The Banner Saga: Warbands
The Banner Saga: Warbands Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Starting the Game
- Winning or Losing the Game
- Phases
- Bannerman and Followers
- Combat
- Playing the Quartermaster
- Playing the Keeper of Names
- Playing the Thane
- Playing the Warmaster
- Strength and Enhanced Training
- Playing With 2 or 3 Players
- Single Player Rules
- Alternate Two Player Rules
- Item Expansion
- Warband Role Quick Reference
Components
This section gives a brief description of component types in Warbands.
- 1 World Map Board
- 4 Bannerman Cards
- 10 Mission Cards
- 89 Event Cards
- 10 Skirmish Cards
- 4 Warband Role Boards
- 8 Follower Cards
- 1 Skirmish Board
- 3 Deck Covers
- 5 supply counters
- 30 Skirmish Tokens
- 20 Banner Tokens
- 98 Game Tokens
Players travel the world map board during the four seasons of the game.
Bannermen are typically used in events. Depending on their role, each player is assigned a corresponding bannerman card.
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.
Mission cards give the players a path to travel and an objective to accomplish.
Event cards provide challenges for the players to overcome as the warband travels along the mission path.
Tokens are used to track renown and populate the role, skirmish, and world map boards.
Skirmish tokens are used to represent the bannermen, followers, and enemies used during skirmish events.
Players use the skirmish board to resolve a skirmish event with their bannermen and followers against their enemies.
Gold or silver banner tokens indicate the strength of a token. The appropriate banner token is placed on the skirmish token during skirmish events.
Deck covers are placed on top of internal, external, and camp event decks to conceal the events from players.
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.
*Board key (printed on the world map diagram): a. Locations, b. Cities, c. Normal Travel, d. Difficult Travel, e. Spring, f. Summer, g. Fall, h. Winter, i. Godstones. Godstone locations are only used if you have purchased the Godstone Expansion.
*Editor's note: the printed setup introduction says "these five steps", but the 24-page PDF prints only steps 1 to 4 (the step list ends at "Choose and Prepare Roles"); no fifth step is printed in this edition.
1. Prepare the Game Boards
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.
2. Create the Token Supplies
Create individual supply areas for the renown, willpower, and shield tokens.
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. Separate and Shuffle the Decks
Place the 4 bannerman cards, 10 skirmish cards, and 17 camp event cards near the world map board for now.
- Mission cards: Start with the first mission card (denoted by the number 1 under the mission title), or proceed to the next mission card. Place it in its marked location on the world map board.
- External event cards: 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.
- Internal event cards: Shuffle the internal event card deck, place it in its marked location on the world map board, and conceal it with the internal event deck cover.
- Skirmish cards: Place the oversized skirmish cards near the world map board within reach of a player.
- Follower cards: Shuffle the follower deck, and place it facedown near the Keeper of Names.
4. Choose and Prepare Roles
Each player chooses one role. For more information on how to set up and play each role, players should review the back of their role board. The information found there details how to set up their role and what is required of them during play.
The four roles are: Keeper of Names, Quartermaster, Thane, and Warmaster.
Starting the Game
After completing all setup rules, it's time to resolve the drawn mission card.
Resolving a Mission Card
Mission card breakdown (front): 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.
- 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, conceal the deck with the external event deck cover. This is the external event deck, used after players move into an external event location.
- 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 Quartermaster's 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. Return any followers not purchased to the follower deck and shuffle it.
- Bonus: Dictates any bonuses the warband may receive during the mission if they meet the requirement.
- Mission Finish (the printed label; the explanatory text is not given on the card).
- Mission 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.
- Mission Start: The mission's starting location.
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 warleaders were added during the Promote Followers step.
Winning or Losing the Game
If the warband fulfills the objective on the mission card and can successfully resolve a camp action without disbanding, the 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 can't fulfill the objective, the players lose the game.
Phases
The Banner Saga: Warbands has five phases of gameplay that players experience during each 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 Quartermaster's role board.
If the Quartermaster can't 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 Warmaster's Banner Rank and the Thane's 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 numbered wagon on the Quartermaster role board.
- Difficult Travel: The Quartermaster must discard additional supply tokens based on the number attached to the difficult travel icon.
The warband moves their token to the next location. During normal travel this costs the warband 1 supply token. Where there is a difficult travel icon, the warband must discard the difficult travel supply token cost 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. In the example printed on the page, one movement cost the warband a total of 4 supply tokens (difficult travel 3, plus normal travel 1).
