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  • The Banner Saga and The Banner Saga: Factions content is used by permission. Stoic LLC. 2012-2013 All rights reserved.

    2015 MegaCon Games. MegaCon Games and the MegaCon Games logo are registered trade-marks of their respective owner. All rights reserved.

    Versus Evil LLC. 2013-2015. All rights reserved.

    2

    1 World Map BoardPlayers travel the world map board during the four seasons of the game.

    Quartermaster

    Follower

    Ban

    nerm

    an

    SupplyTravel

    Renown Bonus

    At the end of each Camp, gain renown equal to highest wagon number with supplies.

    4

    Camp Action City Action

    Hunt: Gain 1 supply token, plus 1 additional supply token for each Hunter in the Warband.

    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.

    Buy Supplies

    5 supply counters3

    Starting Renown

    x2

    x2

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

    1 2 3 4

    B

    A C

    D

    Keeper of Names

    Follower

    Ban

    nerm

    an

    10

    40

    20

    50

    30

    100

    400

    200

    500

    300

    VarlClans

    Camp Action City Action

    Promote: Gain followers from the warband. Draw 1 follower card, plus 1 additional card for each Provoker in the warband.

    Recruit: -1 Training Penalty

    100 Clansmen10 Varl

    Recruit Seasoned: No Penalty

    100 Seasoned Clansmen10 Seasoned Varl

    0

    11

    2

    3

    4

    2

    3

    4

    1

    2

    2

    3

    1 2 32

    3 4

    4 5 65

    Warband

    Str

    engt

    h

    Thane

    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.

    Renown Bonus

    At the end of each Camp, gain renown equal to combined Warband & Thane bonuses.

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    Starting Renown

    4

    0 0

    20 2

    40 4

    60 6

    80 8

    10 1

    30 3

    50 5

    70 7

    90 9

    B

    A F

    D

    D

    Thane

    Ban

    nerm

    an Follower

    SpeechesMemories of the Fallen

    Place 1 pyre token for each follower defeated in skirmishes, or tent lost during an event.Pyre Completion: Lose 50 clansmen, 5 varl, and 2 supplies.

    Deeds of Valor

    Gain 1 victory token for each enemy defeated by your bannerman or follower during skirmishes. Valor Completion: Immediately upgrade bannerman. This must be done in the following order:First:

    Second:

    Third:

    Camp Action City Action

    Scout: Arrange top 2 event cards, plus 1 event card for each Eagle Eye in the warband.

    Favors

    1. Favors grant passive bonuses to the your bannerman during skirmishes. 2. Favors can be spent to force a role to agree with you during an event.3. Favors can be spent to use that roles follower during a skirmish to absorb damage for the your bannerman.

    Rally Endurance

    Boast

    3 3

    3

    +2 Movement

    Gains Shield

    Ignores Shield

    Renown Bonus

    At the end of each Camp, gain renown equal to the Keeper of Names Thane bonus.

    Tavern

    1 Victory Piece2

    Starting Renown

    4

    May bank renown at any speech location instead of the Renown Bank

    when receiving renown.Spend Warmaster favor

    Add 2 willpower tokens to Group Willpower

    Spend Quartermaster favor.During Camp only consume

    1/2 rations rounded up.

    Spend Keeper of Names favorDuring War events increase the

    Banner Rank by 1 rank.

    C

    A F

    DB

    Warmaster

    Follower

    Follower

    Ban

    nerm

    an

    Group Willpower

    Rally

    Banner RankEach 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.

    Clan Strength

    Warband

    Training

    Camp Action City Action

    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 Training11

    Renown Bonus

    At the end of each Camp, gain renown equal to Banner Rank bonus.

    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.

    4

    Disorder 1 to 5Each negative number equals one less follower deployed during skirmish.

    1

    Silver 5-9Gain 2 Group Willpower.

    3

    Bronze 0-4Gain 1 Group Willpower.

    2

    Gold 10+Gain 3 Group Willpower. Loses from War events are reduced by half rounded up.

    4

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

    0

    1

    1

    2

    2

    3

    3

    6

    4

    10

    +1 0 -1 -2 -4Morale

    A D

    E

    B

    C

    1 Skirmish BoardPlayers use the skirmish board to resolve a skirmish event with their bannermen and followers against their enemies.

