starvation
Keeper of Names: Gains renown based on the highest numbered varl tent
with a tent token on it.
Thane: Gains renown based on the highest numbered clansmen tent with a
tent token on it.
Warmaster: Gains renown based on current
Banner Rank of the warband.
At the end of the camp action phase (not a Stop), one player takes the
current seasons external event cards and places them back in the box. If
this is the last event location the season does not need to change as the
game is ending. If the warband needs to keep moving, one player grabs the
next seasons external event deck, shuffles it and places the external event
warband card on top to cover these events. Finally, this new season deck is
placed on the board in the external event deck location and the warband is
ready to proceed.
5 Victory
Once the warband reaches the objective on the mission card and they resolve the event there, they must resolve a camp action. If the warband can resolve a
camp action without disbanding (losing all troops) and meeting the missions objective, the players win the game.
7. Special Ability
2. Class
8. Required Willpower
9. Wounded
4. Stats
9
7
Defeated Bannerman
After each event is resolved, each role may choose to spend renown
to purchase an upgrade for their bannerman. These rewards must
be purchased in order. Once a role purchases an upgrade they
immediately receive the benefit from that upgrade. If this upgrade
is for the gold ability the bannermans banner rank increases to a
gold banner.Upgrades are purchased in the following order:
1.
Willpower
2.
Gold Ability
11
Erika
1. Name
5. Stats
Movement
2. Class
6. Special Ability
Range
3. Renown Cost
7. Required Willpower
Willpower
4. Banner Rank
Eagle Eye
4
5
7
Upgrading Your Follower
Quartermaster
Renown Bonus
Camp Action
City Action
Enhanced Training
Special Attacks
Bannermen and followers can gain
access to special attacks. These attacks
inflict damage, unless stated otherwise,
but always include special conditions.
Refer to each bannerman or follower
to learn what new power their attacks
gain.
Defeated Followers
If a follower is defeated, it is removed from the game.
Travel
Supply
Combat
Skirmish Setup
Follower
Bannerman
x2
x2
Setup
Turn Order
Warmaster
Following turn order, each role places their bannerman miniature. Then,
still following turn order, each role places any follower miniatures. If there
is no room to place a miniature completely in the
deployment
the Action
miniature is not
Renown
Bonus zone then
Camp
City allowed
Action
Group Willpower
A
D
Buy Arms:
At the
Camp,
Inspire: You may spend
toendbeof each
placed.
You may spend renown tokens
1
1 Training
After
all placements have been made, the
Starting Renown
4
Warmaster may
spend any of his available renown
to gain Group Willpower. The players are now ready
to begin the first round of combat
Clan Strength
12
Rally
Morale
+1
-1
-2
-4
Follower
Starting Willpower
Dont forget to start each skirmish with the maximum
allowed willpower for each bannerman. This may be
affected by previous events resolved by the warband.
Attack: Miniatures may attack any enemy within range 1 time. Range for
each miniature is found on each bannerman, follower, and skirmish card
followed by a sword icon. When a miniature attacks another miniature
its banner rank is reduced by 1. This attack is automatic and cannot miss,
though it can be mitigated by a miniature with a shield token. Miniatures
Eagle Eye
cannot move after an attack unless a special ability specifically allows that
miniature to ignore this rule.
Movement
3
Dredge
Ambush
Erika
At the start of each turn, each role may move their bannermen and may
attack or perform their special ability if they have the required willpower
Range
Stoneguard 3
and are within range. After all bannermen have acted, each follower is
2
1
activated one at a time in turn order until all the miniatures under
1 the
Willpower
0
Bash: Target is moved directly away from this figure 1 square.
command of the warband have acted. Each time a players miniature defeats
If Defend:
the targetBannerman
has no square
move to may
it is Stunned.
andtofollowers
choose to not attack and go on
an enemy, that player receives 1 renown token.
defense. If they do this they immediately receive a shield token that is
placed on the defending miniatures base. This effect absorbs 1 attack, which
Special: Ignores Shield
prevents the defending miniature from losing 1 banner rank. Shield tokens
Scourge
1
Each miniature has an associated
are discarded if the defending miniature is2attacked. Miniatures
can only
1
banner rank, which determines how
have 1 shield token at a time.
1
Shatter: Destroy the targets Shield. Figures who have received the
tough this miniature is. Enemy banner
Shatter effect cannot gain Shield for this skirmish.
ranks are determined by the skirmish
card. If a miniature has a banner rank
of silver or gold, they must have the
Grunt
matching banner placed in their base
3
1
to mark them on the skirmish board.
4
Demoralize: If there is at least 2 Grunts on the skirmish board at the
Bronze banner rank miniatures receive
start Shields
of each round, reduce groupAmbush
willpower by 1.
no banner.
Banner Ranks
Dredge
Slag Slinger
Fisk
Bannerman
Specialthis
Abilities:
Instead
of attacking,
bannerman
followers can choose
Back Off: When
figure hits
a target
it moves its
movementand
away
Silver Rank: Any miniature at silver banner rank is reduced to bronze
to spend willpower
toStoneguard
perform their special ability. The willpower
fromtokens
all targets.
Movement 2
banner rank when struck once in combat.
2 abilitiy 1on the
token cost of these special abilities are found near the special
1
Gold Rank: Any miniature at gold banner rank must be reduced to silver
miniatures respective
card.
Each of
theseaway
abilities
unique
should be
Bash: Target
is moved
directly
fromare
this
figure and
1 square.
Range
banner rank when struck once in combat. In addition, if a miniature is at
If miniatures
the target hascard.
no square
move abilities,
to it is Stunned.
referenced on that
Some to
special
are in effect just 2
this rank and attack a figure with a shield token it removes the shield token
by purchasing them and do not require willpower tokens. Refer to the Fisk
and reduces the banner rank of the target by 1.
