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Overview

Table of Contents
Components . . . . . . . . . . . . . . . . . . . . . . 02

The Banner Saga: Warbands is a cooperative game for 1 to 4 players. Each


player controls a role that must maintain an important aspect of the warband.
Players encounter events during the course of their game, where they are forced
to make difficult decisions in often impossible situations. Through cooperation
and internal politics, these decisions have lasting repercussions that affect
the missions probability of success. If, against all odds, the players reach their
destination without the warband disbanding, and they accomplish the missions
goals, victory is their.

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.

1 World Map Board

4 Bannerman Cards

10 Mission Cards

Players
travel the
world map
board
during the
four seasons
of the game.

Depending on their role, each


player is assigned a corresponding
bannerman card. Bannermen
are typically used in events.

Mission cards give the players a


path to travel and an objective to
accomplish.

Objective: Reach Blotsbalkr with 400 clansmen


and 30 varl.
Summon the Warband: Keeper of Names may
perform his City Action at half cost (rounded up).
Supplies: Quartermaster receives 20
supply tokens.
Promote Followers: Keeper of Names draws 4
Follower cards that may be purchased at this time.

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.

Skirmish cards are used


as reference when players
encounter a skirmish event.
Quartermaster

Renown Bonus

Camp Action

At the end of each Camp,


gain renown equal to highest
wagon number with supplies.
Starting Renown

City Action

Hunt: Gain 1 supply token,

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

At the end of each


4
90 Camp, gain
renown equal to the Keeper
of Names Thane bonus.
Starting Renown

400

Camp Action

City Action 4

500

Scout: Arrange top 2 event


5
cards, plus 1 event card
for each Eagle Eye in the
warband.

1 Victory Piece

Spend Keeper of Names favor


During War events increase the
Banner Rank by 1 rank.

and 2 supplies.

50

8
9

Gain 1 victory token for


each enemy defeated
by your bannerman
or follower during
skirmishes.
Immediately upgrade
bannerman. This must
be done in the following
order:

Third:

You may spend renown tokens


to gain Group Willpower before
each skirmish. Each renown
spent equals 1 Group Willpower.
Maximum 5 willpower.
1

1 Training

Follower

Morale

+1

-1

-2

-4

Warband

Training

10

Follower

Gain 2 Group
Willpower.

Second:

Group Willpower

Buy Arms:

renown to raise Morale by


an equal amount. This may
only be done if the Thane
spends an equal amount of
renown.

Gold 10+

Silver 5-9

Each Warleader in the warband grants +1 to Clan Strength.


Add the total Clan Strength from Morale, Warband, and Training to
determine the warband Banner Rank.

Gain 1 Group
Willpower.

6
7

40

Deeds of Valor

Valor Completion:

+2 Movement

Gains Shield

City Action

Inspire: You may spend

Bronze 0-4

Favors

First:

Camp Action

At the end of each Camp,


gain renown equal to
Banner Rank bonus.
Starting Renown

Follower

Bannerman

During Camp only consume


1/2 rations rounded up.

Gain 3 Group
Willpower. Loses
from War events
are reduced by half
rounded up.

Tokens are used to track renown


and populate the role, skirmish,
and world map boards.

Spend Quartermaster favor.

Boast

Ignores Shield

Place 1 pyre token for each follower defeated in


skirmishes, or tent lost during an event.

Endurance

98 Game Tokens

Of Honor and Oath

20

30

2. Favors can be spent to force a role to


agree with you during an event.

Pyre Completion: Lose 50 clansmen, 5 varl,

Renown Bonus

3. Favors can be spent to use that roles


follower during a skirmish to absorb
damage for the your bannerman.

Spend Warmaster favor


Add 2 willpower tokens to
Group Willpower

10

1. Favors
bonuses to the
4 grant passive 5
10your
bannerman during skirmishes.

Tavern

49 Event Cards

May bank renown at any speech


location instead of the Renown Bank
when receiving renown.