    4 Warband Role BoardsEach player controls one of four roles in the warband: Keeper of Names, Quartermaster, Thane, and Warmaster.

    4 Bannerman CardsDepending on their role, each player is assigned a corresponding bannerman card. Bannermen are typically used in events.

    8 Follower CardsFollowers must be earned through events or recruitment. Each follower has a specific job they perform for the warband: hunter, eagle eye, warleader, and provoker.

    10 Skirmish Cards

    Skirmish cards are used as reference when players encounter a skirmish event.

    49 Event CardsEvent cards provide challenges for the players to overcome as the warband travels along the mission path.

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

    Setup

    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.

    1

    2

    Of Honor and Oath

    It has become clear, you are not strong enough to defeat the Dredge.

    Boersgard

    Blotskalkr

    2

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

    2CuylerHunter3

    4

    0

    Movement

    Range

    Willpower

    Special: Pins target

    1

    2ErikaEagle Eye3

    3

    0

    Movement

    Range

    Willpower

    Special: Ignores Shield

    1

    3GunneProvoker2

    2

    0

    Movement

    Range

    Willpower

    Special: Gain priority if enemy banner rank is less

    1

    What does the council decide?

    A Matter of Honor

    The warband demands new leadership. A bannerman must step down for the good of the

    warband before the upcoming battle.

    Dismiss the Warmaster bannerman.

    Dismiss the Quartermaster bannerman.

    Dismiss the Keeper of Names bannerman.

    1

    2

    3

    What does the council decide?

    Let Bodil go see his son.

    Celebrate Frods birth.

    Make an offering to Denglr.

    1

    2

    3

    The Gift of Life

    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.

    What does the council decide?

    Refugees

    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.

    Let them join.

    Give them supplies and protection.

    Ignore them.

    1

    2

    3

    Bonus

    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.

    BonusIf the warband reaches Skogr they immediately

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

    Boersgard to Blotskalkr10 Mission CardsMission cards give the players a path to travel and an objective to accomplish.

    3 Warband CardsWarband cards are placed on top of internal, external, and camp event decks to conceal the events from players.

    30 MiniaturesThe highly detailed and dynamically posed miniatures represent the bannermen, followers, and enemies used during skirmish events.

    98 Game TokensTokens are used to track renown and populate the role, skirmish, and world map boards.

    20 Banner FlagsGold or silver banner flags indicate the strength of a miniature. The appropriate banner is inserted into the miniatures base during skirmish events.

    ComponentsThis section gives a brief description of component types in Warbands.

    OverviewThe 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.

    1

    Table of ContentsComponents 02Setup 03Starting the Game 05Phases 06Combat 12Playing With 1 to 3 Players 14

  • 3SetupThe 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.

    2. Create the Token SuppliesCreate individual supply areas for the renown, willpower, and shield tokens.

    1. Prepare the Game BoardsPlace 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.

    Camp Token

    Season Token

    Shield Token

    Willpower Token

    e. Summer

    f. Fall

    Renown Token

    c. Normal Travel

    d. Spring

    a. Locations

    b. Cities

    1

    Warband Token

    RenownRenown 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

    g. Winter

    b

    f

    c

    g

    e

    d

    a

  • 42

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

    External Event Cards

    Internal Event Cards

    Mission Card

    Follower Cards

    Skirmish Cards

    3. Separate and Shuffle the Decks

    ChooseOR

    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.

    Provide extra rations and mead to the men,

    praying that a full belly will keep the

    men happy.

    Rally the soldiers by personally leading the warband with your bannerman.

    1 2

    An Unrelenting Storm

    Bonus

    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.

    BonusIf the warband reaches Skogr they immediately

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

    Boersgard to Blotskalkr

    What does the council decide?

    Refugees

    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.

    Let them join.

    Give them supplies and protection.

    Ignore them.

    1

    2

    3

    What does the council decide?

    Let Bodil go see his son.

    Celebrate Frods birth.

    Make an offering to Denglr.

    1

    2

    3

    The Gift of Life

    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.

    What does the council decide?

    A Matter of Honor

    The warband demands new leadership. A bannerman must step down for the good of the

    warband before the upcoming battle.

    Dismiss the Warmaster bannerman.

    Dismiss the Quartermaster bannerman.

    Dismiss the Keeper of Names bannerman.

    1

    2

    3

    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.