1
bannerman card and a Provoker card for an example, found Willpower
on page 15.
Scourge
Combat Actions
1
Move
Attack (Reduces banner rank by 1)
Dredge
Ambush
Erika
Eagle Eye
MovementStoneguard
3
Slag Slinger
2
Back Off: When this figure hits a target it moves its movement away
from all targets.
13
Enemy Activation
Bonus Actions
Willpower may be spent to move again.
Willpower may be spent to perform a special ability instead of using a
normal attack.
Willpower may be spent to temporarily increase a bannerman or followers
banner rank by 1 for an attack only. (Bronze to Silver or Silver to Gold)
During skirmishes it is very important to use your willpower tokens at the
opportune time to grant the warband an advantage. Bannerman willpower
and group willpower is automatically replenished at the start of each new
skirmish, so it should always be spent. Bonus actions that may be performed
by spending willpower tokens are as follows:
Boost Movement: 1 willpower token may be spent by the role controlling
either their bannerman or follower to move that miniatures movement
value again. An attack or special ability attack may still be performed
after this additional mvement. However, willpower cannot be spent after
attacking to gain this additional movement.
Special Ability: A number of willpower tokens, dictated on the bannerman
and follower card, may be spent by the controlling role to perform the listed
special ability. If the special ability has a willpower token cost it replaces a
normal attack. If there is no cost listed it is a passive effect and is defensive.
Any role that wishes to activate a followers special ability that they control
must spend the willpower token from the group willpower provided by the
Warmaster.
Boost Attack: 1 willpower token may be spent by the role controlling
either a bannerman or a follower to temporarily increase the banner rank
of their attacking miniature by 1. After the attack is performed the boosted
miniature is considered to be its original banner rank.
Failed Attack
Successful Attack
Once the warband has finished acting, the enemys turn takes place. Enemies
activate in a specific order, from top to bottom, as shown on the skirmish
card. Each enemy moves, if necessary, and then attacks. Enemies do not
leave combat when engaged with bannermen and always perform their
special ability if the conditions are met.
Enemy Priority
First Priority: Enemy attack information section on the skirmish card.
Second Priority: A roles bannerman with the highest renown.
Third Priority: Attack next closest warband target in range, always
prioritizing bannermen over followers.
Sacrifice
If a role has a bannerman being attacked, a follower
can take the hit instead by paying 1 renown token if the
follower is adjacent to the bannerman.
Once every enemy has activated, the warband starts their turn again, followed
by the enemy. This process is repeated until one side or the other is defeated.
If the warband wins, any defeated followers are discarded back into the
box, and the survivors are returned to their respective role boards. The
Warmaster then gains the renown reward for successfully winning a
skirmish, which is found at the top left of the skirmish card.
If the warband is defeated, add the Defeated camp event card to the camp
event deck. This card is placed on top of the camp event deck and must be
resolved at the next camp. If it cannot be resolved the players lose.
Finally, the willpower on each bannerman is returned to its maximum
allowed value at this time.
In the failed attack example the follower is unable to damage the dredge
because he is currently at bronze rank and the dredge is at gold rank. In the
successful attack example the role controlling this follower spends 1 willpower
token from the group willpower pool to temporarily increase his banner rank to
silver, which does allow him to hurt the dredge.
14
Set up the game normally with the following exception: remove the Thane role and all components
associated with that role. Remove any mission cards that involve the Thane. If the Thane is one of
the required roles during an intenal event, discard the event and draw a new one.
Resolving casualties: If a tent is ever removed or a follower or bannerman is defeated in a skirmish,
reduce 1 supply on the Quartermaster role board and reduce the Warmaster Morale counter by 1.
Warmaster Inspire: Increasing Morale now requires the warmaster to spend 1 additonal renown
token when activating this ability. The Thane requirement is ignored.
Scourge
Bash Example
Example 1
Shatter Example
Example 2
Grunt
Slag Slinger
Demoralize Example
Thrasher
Backbiters
Bowmaster
Rally Example
Flurry Example
Penetrate Example
Example: The
Thrasher moves to
attack. He can reach
his target easily, but
in order to use his
Rally ability he will
move to be near as
many Brigands as
possible and still
attack.
Example: The
Backbiter moves and
attacks both targets
with Flurry. He must
be adjacent to as
many enemies as
possible while still
attacking his priority
target.
Example 1: The
Bowmaster attacks the
bannerman. The shield
used by the bannerman
is ignored, and the
bannerman is defeated.
Example 1
Example 2
Astrid
Special Example
Special Example
Silver
Example
Gold
Example
Colby
Silver
Example
Gold
Example
Fisk
Special Example
Silver
Example
Gold
Example
Special Example
Silver
Example
Gold
Example
Hunter
Eagle Eye
Warleader
Provoker
Special Example
Special Example
Special Example
Special Example
15
Quick Reference
Phases
1. Move the Warband: Spend supply tokens to reach
the next event location.
4. Camp Action: If this is the third location from the start, the last camp
action, or the last event for this mission, resolve this action.
5. Victory: Check the mission objective, if it has been fulfilled the players win
the game.
3. City Action: If the warbands event is also at a city, then resolve this action
in turn order.
Combat
Skirmishes
1. Place enemy miniatures on the skirmish board based on the required skirmish card.
2. Place the warband bannerman & follower miniatures in the deployment zone on the skirmish card.
3. Receive group willpower based on warband banner rank and warmaster contribution.
4. Begin skirmish based on Skirmish turn order.
Willpower Tokens
Enemies activate from top to bottom as shown on the skirmish card. When
enemies activate they follow these priorities:
Credits
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