Varl
2

6
7

Rally

300

Speeches
Memories
of the Fallen

100 Seasoned Clansmen


10 Seasoned Varl

4
5

Strength

30

100 Clansmen
10 Varl

Follower

Thane

100

50

1
2

Recruit Seasoned: No Penalty

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

At the end of each Camp, gain


renown equal to combined
Warband & Thane bonuses.
Starting Renown

If the Warband stays in Disorder during War events, add the


Disorder card to the Camp Event deck. For each renown you
spend, you may bring in restricted followers to skirmishes.

Demoralize: If there is at least 2 Grunts on the skirmish board at the


start of each round, reduce group willpower by 1.

Difficult Terrain: Marked areas of map


have additional supply costs.

Disorder 1 to 5

Supply

The highly detailed


and dynamically posed
miniatures represent the
bannermen, followers,
and enemies used
during skirmish events.

x2

x2

30 Miniatures

Bash: Target is moved directly away from this figure 1 square.


If the target has no square to move to it is Stunned.

Scourge
1

Warband cards are placed on top


of internal, external, and camp
event decks to conceal the events
from players.

Dredge

Place 1 training token in this


location on the board for each internal
or external event you win. Once
all 4 spaces are filled, followers are
upgraded to silver banner rank.

Buy Supplies

plus 1 additional supply


token for each Hunter in
the Warband.

Thane

Bannerman

Special Rules: There are no special rules for this skirmish.

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

Each player controls


one of four roles
in the warband:
Keeper of Names,
Quartermaster,
Thane, and
Warmaster.
Rally

Cuyler

Special: Gain priority if


enemy banner rank is less

4 Warband
Role Boards

The Banner Saga and The Banner Saga: Factions


content is used by permission. Stoic LLC. 2012-2013
All rights reserved.

Blotskalkr

Boersgard to Blotskalkr

Event cards provide


challenges for the players
to overcome as the
warband travels along the
mission path.

It has become clear, you are not


strong enough to defeat the Dredge.

A Matter of Honor

What does the council decide?


1

Proceed with your mission ignoring the obvious


weaknesses of the warband.

The warband demands new leadership. A


bannerman must step
goodlocation
of the to gather intelligence
Retreatfor
to the
a secure
2 down
warband before the
on upcoming
the loomingbattle.
threat.

The Gift of Life

What does the council decide?


1 Dismiss the Warmaster bannerman.
A messenger arrives with news. Bodil has been
Quartermaster bannerman.
gifted with a boy.2His Dismiss
name is the
Frod
and he is
strong. The messengerDismiss
also speaks
of a nearby
the Keeper
of Names bannerman.
3
Refugees
Dredge encampment preparing for battle.
What does the council decide?
1 Let Bodil go see his son.
Approaching you, down the road, you see a mass
Frods birth.
of people. As you2nearCelebrate
them, you
see they are
broken, injured, and starving.
They begin to beg
3 Make an offering to Denglr.
for food and plead for protection.
What does the council decide?
1

Let them join.

Give them supplies and protection.

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.

2015 MegaCon Games. MegaCon Games and


the MegaCon Games logo are registered trademarks of their respective owner. All rights reserved.

Versus Evil LLC. 2013-2015.


All rights reserved.

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

1. Prepare the Game Boards

2. Create the Token Supplies

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

Renown is the currency that each player earns and spends


to further individual goals while ensuring the warband
has the best chance for succeeding at its mission.
3

3. Separate and Shuffle the Decks

External Event Cards

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

Objective: Reach Blotsbalkr with 400 clansmen


and 30 varl.
Summon the Warband: Keeper of Names may
perform his City Action at half cost (rounded up).
Supplies: Quartermaster receives 20
supply tokens.
Promote Followers: Keeper of Names draws 4
Follower cards that may be purchased at this time.

Bonus
If the warband reaches Skogr they immediately
receive 100 clansmen and 10 varl as
reinforcements at no renown cost.

Separate the external event


cards into the four seasons.
Shuffle each seasonal deck and
place them near the season
location on the world map
board.

Refugees

The Gift of Life

Approaching you, down the road, you see a mass


of people. As you near them, you see they are
broken, injured, and starving. They begin to beg
for food and plead for protection.

A messenger arrives with news. Bodil has been


gifted with a boy. His name is Frod and he is
strong. The messenger also speaks of a nearby
Dredge encampment preparing for battle.

Let Bodil go see his son.