Exception: At the start of the game, the warband skips the Move the Warband phase and instead resolves the event in the starting location.
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 an internal or external event.
Internal Events
Internal event card breakdown (front): 1. Required Roles, 2. Story, 3. Choices, 4. Resolutions, 5. Persistent Event.
Internal events require two roles and in rare occasions three or four. 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 don't 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.
Persistent Events
If this icon is on any event card, keep this card near a player to reference until its effect is resolved.
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
External event card breakdown (front): 1. Event Name, 2. Story, 3. Choices, 4. Resolutions, 5. Persistent Event.
External events are resolved simultaneously through a blind auction bidding system. Each role takes all of their renown tokens and their resolution tokens into their hand. Then, each role secretly decides what choice and how many renown tokens they are going to bid. This number may be zero, up to the amount of renown they currently possess. Once everyone has decided on their choice and how many renown tokens they are going to bid, they reveal their renown and choice.
If more than one role selected the same resolution, the cumulative renown tokens that were bid between these roles is the bid for that choice. The resolution with the highest renown bid is the one that gets resolved. The role(s) who were a part of the winning bid discard their renown tokens. The role(s) who are not part of the winning bid keep their renown tokens.
If two or more choices are tied in renown tokens, the tie is broken by the resolution with the most votes. If it is still tied the Quartermaster decides. Finally, if each role spends zero renown tokens, then during the next skirmish willpower tokens cannot be spent.
Zero Renown Bids: Players may still select a resolution even if they bid zero renown tokens. This is important, because some events reward everyone that was a part of the winning choice.
War
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.
War event card breakdown (front): 1. Reward, 2. Story, 3. Strength, 4. Choices, 5. Resolutions.
The war card's choices (Battle Plans) are:
- Charge! Keeper of Names loses 20 clansmen and 1 Varl. Quartermaster loses 1 supply token. Immediately resolve the Dredge Elite skirmish card.
- Hold Them Off! Keeper of Names loses 50 clansmen and 5 Varl. Quartermaster loses 2 supply tokens. Immediately resolve the Dredge Encounter skirmish card.
- Retreat! Keeper of Names loses 100 clansmen and 10 Varl. Quartermaster loses 5 supply tokens. Immediately resolve the Dredge Scouts skirmish card.
If the warband does not meet the required shields, the clan strength is considered five less per missing shield. If this puts the warband in disorder, add the Defeated card to the camp event deck. It must be resolved during the next camp action.
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 shields 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 follower 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.
The example on the page reads: "The warband has 2 strength currently, since the Keeper of Names has not used his Warband Promotions ability."
Camp Events
Camp events are discussed under "4. Camp Action" below.
3. City Action
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 turn order.
City Actions by role:
- 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.
- Quartermaster: The Quartermaster may purchase 5 supply tokens for 3 renown tokens as many times as she can afford. These supplies are placed in the lowest numbered wagons that are not currently at max capacity. Total supplies can never exceed 20.
- Keeper of Names: The Keeper of Names may recruit regular troops or seasoned troops. Each time the Keeper of Names recruits any amount of regular troops, the Training 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 warband's Training.
- Warmaster: The Warmaster may spend 1 renown token to increase Training by 1 as many times as he can afford.
City action turn order: Quartermaster, Keeper of Names, Thane, Warmaster.
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, proceed to Changing the Seasons and 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 role's 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, 3. Choices, 4. Resolutions, 5. Persistent Event.
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 the season must be changed and then each role's camp action may now be performed.
Changing the Seasons
At the beginning of the camp action phase (not a Stop), after any potential camp event, one player takes the current season's 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 season's external event deck, shuffles it and places the external event deck cover on top to conceal 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.
Role Camp Actions
Role camp actions are performed in camp action turn order: Keeper of Names, Quartermaster, Thane, Warmaster.
- Keeper of Names: The Keeper of Names may Promote. This gives each role an opportunity to pay renown and claim followers if they have space for them. The amount of follower cards drawn depends on how many provokers are in the warband. Return any followers not purchased back to the follower deck and shuffle it.
- Quartermaster: The Quartermaster may Hunt. The amount of supply tokens gained is 2 plus 1 for each additional hunter 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.
Starvation
If the supply token cost can't 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.
Feeding the Warband
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.