    1

    2

    Of Honor and Oath

    It has become clear, you are not strong enough to defeat the Dredge.

    Shuffle the follower deck, and place it facedown near the Keeper of Names.Follower Place the oversized skirmish

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

    4. Choose and Prepare RolesEach 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.

    Warmaster

    Follower

    Follower

    Ban

    nerm

    an

    Group Willpower

    Rally

    Banner RankEach 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.

    Clan Strength

    Warband

    Training

    Camp Action City Action

    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 Training11

    Renown Bonus

    At the end of each Camp, gain renown equal to Banner Rank bonus.

    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.

    4

    Disorder 1 to 5Each negative number equals one less follower deployed during skirmish.

    1

    Silver 5-9Gain 2 Group Willpower.

    3

    Bronze 0-4Gain 1 Group Willpower.

    2

    Gold 10+Gain 3 Group Willpower. Loses from War events are reduced by half rounded up.

    4

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

    0

    1

    1

    2

    2

    3

    3

    6

    4

    10

    +1 0 -1 -2 -4Morale

    A D

    E

    B

    C

    Winning or Losing the GameIf 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.

    Place the 4 bannerman cards, 10 skirmish cards, and 17 camp event cards near the world map board for now.

    Thane

    Ban

    nerm

    an Follower

    SpeechesMemories of the Fallen

    Place 1 pyre token for each follower defeated in skirmishes, or tent lost during an event.Pyre Completion: Lose 50 clansmen, 5 varl, and 2 supplies.

    Deeds of Valor

    Gain 1 victory token for each enemy defeated by your bannerman or follower during skirmishes. Valor Completion: Immediately upgrade bannerman. This must be done in the following order:First:

    Second:

    Third:

    Camp Action City Action

    Scout: Arrange top 2 event cards, plus 1 event card for each Eagle Eye in the warband.

    Favors

    1. Favors grant passive bonuses to the your bannerman during skirmishes. 2. Favors can be spent to force a role to agree with you during an event.3. Favors can be spent to use that roles follower during a skirmish to absorb damage for the your bannerman.

    Rally Endurance

    Boast

    3 3

    3

    +2 Movement

    Gains Shield

    Ignores Shield

    Renown Bonus

    At the end of each Camp, gain renown equal to the Keeper of Names Thane bonus.

    Tavern

    1 Victory Piece2

    Starting Renown

    4

    May bank renown at any speech location instead of the Renown Bank

    when receiving renown.Spend Warmaster favor

    Add 2 willpower tokens to Group Willpower

    Spend Quartermaster favor.During Camp only consume

    1/2 rations rounded up.

    Spend Keeper of Names favorDuring War events increase the

    Banner Rank by 1 rank.

    C

    A F

    DB

    Keeper of Names

    Follower

    Ban

    nerm

    an

    10

    40

    20

    50

    30

    100

    400

    200

    500

    300

    VarlClans

    Camp Action City Action

    Promote: Gain followers from the warband. Draw 1 follower card, plus 1 additional card for each Provoker in the warband.

    Recruit: -1 Training Penalty

    100 Clansmen10 Varl

    Recruit Seasoned: No Penalty

    100 Seasoned Clansmen10 Seasoned Varl

    0

    11

    2

    3

    4

    2

    3

    4

    1

    2

    2

    3

    1 2 32

    3 4

    4 5 65

    Warband

    Str

    engt

    h

    Thane

    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.

    Renown Bonus

    At the end of each Camp, gain renown equal to combined Warband & Thane bonuses.

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    Starting Renown

    4

    0 0

    20 2

    40 4

    60 6

    80 8

    10 1

    30 3

    50 5

    70 7

    90 9

    B

    A F

    D

    D

    Quartermaster

    Follower

    Ban

    nerm

    an

    SupplyTravel

    Renown Bonus

    At the end of each Camp, gain renown equal to highest wagon number with supplies.

    4

    Camp Action City Action

    Hunt: Gain 1 supply token, plus 1 additional supply token for each Hunter in the Warband.

    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.

    Buy Supplies

    5 supply counters3

    Starting Renown

    x2

    x2

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

    1 2 3 4

    B

    A C

    D

    A Renown BonusIndicates the criteria required and how much renown the player earns at the end of each camp.

    B TravelDictates how many supply tokens are used for normal or difficult travel when the warband moves to the next location.