Give them supplies and protection.

Celebrate Frods birth.

Ignore them.

Make an offering to Denglr.

A Matter of Honor

Of Honor and Oath

The warband demands new leadership. A


bannerman must step down for the good of the
warband before the upcoming battle.

It has become clear, you are not


strong enough to defeat the Dredge.

Dismiss the Warmaster bannerman.

Dismiss the Quartermaster bannerman.

Internal Event Cards

Follower

Choose
1

OR

Rally the soldiers by


personally leading
the warband with
your bannerman.

weaknesses of the warband.

Skirmish Cards
2

Place the oversized skirmish


cards near the world map board
within reach of a player.

Bash: Target is moved directly away from this figure 1 square.


If the target has no square to move to it is Stunned.

Scourge

Provide extra rations


and mead to the men,
praying that a full
belly will keep the
men happy.

Shatter: Destroy the targets Shield. Figures who have received the
Shatter effect cannot gain Shield for this skirmish.

Grunt
4

on the looming threat.

Ambush

Stoneguard
1

Retreat to a secure location to gather intelligence

Dredge

Shuffle the follower deck,


and place it facedown near
the Keeper of Names.

Winter

What does the council decide?


Proceed with your mission ignoring the obvious

Dismiss the Keeper of Names bannerman.

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

What does the council decide?

Summer

What does the council decide?

Let them join.

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

What does the council decide?


1
2

Demoralize: If there is at least 2 Grunts on the skirmish board at the


start of each round, reduce group willpower by 1.

Slag Slinger
2

Back Off: When this figure hits a target it moves its movement away
from all targets.

4. Choose and Prepare Roles


Playing the Quartermaster

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

Inspire: You may spend


renown to raise Morale by
an equal amount. This may
only be done if the Thane
spends an equal amount of
renown.

Buy Arms:
1

1 You may spend renown tokens


to gain Group Willpower before
each skirmish. Each renown
spent equals 1 Group Willpower.
Maximum 5 willpower.

1 Training

Keeper of Names
C

Each Warleader in the warband grants +1 to Clan Strength.


Add the total Clan Strength from Morale, Warband, and Training to
determine the warband Banner Rank.

Gain 1 Group
Willpower.

Gain 2 Group
Willpower.

Starting Renown
City Action

Starting Renown

Warband

Training

Scout: Arrange top 2 event


-1
-2
cards, plus 1 event card
for each Eagle Eye in the
warband.

-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.

Spend Warmaster favor

Add 2 willpower tokens to


Group Willpower

50

Boast

60

Endurance

Bannerman

Place 1 pyre token for each follower defeated in


skirmishes, or tent lost during an event.

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

3. Favors can be spent


1 to use that roles
follower during a skirmish to absorb
3
damage for the your bannerman.

500

Varl

x2

10

x2

Valor Completion:

Immediately upgrade
bannerman. This must
be done in the following
order:

Supply

To setup the Quartermaster role at the start of the game:

Place the Astrid


bannerman card and

Place 4 renown tokens in the renown bank.

miniature adjacent to the


role board near the space
marked bannerman.

Place 20 supply tokens--5 on each wagon--in the

supply area of the role board.

4
A

2
4

30

Renown Bonus

Indicates the criteria required and how much renown


the player earns at the end of each camp.

20

Difficult Terrain: Marked areas of map


have additional supply costs.

Travel

Dictates how many supply tokens are used for normal or


difficult travel when the warband moves to the
next location.

Enhanced Training

Tracks your success rate during internal and external


events. If the ability is maxed out by winning events, all
clansmen followers are upgraded to silver rank.
D

Supply

Whenever supply tokens are earned or spent, they are


removed or added to the wagons.

6
7

9
10

5 supply counters

Place 4 training tokens near the role board.

Enhanced Training

Place 1 training token in this


location on the board for each internal
or external event you win. Once
all 4 spaces are filled, followers are
upgraded to silver banner rank.

6
Deeds
of Valor
3
7

Buy Supplies

Gain 1 victory token for


each enemy defeated
by your bannerman
or follower during
4
skirmishes.

plus 1 additional supply


token for each Hunter in
the Warband.

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.