Renown Bonus at Camp
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.
- Quartermaster: Gains renown shown on the current highest numbered supply wagon with any amount of supply tokens.
- Keeper of Names: Gains renown shown on the highest numbered varl tent with a tent token on it.
- Thane: Gains renown shown on the highest numbered clansmen tent with a tent token on it.
- Warmaster: Gains renown based on the current Banner Rank of the warband.
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 resolves a camp action without disbanding (losing all troops or not resolving the Defeated camp event card) and meeting the mission's objective, the players win the game.
Bannerman and Followers
Bannerman card breakdown: 1. Name, 2. Class, 3. Banner Rank, 4. Stats, 5. Silver and Gold Abilities, 6. Renown Cost, 7. Special Ability, 8. Required Willpower, 9. Wounded.
Follower card breakdown: 1. Name, 2. Class, 3. Renown Cost, 4. Banner Rank, 5. Stats, 6. Special Ability, 7. Required Willpower.
Upgrading Your Bannerman
After each event is resolved, each role may choose to spend renown tokens 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 bannerman's Banner Rank increases to a gold banner. Upgrades are purchased in the following order:
- Willpower
- 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. The next time the warband performs a camp action, the player(s) with wounded bannermen may spend 4 renown tokens to flip the role's bannerman card back over. This happens after receiving the renown bonus from camp actions. Any upgrades purchased prior to being wounded are lost.
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 Followers
If 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 like a normal attack, unless stated otherwise, but always include special conditions. Refer to each bannerman or follower to learn what new power their attacks gain.
Combat
Skirmish Setup
During skirmish events, the skirmish board is placed into the center of the play area on the world map board. Place the enemy tokens in locations specified by the skirmish event card. If an enemy token has a shield icon on it, place 1 matching shield token on that enemy token.
Skirmish board breakdown: 1. Enemy Placement Locations, 2. Warband Deployment Zone.
Players now place their tokens anywhere within the warband deployment zone in the following turn order:
- Following turn order, each role places their bannerman token.
- Then, still following turn order, each role places any follower tokens.
If there is no room to place a token completely in the deployment zone, then the token 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.
Starting Willpower
Don't forget to start each skirmish with the maximum allowed willpower for each bannerman. This may be affected by previous events resolved by the warband.
Skirmish Rounds
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 tokens under the command of the warband have acted. Each time a player's token defeats an enemy, that player receives 1 renown token.
Each token has an associated Banner Rank, which determines how tough this token is. Enemy banner ranks are determined by the skirmish card. If a token has a Banner Rank of silver or gold, they must have the matching banner token placed on its token to mark them on the skirmish board. Bronze banner rank tokens receive no banner token.
Defend: Bannermen 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 token. This effect absorbs 1 attack, which prevents the defending token from losing 1 banner rank. Shield tokens are discarded if the defending token is attacked. Skirmish tokens can only have 1 shield token at a time.
Shields: Any skirmish token that has a shield can automatically absorb 1 damage and then the shield token is removed.
Banner Ranks
- Bronze Rank: Any token at bronze banner rank is defeated when struck once in combat. Bronze rank tokens can't damage gold rank tokens.
- Silver Rank: Any token at silver banner rank is reduced to bronze banner rank when struck once in combat.
- Gold Rank: Any token at gold banner rank must be reduced to silver banner rank when struck once in combat. In addition, if a token is at this rank and attacks a token with a shield token, it removes the shield token and reduces the banner rank of the target by 1.
Combat Actions
Each token may take the following actions:
- Move: Skirmish tokens may move diagonally and orthogonally 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 token is going to move it must be done before performing an attack unless a special ability specifically allows that token to ignore this rule.
- Attack (Reduces banner rank by 1): Skirmish tokens may attack any enemy within range 1 time. Range for each token is found on each bannerman, follower, and skirmish card followed by a sword icon. When a token attacks another token its banner rank is reduced by 1. This attack is automatic and cannot miss, though it can be mitigated by a token with a shield token on it. Skirmish tokens cannot move after an attack unless a special ability specifically allows that token to ignore this rule.
- Defend (Gain a shield token): Bannermen and followers can choose to not attack and go on defense, as described above.
- Special Ability (Requires willpower): Instead of attacking, bannermen and followers can perform their special ability. The willpower token cost of these special abilities are found near the special ability on the respective card. Each of these abilities are unique and should be referenced on that token's 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 19.