    C Enhanced TrainingTracks 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 SupplyWhenever supply tokens are earned or spent, they are removed or added to the wagons.

    Place the Astrid bannerman card and miniature adjacent to the role board near the space marked bannerman.

    Place 4 renown tokens in the renown bank.

    Place 4 training tokens near the role board.

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

    Place 20 supply tokens--5 on each wagon--in the supply area of the role board.

    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.

    The Quartermaster is responsible for managing the warbands supplies and upgrading followers. Properly managing the supplies maintains good morale and ensures the warband reaches their final destination.

    Playing the Quartermaster

    1

    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.

    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.

    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.

    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.

    Spring

    Fall

    Summer

    Winter

  • Bonus

    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.

    BonusIf the warband reaches Skogr they immediately

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

    Boersgard to Blotskalkr

    Bonus

    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.

    BonusIf the warband reaches Skogr they immediately

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

    Boersgard to Blotskalkr

    Boersgard

    Blotskalkr

    5

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

    Resolving a Mission Card

    1. Starting Season

    2. Objective

    3. Summon the Warband

    4. Supplies

    5. Promote Followers

    6. Bonus

    7. Mission Finish

    8. Mission Path

    9. Mission Start

    Front Back

    Mission Card Breakdown

    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.

    Final PreparationsEach 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.

    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.

    Bonus: Dictates any bonuses the warband may receive during the mission if they meet the requirement.

    Purchase Order

    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

    1

    2

    3

    4

    5

    6

    7

    9

    8

  • 6Move the Warband

    ExceptionAt the start of the game, the warband skips the Move the Warband phase and instead resolves the event in the starting location

    PhasesThe 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.

    Difficult Travel: The Quartermaster must discard additional supply tokens based on the number attached to the difficult travel icon.

    1At 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.

    Discard 1 supply token

    Discard 1 supply token

    Discard 3 supply tokens

    Example of Normal Travel Example of Difficult Travel

    The warband moves their token to the next location. During normal travel this costs the warband 1 supply token.

    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.

  • 7Front Back

    Resolve an Event

    Internal Card Breakdown

    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.

    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.

    1

    2

    ChooseOR

    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.

    Provide extra rations and mead to the men,

    praying that a full belly will keep the

    men happy.

    Rally the soldiers by personally leading the warband with your bannerman.

    1 2

    An Unrelenting Storm

    1. Required Roles

    2. Story

    3. Choices

    4. Resolutions

    2

    Internal Events

    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 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.

    BargainingDuring 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

    Renowntokens

    Futurevoteduringthenextevent

    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.

    1

    2 4

    3

  • 8Auction BiddingPlayers 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

    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.

    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 removes the renown they bid and places it back in the supply. Next, the player(s) who lost the auction return their renown to their renown bank. Finally, the player who initially read the card resolves the winning choice.

    External Events

    War

    External Event Card Breakdown

    War Event Card Breakdown

    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.

    1

    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.

    2

    Keeper of Names loses 20 clansmen and 1 Varl. Quartermaster loses 1 supply counter. Immediately

    resolve the Dredge Elite skirmish card.

    Keeper of Names loses 50 clansmen and 5 varl. Quartermaster loses 2 supply counters. Immediately

    resolve the Dredge Encounter skirmish card.

    Keeper of Names loses 100 clansmen and 10 varl. Quartermaster loses 5 supply counters. Immediately

    resolve the Dredge Scouts skirmish card.

    Charge!

    Hold Them Off!

    Retreat!

    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.

    1

    2

    Of Honor and Oath

    It has become clear, you are not strong enough to defeat the Dredge.

    2

    The clinging darkness of hundreds of Dredge creep from the forest, forming battle lines and slowly

    marching across the battlefield to war.

    Battle Plans

    Charge!

    Hold Them Off!

    Retreat!

    1

    2

    3

    War

    1. Event Name

    2. Story

    3. Choices

    4. Resolutions

    1. Reward

    2. Story

    3. Strength

    4. Choices

    5. Resolutions

    Wars are external events that require the warband to have a certain level of strength in order to survive. This strength is shown as a number of shield icons at the top of the card, which match the shields located on the Keeper 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 shields on the role board, and compare that to the strength of the war card.

    Keeper of Names

    Follower

    Ban

    nerm

    an

    10

    40

    20

    50

    30

    100

    400

    200

    500

    300

    VarlClans

    Camp Action City Action

    Promote: Gain followers from the warband. Draw 1 follower card, plus 1 additional card for each Provoker in the warband.