100 Clansmen

Follower

90

1
2

Recruit Seasoned: No Penalty

70

Banner Rank by 1 rank.

F
D

2. Favors can be spent to force a role to


agree with you during an event. 1

Clans

10C

Spend Keeper of Names favor

400
80
During War events increase the

40

50

8
9

First:

Pyre Completion: Lose 50 clansmen, 5 varl,

and 2 supplies.

Warband

1 Victory Piece

Recruit: -1 Training Penalty

the warband. Draw 1 follower


card, plus 1 additional card for
each Provoker in the warband.

0
2
20

Warband
Promotions
Starting Renown

City Action

Hunt: Gain 1 supply token,

Follower

Memories
of the Fallen

Promote: Gain followers from

Favors

1. Favors grant passive bonuses to the


your bannerman during
skirmishes.
0

Tavern

Gold 10+

Silver 5-9

renown equal to the Keeper


of Names Thane bonus.

City Action

Thane

Each negative
number equals
one less follower
deployed during
skirmish.

At the end of each Camp, gain


Morale
+1

Camp Action

Follower

Bronze 0-4

Disorder 1 to 5

Camp Action
A

Bannerman

Bannerman

Renown Bonus

Follower

Camp Action

Renown Bonus

At the end of each Camp,


gain renown equal to highest
wagon number with supplies.

At the end of each Camp, gain


renown equal to combined
Warband & Thane bonuses.

Clan Strength
Renown Bonus
Thane

If the Warband stays in Disorder during War events, add the


Disorder card to the Camp Event deck. For each renown you
spend, you may bring in restricted followers to skirmishes.

Quartermaster Setup

Quartermaster

Strength

Follower

Starting Renown

Bannerman

At the end of each Camp,


gain renown equal to
Banner Rank bonus.

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:

Winning or Losing the Game


If the warband reaches the destination listed in the objective on the mission
card and can successfully resolve a camp action without disbanding they
players win the game.

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.

Starting the Game


After completing all setup rules, its time to resolve the drawn mission card.

Front

Mission Card
Breakdown
1. Starting Season
2. Objective

Boersgard to Blotskalkr

Objective: Reach Blotsbalkr with 400 clansmen


and 30 varl.

Summon the Warband: Keeper of Names may


perform his City Action at half cost (rounded up).

5. Promote Followers

Supplies: Quartermaster receives 20


supply tokens.

6. Bonus

Promote Followers: Keeper of Names draws 4


Follower cards that may be purchased at this time.

3. Summon the Warband

7. Mission Finish
8. Mission Path

Blotskalkr

1
2

4. Supplies

Back

Bonus

9. Mission Start

If the warband reaches Skogr they immediately


receive 100 clansmen and 10 varl as
reinforcements at no renown cost.

Boersgard

Resolving a Mission Card


Starting Season: Set the season token on the world map board in the
location dictated by the mission card. Shuffle the matching season event
deck, and place it in its location marked on the world map board. Without
looking at the top event card, cover the deck with the external event
warband card to conceal the events. This is the external event deck, used
after players move into an external event location.

Boersgard to Blotskalkr

Objective: Reach Blotsbalkr with 400 clansmen


and 30 varl.

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

Summon the Warband: Keeper of Names may


perform his City Action at half cost (rounded up).

Warband Path: The image


shown on the mission
card is the path the
players must follow when
playing the game. This
image shows the start
location and the finish
location for the mission.
At this point, place the
warband token on the
starting location.

Supplies: Quartermaster receives 20


supply tokens.
Promote Followers: Keeper of Names draws 4
Follower cards that may be purchased at this time.

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.

1 Move the Warband


At the start of each turn, one player moves the warband token to the next event location along the mission path. The Quartermaster must pay the supply
token cost for the journey. This supply is discarded from the highest numbered wagon on the Quartermasters role board.
If the Quartermaster cant pay the supply token cost for the journey, the Keeper of Names must discard 1 tent token of the highest value clansmen or varl for
each supply token not met. Troops lost this way immediately affect the Warmasters Banner Rank and the Thanes Memories of the Fallen ability. If the Keeper
of Names does not have any tent tokens in either clansmen or varl but still has troops, the remaining troops are discarded down to zero. For losses this is still
considered losing 1 tent token. In addition, if there are no troops to discard the warband is disbanded and the players lose the game.