- Enemy Special Ability (Automatic): Enemy tokens always perform their special ability when attacking. These special abilities may vary depending on whether any conditions need to be met.
Enemy Activation
Once the warband has finished acting, the enemy's 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 role's 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 token 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 the game.
Finally, the willpower on each bannerman is returned to its maximum allowed value at this time.
The failed attack example shows that 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.
Bonus Actions
Willpower tokens may be spent to take the following 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 follower's 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 token's movement value again. An attack or special ability attack may still be performed after this additional movement. However, willpower tokens 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 follower's 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 token by 1. After the attack is performed the boosted token is considered to be its original banner rank.
Skirmish Turn Order
Skirmish setup sequence (Quick Reference): 1. Place enemy tokens on the skirmish board based on the required skirmish card. 2. Place the warband bannerman and follower tokens in the deployment zone on the skirmish card. 3. Receive group willpower based on warband banner rank and Warmaster contribution. 4. Begin the skirmish based on skirmish turn order.
Skirmish turn order: Warmaster, Thane, Keeper of Names, Quartermaster.
Skirmish Events
Skirmish event card breakdown: 1. Warmaster Reward, 2. Skirmish Name, 3. Enemies, 4. Setup, 5. Diagram.
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.
Group Willpower
Before each skirmish, you have the opportunity to spend renown tokens to gain Group Willpower. This pool of willpower tokens may be used by any player to use their special ability. Followers may only use their abilities if there is Group Willpower available. Each time anyone uses this resource discard the amount of Group Willpower tokens used. If any Group Willpower tokens remain at the end of the skirmish they are discarded.
Group Willpower is purchased with renown from the Warmaster's Buy Arms ability (see the Warmaster role board): each renown spent equals 1 Group Willpower, maximum 5 willpower.
Enemy and Token Ability Examples
The examples printed on page 19 are shown below with their printed captions.
- Bash (Stoneguard): Example 1: The Stoneguard attacks with Bash, lowering Hjalmer's 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 Hjalmer's banner rank by 1, but since he can't move back 1 square, he is stunned. Stunned targets do not activate during their next round.
- Shatter (Scourge): The Scourge attacks the Provoker and Shatter destroys his shield token. This reduces the Provoker's banner rank by 1 and he cannot gain a shield token again this skirmish.
- Demoralize (Grunt): 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.
- Back Off (Slag Slinger): The Slag Slinger attacks the bannerman. After the attack, the Slag Slinger uses Back Off to immediately move his full movement as far from each follower and bannerman as possible.
- Rally (Thrasher): 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.
- Flurry (Backbiter): 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.
- Penetrate (Bowmaster): 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.
- Special abilities of bannermen and followers (Hjalmer, Astrid, Colby, Fisk, Erika, Hunter, Eagle Eye, Warleader, Provoker): Page 19 prints a silver example and a gold example for each card. Each example's effect is shown on its card, and the examples printed in the source are not reproduced here beyond the captions above; refer to the individual card for its silver and gold ability text.
Playing the Quartermaster
The Quartermaster is responsible for managing the warband's supplies and upgrading followers.
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.
Quartermaster Setup
To set up the Quartermaster role at the start of the game:
- Place the Astrid bannerman card and token 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.
- Place 20 supply tokens near the role board.
- Place 3 resolution tokens near the role board.
Quartermaster Role Board
- Renown Bonus: Indicates the criteria required and how much renown the player earns at the end of each camp.
- Travel: Dictates how many supply tokens are used for normal or difficult travel when the warband moves to the next location. Moving to the next event location costs 1 supply token. If there is a difficult travel icon in between event locations, additional supply tokens must be spent equal to the number attached to the difficult travel icon.
- Enhanced Training: Tracks your success rate during internal and external events. If the ability is maxed out by winning events, all followers are upgraded to silver rank.
- Supply: Whenever supply tokens are earned or spent, they are removed or added to the wagons. Supply tokens are always removed from the highest numbered wagon first and added to the lowest numbered wagon with available spaces.
Playing the Keeper of Names
The Keeper of Names is responsible for managing the warband's troops, which includes clansmen and varl. Recruiting troops and managing promotions during skirmish events keep the warband's strength high. This ensures the warband is ready during war external events.