    Recruit: -1 Training Penalty

    100 Clansmen10 Varl

    Recruit Seasoned: No Penalty

    100 Seasoned Clansmen10 Seasoned Varl

    0

    11

    2

    3

    4

    2

    3

    4

    1

    2

    2

    3

    1 2 32

    3 4

    4 5 65

    Warband

    Str

    engt

    h

    Thane

    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.

    Renown Bonus

    At the end of each Camp, gain renown equal to combined Warband & Thane bonuses.

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    Starting Renown

    4

    0 0

    20 2

    40 4

    60 6

    80 8

    10 1

    30 3

    50 5

    70 7

    90 9

    B

    A F

    D

    D

    The warband has 2 strength currently,

    since the Keeper of Names has not used

    his Warband Promotions ability on the

    clansmen yet.

    Front

    Front

    Back

    Back

    1

    1

    2

    2

    3

    3

    4

    4

    5

  • 9If 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.

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

    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

    Skirmish Event Card Breakdown

    2

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

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

    Setup

    1. Warmaster Reward

    2. Skirmish Name

    3. Enemies

    4. Setup

    5. Diagram

    6. Special Rules

    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.

    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.

    Keeper of Names: The Keeper of Names may recruit regular troops or seasoned troops of, clansmen and varl. If the Keeper of Names recruits any 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 troops is more expensive but does not reduce the warbands training level.

    City Action3After 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:

    Recruit Renown Cost Recruit Seasoned Renown Cost

    Clansmen 1 Clansmen 2

    Varl 2 Varl 3

    1

    Turn Order

    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.

    11

    Warmaster: The Warmaster may spend 1 renown to purchase 1 level of Training as many times as he can afford.

    Warmaster

    Follower

    Follower

    Ban

    nerm

    an

    Group Willpower

    Rally

    Banner RankEach 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.

    Clan Strength

    Warband

    Training

    Camp Action City Action

    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 Training11

    Renown Bonus

    At the end of each Camp, gain renown equal to Banner Rank bonus.

    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.

    4

    Disorder 1 to 5Each negative number equals one less follower deployed during skirmish.

    1

    Silver 5-9Gain 2 Group Willpower.

    3

    Bronze 0-4Gain 1 Group Willpower.

    2

    Gold 10+Gain 3 Group Willpower. Loses from War events are reduced by half rounded up.

    4

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

    0

    1

    1

    2

    2

    3

    3

    6

    4

    10

    +1 0 -1 -2 -4Morale

    A D

    E

    B

    C

    1

    1

    3 5

    4

    2

    6

  • 10

    Camp Action4After 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.

    Turn Order

    Camp Events

    Camp Event Card Breakdown

    Keeper of Names loses 90 clansmen and 7 varl.

    1

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

    discards 1 renown token.

    2

    What does the council decide?

    Let them go.

    Hunt and capture the deserters.

    1

    2

    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.

    1. Camp Event Name

    2. Story

    3. Choices

    4. Resolutions

    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.

    1

    24

    3

    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.

    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.

    Stop ActionThis 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

    Role Camp Actions

  • 11

    Renown BonusFeeding the WarbandOnce 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.

    Changing the SeasonsAt 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.

    Bannerman and Followers

    Bannerman Card Breakdown

    1. Name

    2. Class

    3. Starting Banner Rank

    4. Stats

    5. Silver & Gold Abilities

    6. Renown Cost

    7. Special Ability

    8. Required Willpower

    9. Wounded

    Upgrading Your 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

    Defeated Bannerman

    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.

    Quartermaster: Gains renown equal to the current highest numbered supply wagon with any amount of supplies.

    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.

    Victory5Once 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.

    StarvationIf 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

    13

    6

    2

    8

    5

    79

  • 12

    Follower Card Breakdown2ErikaEagle Eye

    3

    3

    0

    Movement

    Range

    Willpower

    Special: Ignores Shield

    1

    1. Name

    2. Class

    3. Renown Cost

    4. Banner Rank

    5. Stats

    6. Special Ability

    7. Required Willpower

    Upgrading Your Follower

    Filling the Enhanced Training action on the Quartermaster board upgrades all followers to silver banner rank. This is the only way to permanently increase follower banner rank.