Movement Cost
Normal Travel: 1 supply token is discarded from the highest
value wagon number on the Quartermaster role board.

Difficult Travel: The Quartermaster must discard additional


supply tokens based on the number attached to the difficult
travel icon.

Example of Normal Travel

Example of Difficult Travel

Discard 1 supply token.

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

Lose 2 supply tokens, the Quartermaster gains


1 renown token and his bannerman gains 1 free
level. Keeper of Names loses 1 renown token.
Add 1 Disease card to the Camp Event deck.

1. Required Roles
2. Story

3. Choices
4. Resolutions

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.

Choose
1

Rally the soldiers by


personally leading
the warband with
your bannerman.

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.

Provide extra rations


and mead to the men,
praying that a full
belly will keep the
men happy.

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

Of Honor and Oath

Keeper of Names loses 40 clansmen and 2 varl.


Quartermaster discards 2 supply counters.
Warmaster reduces his Morale by 1. Thane discards
1 favor token currently being used. Add the Oath
camp event card to the Camp Event deck.

It has become clear, you are not


strong enough to defeat the Dredge.

External Event Card Breakdown


1. Event Name

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.

What does the council decide?

Proceed with your mission ignoring the obvious

weaknesses of the warband.


Retreat to a secure location to gather intelligence

on the looming threat.

External events are resolved in turn order through an auction bidding


system. The first role to bid is the role with the most renown tokens, and
bidding proceeds clockwise. If the starting player has at least one renown,
they must bid on a choice. If no players have renown, the players must agree
on one choice and they cannot use willpower during the next
skirmish event.

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.

At the end of each Camp, gain


War
renown
equal to combined
Warband & Thane bonuses.

War Event 4
Card Breakdown
Warband

1. Reward

2. Story
3. Strength

4. Choices

Clans5. Resolutions

100 Clansmen

10 Varl
Front

Recruit Seasoned: No Penalty

2
23

1
2

100 Seasoned Clansmen

War

10 Seasoned Varl

The clinging darkness of hundreds of Dredge


creep from the forest, forming battle lines and slowly
marching across the battlefield to war.

5
Battle Plans

Charge!

Hold Them Off!

Retreat!

Varl

Hold Them Off!

10

20

500

Keeper of Names loses 100 clansmen and 10 varl.


Quartermaster loses 5 supply counters. Immediately
resolve the Dredge Scouts skirmish card.

2
3

4 currently,
The warband has 2 strength

30

since the Keeper of Names has not used

his Warband Promotions ability on the


clansmen yet.

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

Keeper of Names loses 50 clansmen and 5 varl.


Quartermaster loses 2 supply counters. Immediately
resolve the Dredge Encounter skirmish card.

Retreat!

Strength

4
Thane

200

resolve the Dredge Elite skirmish card.

During a skirmish if your


bannerman or follower gains a
renown token he may spend it to
Back Shield
purchase a shield token.
tokens can be applied to occupied
tents with the starred shield.
Charge!
Lowest troop count
starred
Keeper ofbe
Names
loses 20 clansmenfirst.
and 1 Varl.
shields Quartermaster
must
purchased
loses 1 supply counter. Immediately

Recruit: -1 Training Penalty

the warband. Draw 1 follower


card, plus 1 additional card for
each Provoker in the warband.

Starting Renown

Promote: Gain followers from

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.

Gold Banner Rank Warband


The warband reduces casualties received from a war external
event if the current Banner Rank of the warband is gold.

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

Demoralize: If there is at least 2 Grunts on the skirmish board at the


start of each round, reduce group willpower by 1.

Slag Slinger
2

Shatter: Destroy the targets Shield. Figures who have received the
Shatter effect cannot gain Shield for this skirmish.

5. Diagram
4

Bash: Target is moved directly away from this figure 1 square.


If the target has no square to move to it is Stunned.

Special Rules: There are no special rules for this skirmish.

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

At the end of each Camp,


gain renown equal to
Banner Rank bonus.
Starting Renown

Quartermaster: The Quartermaster may


purchase supply tokens at 1 renown each. These
supplies are placed in the lowest numbered
wagons that are currently not at max capacity
of 5. Total supplies can never exceed 20.