The Keeper of Names must maintain a balance between hiring more troops and controlling supply cost. The easiest time to acquire troops is when the warband is summoned at the start of play. The only other guaranteed time to purchase troops is when the warband ends its movement on a city. The Quartermaster and Warmaster are directly affected by choices you make and could oppose some of your decisions.
When the warband must resolve a war external event, the current strength of the warband is compared to the strength listed on the war card. It is your responsibility to purchase shield tokens for troop tents to increase the strength of the warband, which can be done only during skirmish events.
Keeper of Names Setup
To set up the Keeper of Names role at the start of the game:
- Place the Fisk bannerman card and token adjacent to the role board near the space marked bannerman.
- Place 4 renown tokens in the renown bank.
- Place 6 shield tokens near the role board.
- Place 8 of the 10 tent tokens near the role board. Place 1 tent token on the 100 clansmen tent and 1 tent token on the 10 varl tent.
- Place 3 troop tokens. 1 on the 50 clansmen column space, 1 on the 5 varl column space, and 1 on the 2 space under warband.
- Place 3 resolution tokens near the role board.
Keeper of Names Role Board
- Renown Bonus: Indicates the criteria required and how much renown the player earns at the end of each camp.
- Clansmen: Dictates how many clansmen are currently in the warband, how many supplies they require each time the warband camps, and their current strength. Clansmen are tracked by adding or removing tent tokens from this area and/or adjusting the tens column to the left of the tents. This is also how the Thane gains his renown bonus.
- Varl: Dictates how many varl are currently in the warband, how many supplies they require each time the warband camps, and their current strength. Varl are tracked by adding or removing tents from this area and/or adjusting the ones column to the right of the tents. This is also how you gain your renown bonus.
- Warband: Indicates the warband's overall population. The troop token is placed on the number equal to the total number of tents from the clansmen and varl locations.
- Warband Promotions: Grants you the ability to spend renown tokens for each enemy that his bannermen or follower defeats during skirmish events. This improves the warband's strength.
Playing the Thane
The Thane is responsible for chronicling losses and victories during events. He also has the ability to spend favors to improve the warband's chances during these events. Spending favors at the opportune time gives the warband an edge during external events.
The Thane must bank earned renown to garner favors from the other roles. As you earn renown through events or defeating enemies, you may bank it on any one of the three speeches. Once the required amount of renown is banked, you gain that favor. By saving favors, your role's bannerman earns bonuses during skirmish events. Spending a favor token grants bonuses to help the warband succeed in dire circumstances, such as war or starvation.
Using favors wisely during skirmishes directly increases your bannermen's rank. Because no one directly opposes you during debates, you can choose how to best spend your renown, a luxury the other roles don't have.
Thane Setup
To set up the Thane role at the start of the game:
- Place the Hjalmer bannerman card and token adjacent to the role board near the space marked bannerman.
- Place 4 renown tokens in the renown bank.
- Place the 3 pyre tokens and the 3 victory tokens near the role board.
- Place the 3 favor tokens near the role board.
- Place 3 resolution tokens near the role board.
Thane Role Board
- Renown Bonus: Indicates the criteria required and how much renown the player earns at the end of each camp.
- Memories of the Fallen: This area tracks each time a follower is killed in a skirmish or enough troops are lost to remove a tent on the Keeper of Names board through events or filling all the pyre pieces on this ability. This ability can only trigger once per event. If this ability triggers discard any victory pieces currently in Deeds of Valor.
- Speeches: Use this area to bank renown gained from any source, including starting renown at the beginning of the game. Renown banked must be allocated to a speech of your choice. Discard the renown once you reach the required renown value and gain that favor token.
- Deeds of Valor: Tracks each time your bannerman or follower defeats an enemy. Placing 3 victory tokens on this ability grants upgrades to your bannerman immediately. If this ability triggers discard any pyre tokens currently in Memories of the Fallen.
Playing the Warmaster
The Warmaster is responsible for training troops and managing the Banner Rank of the warband. You may spend renown to train troops, which helps the warband avoid disorder. During skirmishes, the Warmaster's use of renown grants willpower for bannermen and followers to use.
The Warmaster should raise Morale and increase Training at every opportunity. When camping, the Warmaster may increase Morale only if the Thane is willing to spend an equal amount of renown. At a city, you may train as many times as you have renown to spend. Keeping the Training and Morale stats high is a constant struggle, since each tent token added by the Keeper of Names, or through events, lowers the Training of the warband by 1 unless specifically stated otherwise.