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

    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.

    CombatSkirmish Setup

    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 zone then the miniature is not allowed to be placed.

    After all placements have been made, the Warmaster may spend any of his available renown to gain Group Willpower. The players are now ready to begin the first round of combat

    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.

    Players now place their miniatures anywhere within the warband deployment zone in the following turn order:

    Skirmish Board Breakdown

    1. Enemy Placement Locations

    2. Warband Deployment Zone

    Quartermaster

    Follower

    Ban

    nerm

    an

    SupplyTravel

    Renown Bonus

    At the end of each Camp, gain renown equal to highest wagon number with supplies.

    4

    Camp Action City Action

    Hunt: Gain 1 supply token, plus 1 additional supply token for each Hunter in the Warband.

    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.

    Buy Supplies

    5 supply counters3

    Starting Renown

    x2

    x2

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

    1 2 3 4

    B

    A C

    D

    Warmaster

    Follower

    Follower

    Ban

    nerm

    an

    Group Willpower

    Rally

    Banner RankEach 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.

    Clan Strength

    Warband

    Training

    Camp Action City Action

    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 Training11

    Renown Bonus

    At the end of each Camp, gain renown equal to Banner Rank bonus.

    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.

    4

    Disorder 1 to 5Each negative number equals one less follower deployed during skirmish.

    1

    Silver 5-9Gain 2 Group Willpower.

    3

    Bronze 0-4Gain 1 Group Willpower.

    2

    Gold 10+Gain 3 Group Willpower. Loses from War events are reduced by half rounded up.

    4

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

    0

    1

    1

    2

    2

    3

    3

    6

    4

    10

    +1 0 -1 -2 -4Morale

    A D

    E

    B

    C

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

    Setup

    Turn Order

    1

    6

    3

    4

    5

    2

    7

    2

    1

  • 13

    2 33 5Silver: Shielded

    FiskBannerman

    2

    Movement

    Range

    Willpower

    2

    2

    1

    Gold: Shielded. Adjacent followers gain Shield.

    2ErikaEagle Eye3

    3

    0

    Movement

    Range

    Willpower

    Special: Ignores Shield

    1

    2ErikaEagle Eye3

    3

    0

    Movement

    Range

    Willpower

    Special: Ignores Shield

    1

    2

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

    2

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

    2

    Stoneguard

    Scourge

    Grunt

    Slag Slinger

    2

    2

    3

    3

    1

    1

    1

    3

    1

    1

    4

    2

    Bash: Target is moved directly away from this figure 1 square. If the target has no square to move to it is Stunned.

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

    Demoralize: If there is at least 2 Grunts on the skirmish board at the start of each round, reduce group willpower by 1.

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

    DredgeAmbush

    Starting WillpowerDont forget to start each skirmish with the maximum allowed willpower for each bannerman This may be affected by previous events resolved by the warband

    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 and are within range. After all bannermen have acted, each follower is activated one at a time in turn order until all the miniatures under the command of the warband have acted. Each time a players miniature defeats an enemy, that player receives 1 renown token.

    Combat Actions Move

    Attack(Reducesbannerrankby1)

    Defend(Gainashieldtoken)

    SpecialAbility(Requireswillpower)

    EnemySpecialAbility(Automatic)

    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 cannot move after an attack unless a special ability specifically allows that miniature to ignore this rule.

    ShieldsAny miniature that has a shield can automatically absorb 1 damage and then the shield token is removed

    Banner RanksEach miniature has an associated banner rank, which determines how tough this miniature is. Enemy banner ranks are determined by the skirmish card. If a miniature has a banner rank of silver or gold, they must have the matching banner placed in their base to mark them on the skirmish board. Bronze banner rank miniatures receive no banner.

    Bronze Rank:Anyminiatureatbronzebannerrankisdefeatedwhenstruckonceincombat.Bronzerankminiaturescantdamagegoldrank

    miniatures.

    Silver Rank:Anyminiatureatsilverbannerrankisreducedtobronzebannerrankwhenstruckonceincombat.

    Gold Rank:Anyminiatureatgoldbannerrankmustbereducedtosilverbannerrankwhenstruckonceincombat.Inaddition,ifaminiatureisat

    thisrankandattackafigurewithashieldtokenitremovestheshieldtoken

    andreducesthebannerrankofthetargetby1.