Inspire: You may spend

Buy Arms:

renown to raise Morale by


an equal amount. This may
only be done if the Thane
spends an equal amount of
renown.

1 Training

Thane: The Thane may spend


2 renown tokens to purchase
1 victory token for the Deeds
of Valor ability as many times
as he can afford.

Clan Strength

You may spend renown tokens


to gain Group Willpower before
each skirmish. Each renown
spent equals 1 Group Willpower.
Maximum 5 willpower.
1

Bannerman

Disorder 1 to 5

Clansmen
Varl

determine the warband Banner Rank.

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

Keeper of Names: The Keeper of Names may recruit regular troops or


Warmaster: The Warmaster may spend 1 renown to purchase 1 level of
If the Warband stays in Disorder during War events, add the
seasoned troops
of,
clansmen
and
varl.
If
the
Keeper
of
Names
recruits
any
Training as many times as he can afford.
Disorder
card
to
the
Camp
Event
deck.
For
each
renown
you
B
Rally
Morale
+1
0
-1
-2
spend, you may bring in restricted followers to skirmishes.
amount of regular troops, the training
level of the warband is reduced by 1
on the Warmaster role board for each purchased tent. Recruiting seasoned
Warleader in the warband grants +1 to Clan Strength.
troops is more
expensive
but EdoesEach
not
reduce the warbands training level.
Add the total Clan Strength from Morale, Warband, and Training to
Banner
Rank
Recruit

Follower

After an event is resolved, check to


see if the warband is currently at a
city location. If not, proceed to the
next phase, camp action. If so, each
role may perform their city action
in the following order:

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

As camp breaks, the warband is buzzing and


nervous. There are whispers of desertion. The
Keeper of Names calls an emergency meeting of
the Council and verifies the rumors are true.

3. Choices
4. Resolutions

What does the council decide?

Keeper of Names loses 90 clansmen and 7 varl.

2
Keeper of Names loses 60 clansmen and 2 varl.
Quartermaster discards 1 supply token. Each role
discards 1 renown token.

Let them go.

2 Hunt and capture the deserters.


Camp event cards are special events based on choices the
players make during internal and external events. If through
a choice the players must add a card to the camp event deck, shuffle the
deck without looking, place it face up in the camp event location, and cover these cards with the camp event warband card. When the warband camps, they
must resolve the top camp event card first before proceeding to camp actions. Camp events are resolved exactly like external events. If the warband does not
disband once the camp event card has been resolved, then each roles camp action may now be perfomred.

Role Camp Actions


Turn Order

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

Quartermaster: The Quartermaster may Hunt. The amount of supplies


gained is based solely on how many hunters are in the warband. Supply
tokens are placed in the lowest numbered wagons that are currently not at
the max capacity of 5. The total supplies cannot exceed 20.
Thane: The Thane may Scout. This gives the Thane an opportunity to
rearrange the top cards in an event deck of his choice. The number of cards
he may look at and arrange is based on the number of eagle eyes in the
warband.
Warmaster: The Warmaster may Inspire. When the Warmaster inspires, he
raises the Morale level of the warband by an amount equal to the amount
of renown he spends--but only if the Thane spends an equal amount of
renown. This may affect the current Banner Rank of the warband. Each
warleader in the warband increases the Banner Rank by 1 during war
external events.

Feeding the Warband

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.

Quartermaster: Gains renown equal to the current highest numbered


supply wagon with any amount of supplies.

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.

Changing the Seasons

If the supply cost cant be met, the Keeper of Names must


discard the highest tent token from one of the troop
sections for each supply not met. This can trigger the
Memories of the Fallen ability on the Thane role board.
If the Keeper of Names does not have any tent tokens in
either clansmen or varl but still has troops, the remaining
troops are discarded down to zero. For losses this is still
considered losing 1 tent token.

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.