If warleader followers become available to purchase, the Warmaster should recruit them and convince other roles to do the same. Each warleader earned helps increase the Banner Rank of the warband, which directly affects how effective everyone else is in skirmishes and reduces casualties during war external events.
Warmaster Setup
To set up the Warmaster role at the start of the game:
- Place the Colby bannerman card and token adjacent to the role board near the space marked bannerman.
- Place 4 renown tokens in the renown bank.
- Place the 3 war tokens in the following spaces under clan strength: Morale (0), Warband (2), Training (1).
- Place 3 resolution tokens near the role board.
- Place the clan strength token in the bronze Banner Rank location.
Warmaster Role Board
- Renown Bonus: Indicates the criteria required and how much renown the player earns at the end of each camp.
- Rally: For each renown you spend you may field followers during skirmish events when the warband is in disorder.
- Clan Strength: Tracks the three stats: Morale, Warband, and Training. The value gained from adding these abilities together is used to determine the current Banner Rank for the warband.
- Group Willpower: You provide additional willpower just before a skirmish event by spending renown. This is the only way followers can activate their abilities.
- Banner Ranks: Tracks the current Banner Rank for the warband, which is determined by the current total clan strength plus 1 for each warleader follower recruited.
Each warleader in the warband grants +1 to Clan Strength. Add the total Clan Strength from Morale, Warband, Training, and Warleader to determine the warband Banner Rank.
Disorder
If the warband stays in Disorder during War events, add the Defeated card to the Camp Event deck and followers are restricted. For each renown you spend, you may bring in 1 follower to the skirmish.
Each negative number equals 1 less Group Willpower during the skirmish.
Warband Banner Rank by total Clan Strength: Bronze 0-4, Silver 5-9, Gold 10+. Disorder –1 to –5 (each negative number equals 1 less Group Willpower during the skirmish).
Strength and Enhanced Training
Strength
Each type of troop, clansmen and varl, has a minimum required amount needed to grant strength to the warband. For clansmen this number is 300 or more and for varl this number is 10 or more. Once the warband has obtained the required number of troops, place a blue shield token in the area attached to the tent that meets the criteria. If the numbers ever drop below what is needed to maintain this strength, remove the blue shield token.
Enhanced Training
Each time you win or are part of the winning vote during events, earn 1 enhanced training token. Earning 4 of these tokens upgrades each follower to silver banner rank, increasing their survivability during skirmishes. This also applies to any newly hired followers.
Speeches
Each time you earn renown tokens, including the start of game renown tokens, you may bank them into one of your speeches. Once you earn 3 renown tokens in a speech you gain that speech token and the abilities it provides. To improve your bannerman you should earn and keep as many speeches as possible, discarding them to gain their special effect. This should be done as situations arise that you want to manipulate to your favor.
Playing With 2 or 3 Players
Playing with 2 Players: Set up the game normally and deal 2 roles to each player. One 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 internal 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 additional renown token when activating this ability. The Thane requirement is ignored.
Single Player Rules
In the single player version of this game, the player is in control of only the Thane. This version of the game is a race of renown and power for the Thane. The player needs to balance the help from the other roles during skirmishes, with the requirement of having the most renown at the end of the mission.
Setup
Set up the game as normal except for the following:
- Remove all internal events that don't include the Thane.
- Remove all roles except the Thane.
- Place the 3 favor tokens on the Thane's role board in their respective places.
- Place 1 resolution token (icon facing up) of each role near the play area.
- The Thane starts with 2 renown tokens.
- Place the bannerman miniatures and cards for Quartermaster, Keeper of Names, and Warmaster next to their resolution token.
- Each other role starts with 1 random follower that is placed near their resolution token.
- The Thane starts with 1 random follower.
Missions
When playing any mission, that mission's objective is changed to the following: The Warband must resolve the final event location with a fully upgraded Thane and the Thane must have more renown tokens than any other role.
External Events
The Thane selects a choice in these events, and must spend renown tokens to make that choice. After spending the required renown tokens the Thane then resolves the selected choice ignoring any of the rewards (except renown tokens) for the other roles.
- Spring and Summer Choice: renown cost shown as a red -1 marker.
- Fall and Winter Choice: renown cost shown as a red -2 marker.
Mission Failure
If the Thane is not fully upgraded or does not have the most renown tokens after resolving the camp action in the final event location on any mission, the mission is a failure.