    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.

    Enemy special abilities: Enemy miniatures always perform their special ability when attacking. These special abilties may vary depending on whether or not any conditions need to be met.

    Defend: Bannerman and followers may choose to not attack and go on 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 prevents the defending miniature from losing 1 banner rank. Shield tokens are discarded if the defending miniature is attacked. Miniatures can only have 1 shield token at a time.

    Special Abilities: Instead of attacking, bannerman and followers can choose to spend willpower tokens to perform their special ability. The willpower token cost of these special abilities are found near the special abilitiy on the miniatures respective card. Each of these abilities are unique and should be referenced on that miniatures card. Some special abilities, are in effect just by purchasing them and do not require willpower tokens. Refer to the Fisk bannerman card and a Provoker card for an example, found on page 15.

  • 14

    Playing With 2 or 3 Players Playing with 2 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.

    Playing with 3 Players

    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.

    SacrificeIf 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

    Enemy ActivationOnce 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.

    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.

    Enemy Priority First Priority:Enemyattackinformationsectionontheskirmishcard.

    Second Priority:Arolesbannermanwiththehighestrenown.

    Third Priority:Attacknextclosestwarbandtargetinrange,alwaysprioritizingbannermenoverfollowers.

    Bonus Actions Willpowermaybespenttomoveagain.

    Willpowermaybespenttoperformaspecialabilityinsteadofusinga

    normalattack.

    Willpowermaybespenttotemporarilyincreaseabannermanorfollowers

    bannerrankby1foranattackonly.(BronzetoSilverorSilvertoGold)

    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.

    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.

    Failed Attack Successful Attack

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    StoneguardBash Example

    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.

    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.

    ThrasherRally 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.

    HjalmerSpecial Example

    Silver Example: This attack reduces the targets banner rank by 2. Then, place this figure on the opposite side of his target.

    Gold Example: This attack reduces the targets banner rank by 3. Then, place this figure on the opposite side of his target.

    AstridSpecial 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.

    ColbySpecial 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.

    HunterSpecial Example

    Example: This attack reduces the targets banner rank by 1, and the target is unable to move.

    WarleaderSpecial Example

    Example: This attack hits 2 targets. These targets must be adjacent to this figure.

    Eagle EyeSpecial Example

    Example: This attack reduces the targets banner rank by 1, ignoring shield tokens.

    ProvokerSpecial Example

    Example: If this figure is within the attack range of an enemy and has a higher banner rank, it becomes the only priority.

    FiskSpecial 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.

    GruntDemoralize 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.

    ScourgeShatter 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.

    BackbitersFlurry Example

    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.

    BowmasterPenetrate Example

    Example 1: The Bowmaster attacks the bannerman. The shield used by the bannerman is ignored, and the bannerman is defeated.

    Example 2: The Bowmaster attacks the bannerman. The shield used by the bannerman is ignored and his banner rank is reduced by 1.

    Slag SlingerBack Off Example

    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.

    Example 1

    Example 1

    Example 2

    Gold Example

    Gold Example

    Gold Example

    Gold Example

    Silver Example

    Silver Example

    Silver Example

    Silver Example

    Example 2

    Dredge & Brigands

    Bannerman & Followers

  • Game Design: Brian Shotton & Kenny Sims

    Game Producer: Kenny Sims

    Rulebook: Kenny Sims

    Editor: H. Leigh Davis

    Design & Layout: Chris Doughman & Keith Lowe

    Illustration: Arnie Jorgenson

    Printing: ???

    Miniatures Director: Tom Mason

    Sculptors: Charles Barkley, Bobby Jackson, Thomas Lishman, & Derek Miller

    The Banner Saga Created By: Arnie Jorgensen & John Watson

    Phases

    City Action Turn Order

    Camp Action Turn Order

    Skirmish Turn Order

    Follower Purchase Turn Order

    1 Move the Warband: Spend supply tokens to reach the next event location

    2 Resolve an Event: Draw an event card based on the warbands current location and resolve it

    3 City Action: If the warbands event is also at a city, then resolve this action in turn order

    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

    Skirmishes1 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 Tokens1 Spend 1 willpower token to move again

    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

    Enemy Activation & PriorityEnemies activate from top to bottom as shown on the skirmish card When enemies activate they follow these priorities:

    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.

    Quick Reference

    Combat

    Credits