Bannerman and Followers


2

Bannerman Card Breakdown


1
1. Name

7. Special Ability

2. Class

8. Required Willpower

3. Starting Banner Rank

9. Wounded

4. Stats

5. Silver & Gold Abilities


6. Renown Cost

9
7

Upgrading Your Bannerman

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:

If a bannerman is defeated in a skirmish, it is returned


to the controlling player, and the bannerman card is
flipped over to its wounded side. Wounded bannermen
may not enter skirmishes until they are healed. The next
time the warband performs a city action, the player(s)
with wounded bannermen may spend 2 renown tokens to flip the roles bannerman
card back over. Any upgrades purchased prior to being wounded are lost.

1.

Willpower

2.

Gold Ability

11

Follower Card Breakdown

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

Special: Ignores Shield

7
Upgrading Your Follower

Quartermaster

Renown Bonus

Camp Action

City Action

Filling the Enhanced Training action


the
Quartermaster
board upgrades
all
At the end on
of each
Camp,
Buy Supplies
Hunt: Gain 1 supply token,
gain renown equal to highest
plus 1 additional supply
3 5 supply counters
followers to silver banner rank.wagon
Thisnumber
is the
permanently increase
with only
supplies.way to
token for each Hunter in
the Warband.
Starting Renown
follower banner rank.
A

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.

Place 1 training token in this


location on the board for each internal
or external event you win. Once
all 4 spaces are filled, followers are
upgraded to silver banner rank.

Defeated Followers
If a follower is defeated, it is removed from the game.

Travel

Supply

Combat

Skirmish Setup

Follower

Bannerman

x2

x2

Skirmish Board Breakdown


Difficult Terrain: Marked areas of map
have additional supply costs.

1. Enemy Placement Locations

2. Warband Deployment Zone

During skirmish events, the skirmish board is


placed into the center of the play area on the
world map board. Place the enemy miniatures
in locations specified by the skirmish
event card.

Setup

Players now place their miniatures anywhere


within the warband deployment zone in the
following turn order:
Special Rules: There are no special rules for this skirmish.

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

to gain Group Willpower before


each skirmish. Each renown
spent equals 1 Group Willpower.
Maximum 5 willpower.

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

If the Warband stays in Disorder during War events, add the


Disorder card to the Camp Event deck. For each renown you
spend, you may bring in restricted followers to skirmishes.

Morale

+1

-1

-2

-4

Follower

renown to raise Morale by


an equal amount. This may
only be done if the Thane
spends an equal amount of
renown.

gain renown equal to


Banner Rank bonus.

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

Bronze Rank: Any miniature at bronze banner rank is defeated when


struck once in combat. Bronze rank miniatures cant damage gold rank
miniatures.

Any miniature that has a shield can automatically absorb 1


damage and then the shield token is removed. .

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)

Shatter: Destroy the targets Shield. Figures who have receivedGold:


the Shielded. Adjacent
Silver: Shielded
Shatter effect cannot gain Shield for this skirmish. followers gain Shield.

Defend (Gain a shield token)


Special Ability (Requires willpower)
Enemy Special Ability (Automatic)

Dredge

Move: Miniatures may move diagonally and orthagonally and have a


number of squares they may move up to during a skirmish event. This
number is found on the green movement banner on each bannerman,
follower, and skirmish card followed by a boot icon. If a miniature is going
to move it must be done before performing an attack unless a special ability
specifically allows that miniature to ignore this rule.

start of each round, reduce group willpower by 1.

Ambush

Erika

Eagle Eye

MovementStoneguard
3

Enemy special abilities: Enemy Grunt


miniatures always perform their special
3
1
ability
attacking. These special abilties may vary depending on
4 when
Demoralize: If there is at least 2 Grunts on the skirmish board at the
whether or not any conditions need to be met.

Slag Slinger
2

Back Off: When this figure hits a target it moves its movement away
from all targets.

3away from this figure 1 square.


Bash: Range
Target is moved directly
If the target has no square to move to it is Stunned.
Willpower

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.

Playing With 2 or 3 Players

14

Playing with 2 Players

Playing with 3 Players

Set up the game normally and deal 2 roles to each


player. Once player receives the Quartermaster and
the Thane, the other player receives the Keeper of
Names and the Warmaster. During internal events
there is no debate if a player controls both of the
required roles. The player chooses the resolution and
resolves it. During skirmishes followers controlled by
a player can receive damage for either bannerman he
controls as long as the renown cost is paid by that role.