Camp Events
The Thane selects a choice in these events. When resolving the selected choice, ignore any of the rewards (except renown tokens) for the other roles.
Tracking the Other Roles
The Quartermaster, Keeper of Names, and Warmaster are not managed during the single player game. However, the player is required to track how many renown tokens each of these roles earn over the course of the mission. When one of these roles earns renown tokens, place it near their resolution token.
- Quartermaster, Keeper of Names, and Warmaster start with zero renown tokens by their resolution token.
Renown
The single player game is a renown race. The other roles earn renown tokens through the skirmishes. Using tactics in the skirmish to spread the renown around is very important.
In the single player game, all selections in the internal event resolutions are considered unanimous. The renown bonus will be given per the instructions on the card, except if the Thane spends the favor token associated with the other role present on the front of the internal event card. If he spends the favor associated with the other role making the decision with him, regardless of the instructions, the Thane gains the bonus renown.
Renown Banking
Renown gained by spending a favor token cannot be banked for the purchase of a favor token.
Skirmish
Each role's bannerman is present in skirmish events. If the Quartermaster, Keeper of Names, or Warmaster loses their follower in a skirmish event, it is not replaced for future skirmishes. Renown tokens earned in a skirmish are awarded to the role whose bannerman or follower defeats an enemy.
Special Skirmish Rules: The Thane may spend renown tokens at the start of a skirmish for an equal amount of Group Willpower. This cannot exceed 5 willpower tokens. If the Thane is defeated in a skirmish, he is dead and the mission is immediately failed.
Losses
If an event resolution demands 100 or more clansmen or 10 or more varl to be removed, then the Thane places 1 pyre token into Memories of the Fallen for each respective troop type. For each bannerman or follower defeated in a skirmish, the Thane places 1 pyre token onto Memories of the Fallen. If Memories of the Fallen activates then the Thane must remove 1 currently owned favor token. If the Thane has no favor tokens, he must discard 3 renown tokens.
Alternate Two Player Rules
In the two player version of this game, the two players control the Quartermaster and Keeper of Names. This version of the game is about balancing supplies, warband strength, and favor from the 2 uncontrolled roles. Both players need to balance the help they receive from the Thane and Warmaster during skirmishes to survive future events.
Setup
Set up the game as normal except for the following:
- Remove all internal events that include both the Thane and the Warmaster.
- Remove the roles Thane and Warmaster.
- Place the bannerman miniatures and cards for the Thane and the Warmaster next to their resolution token.
- Place 1 resolution token (icon facing up) for the Thane and Warmaster near the play area.
- Place the 3 favor tokens adjacent to the Thane's resolution token.
- The Thane and Warmaster start with 1 random follower that is placed near their resolution token.
- Place the Thane and Warmaster starting renown next to their resolution token.
Missions
Quartermaster or Keeper of Names Wins: When playing any mission, that mission's objective is changed to the following: The selected choice is resolved and that role receives the bonus regardless of the role named in the "All Roles Agree" section.
The Warband must resolve the final event location without the Quartermaster running out of supply tokens and the Keeper of Names must have at least 2 shield tokens in Warband Promotions.
Mission Failure
If the Quartermaster ever has zero supply tokens, the mission is a failure.
Tracking the Other Roles
The Thane and Warmaster are not managed during the two player game. However, the player is required to track how many renown tokens each of these roles earn over the course of the mission. These roles only earn renown tokens during internal, external, and camp events. When one of these roles earns renown during one of these events, place it near their resolution token.
- Thane and Warmaster begin the mission with their starting renown tokens. Place these next to their resolution token.
Renown
The Thane and Warmaster cannot earn renown tokens during skirmish events. The Quartermaster and Keeper of Names should maximize their renown during these events to gain an advantage.
Internal Events
If an internal event involves only the Quartermaster and Keeper of Names nothing changes from the normal rules. If the Quartermaster or Keeper of Names is involved in an internal event with one of the other two roles, the player who is not involved in the internal event becomes the surrogate for the other role.
Surrogate: The player who controls either the Thane or the Warmaster is referred to as the surrogate. Selections made by one of the roles played is considered unanimous. The player representing a role chooses to win, and selects a choice, or lose and the surrogate selects a choice. There is no debate.
- Surrogate Wins: The selected choice is resolved normally. Additionally, the surrogate applies bonuses to one of the roles he controlled during this event.