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.

Dredge & Brigands


Stoneguard

Scourge

Bash Example

Example 1

Example 1: The Stoneguard attacks with Bash,


lowering Hjalmers banner rank by 1 and moving
him back 1 square. Since he can move back nothing
else happens.

Shatter Example

Rule: The Scourge attacks the Provoker and Shatter


destroys his shield token. This reduces the Provokers
banner rank by 1 and he cannot gain a shield token
again this skirmish.

Example 2: The Stoneguard attacks with Bash,


lowering Hjalmers banner rank by 1, but since he
cant move back 1 square, he is stunned. Stunned
targets do not activate during their next round.

Example 2

Grunt

Slag Slinger

Demoralize Example

Back Off Example

Example 1: If there are 2 or more Grunts on the skirmish


board, discard 1 Group Willpower token. This passive
ability happens at the start of each skirmish, and at the
beginning of each additional round of the warband.

Example: The Slag Slinger attacks the bannerman.


After the attack, the Slag Slinger uses Back Off to
immediately gets to move his full movement as far
from each follower and bannerman as possible.

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

Example 2: The Bowmaster attacks the bannerman. The


shield used by the bannerman is ignored and his banner rank
is reduced by 1.

Bannerman & Followers


Hjalmer

Astrid

Special Example

Special Example

Silver Example: This attack reduces the targets


banner rank by 2. Then, place this figure on the
opposite side of his target.

Silver
Example

Gold Example: This attack reduces the targets


banner rank by 3. Then, place this figure on the
opposite side of his target.

Gold
Example

Colby

Silver
Example

Silver Example: This attack inflicts no damage.


Instead the target is unable to move and loses
its shield.
Gold Example: This attack inflicts no damage.
Instead the target is unable to move or attack, and
loses its shield token.

Gold
Example

Fisk

Special Example

Silver
Example

Silver Example: This attack reduces


the banner rank by 1 of each target on
1 side of this figure.
Gold Example: This attack reduces
the banner rank by 1 of each target on
2 sides of this figure.

Gold
Example

Special Example

Silver
Example

Silver Example: This figure starts each


skirmish with a shield token.
Gold Example: This figure starts each
skirmish with a shield token. If this
figure has a shield token, adjacent
followers also gain a shield token as
long as they remain adjacent.

Gold
Example

Hunter

Eagle Eye

Warleader

Provoker

Special Example

Special Example

Special Example

Special Example

Example: This attack reduces the targets


banner rank by 1, and the target is unable
to move.

Example: This attack reduces the targets


banner rank by 1, ignoring
shield tokens.

Example: This attack hits 2 targets. These


targets must be adjacent to
this figure.

Example: If this figure is within the attack


range of an enemy and has a higher banner
rank, it becomes the only priority.

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.

2. Resolve an Event: Draw an event card based on the warbands current


location and resolve it.

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.

Follower Purchase Turn Order

Camp Action Turn Order

City Action Turn Order

Skirmish 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.

Enemy Activation & Priority

Willpower Tokens

Enemies activate from top to bottom as shown on the skirmish card. When
enemies activate they follow these priorities:

1. Spend 1 willpower token to move again.

First Priority: Based on enemy information found on the skirmish card.


Second Priority: A roles bannerman with the most renown tokens.
Third Priority: Attack the closest warband miniature in range, prioritizing
bannerman over followers.
Note: Enemies always use their special ability.

2. Spend the required willpower to activate a bannerman or follower special


abililty.
3. Spend 1 willpower token to temporarily increase a bannerman or follower
banner rank 1 level.
Note: Followers may only use group willpower tokens during skirmishes.

Credits

Game Design: Brian Shotton & Kenny Sims

Design & Layout: Chris Doughman & Keith Lowe

Game Producer: Kenny Sims

Illustration: Arnie Jorgenson

Rulebook: Kenny Sims

Printing: ???

Editor: H. Leigh Davis

Miniatures Director: Tom Mason

Sculptors: Charles Barkley, Bobby Jackson,


Thomas Lishman, & Derek Miller
The Banner Saga Created By: Arnie Jorgensen &
John Watson

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