- Thane: This role gains the favor token of the role that opposed him during this event, or he can gain the Warmaster favor token.
- Warmaster: This role gains 1 Group Willpower.
External Events
The Warmaster must discard renown tokens during each external event based upon which season the warband is currently in. If the Warmaster does not have the required renown tokens, Group Willpower cannot be used in the next skirmish.
- Spring and Summer Choice: renown cost shown as a red -1 marker.
- Fall and Winter Choice: renown cost shown as a red -2 marker.
The Thane does not spend renown during external events unless another role spends their favor token to gain his support.
Favor Tokens
- Thane: During an external event the Quartermaster or Keeper of Names may spend their favor token if the Thane has earned it by getting his way during an internal event. Only 1 role may spend an earned favor token during an external event. This role is the role with the least renown tokens. Once that role chooses to spend their favor token they can add renown tokens from the Thane's supply to their external event bid.
- Warmaster: After the resolution of any event location, the Quartermaster or Keeper of Names may spend the Warmaster favor token if the Thane has earned it. Spending this favor token allows the Thane or Warmaster to gain a follower. This cannot exceed their normal limit of followers.
Camp Events
The Quartermaster and Keeper of Names resolve this event as it is normally resolved in the rules. Ignore any results that track information that is not managed from the Thane and Warmaster role boards.
Item Expansion
This expansion introduces items that your bannerman can purchase at cities. These items have a wide range of effects that help to protect and enhance your bannerman during skirmish events.
Setup
If players choose to incorporate this expansion into their current mission they should take all item tokens, place them face-down in a pile, and then randomize them. This is the pool of items available to the warband when they visit a city location.
Purchasing Items
If the warband is resolving a City Action, draw 3 item tokens from the pool of face-down item tokens. Reveal these 3 items. This is what is currently available for purchase at this city. If players wish to purchase an item they must discard 2 renown tokens.
Purchasing an item is done in City Action turn order. Players are not allowed to perform their City Action if they decide to purchase an item. The purchased item must be equipped on their bannerman immediately and replaces any item that bannerman currently possesses.
Equipping Items
When equipping an item, place the token in the special die cut on the upper left hand side of the bannerman card.
Item Tokens
| Item | Effect |
|---|---|
| Namejs' Ring | Gain a shield token at the start of each skirmish. |
| Warrior's Oath | Increases maximum Willpower by 1. |
| Horseskor | Increases maximum movement by 1. |
| Narwhal Horn | Ignore any target's shield token. |
| Skjule | Attacks reduce target Banner Rank by 2. |
| Scarlet Feather | May place bannerman outside the deployment zone. |
| Vadrun Silver Brooch | Ignore Bronze Banner Rank attacks. |
| Bjorulf's Blessing | Knock target back 3 squares. |
Warband Role Quick Reference
Phases
- Move the Warband: Spend supply tokens to reach the next event location.
- Resolve an Event: Draw an event card based on the warband's current location and resolve it.
- City Action: If the warband's event is also at a city, then resolve this action in turn order.
- Camp Action: If this is the third location from the start or from the last camp action, or the last event for this mission, resolve this action.
- Victory: Check the mission objective, if it has been fulfilled the players win the game, otherwise the players lose.
Turn Orders
- Follower Purchase Turn Order: Warmaster, Thane, Keeper of Names, Quartermaster.
- Camp Action Turn Order: Keeper of Names, Quartermaster, Thane, Warmaster.
- City Action Turn Order: Quartermaster, Keeper of Names, Thane, Warmaster.
- Skirmish Turn Order: Warmaster, Thane, Keeper of Names, Quartermaster.
Combat
Skirmishes
- Place enemy tokens on the skirmish board based on the required skirmish card.
- Place the warband bannerman and follower tokens in the deployment zone on the skirmish card.
- Receive group willpower based on warband banner rank and Warmaster contribution.
- Begin skirmish based on skirmish turn order.
Enemy Activation and Priority
Enemies 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 role's bannerman with the most renown tokens.
- Third Priority: Attack the closest warband token in range, prioritizing bannerman over followers.
- Note: Enemies always use their special ability.
Willpower Tokens
- Spend 1 willpower token to move again.
- Spend the required willpower to activate a bannerman or follower special ability.
- Spend 1 willpower token to temporarily increase a bannerman or follower banner rank by 1 rank for the attack only.
Note: Followers may only use Group Willpower tokens during skirmishes.