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The Waylanders

The Waylanders Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Races
    • Superclasses
    • Classes
  • Characters
  • Game Contents
  • Initial Setup
  • Create Your Party
    • Adventurer and Emblem Cards
  • Deploy Units and Start the Game
  • Player Turns
  • How to Activate Adventurers
    • Travel
    • Combat
    • Healing
    • Special Abilities
    • Exploration
    • Conquering Strongholds
  • Combat
  • Range and Line of Sight
  • Health: Wounded, Fallen, Raising and Healing
  • Formations
    • Formations (Initial Phase)
    • Formations (Final Phase)
    • Breaking Formations
    • Formation Abilities
  • Area Capacity
  • Strongholds (Power Zones)
    • Conquering a Stronghold
    • Destroying Enemy Strongholds
    • Stronghold Actions
  • End of the Game
    • Torcs
    • Objectives
  • Special Rules
    • Games with Events
      • Veteran on the Battlefront (basic set)
      • Battle at Twilight
    • Special Scenarios
      • Clash of the Tempest
      • The Marshlands (4 players)
      • The Riverbank (2 players)
    • 2 vs. 2 Game Mode

Introduction

The Waylanders is a board game for 2 to 4 players, each managing a party of 5 adventurers. Each party must earn victory points, represented by torcs.

The first party to gather enough torques wins. The number of required torcs (between 5 and 14) will depend on the players or the chosen scenario. We recommend playing for 7 points during your first games.

The Waylanders is set in a magical age, a time when men felt connected to nature and interacted with other races.

A time when adventurers were driven by an insatiable thirst for power, treasures and astonishing feats; when both allies and enemies were made in an effort to reach places of power.

Races

The Waylanders is a magical world, both harsh and hostile. As such, it is inhabited by warrior races. Some live in harmony with nature, while others search for knowledge and power. Below are the races you will find:

Celtics: The youngest and most common of all races. Their knowledge of magic is scarce and only a chosen few are capable of wielding it. Due to the constant feuds between them, they have never united under a common banner, and chances of this happening are slim. In spite of this, their tenacity and ambition have made them the dominant race.

Werewolves: As their dwindling bloodline loses its magic, these descendants of the deity called Lugh become closer to wolves than to the divine creatures they once were. They are fiercely proud of their bloodline, but their instincts and social hierarchy always prevail (although they'll never admit it). Werewolves live in packs and follow a strict social hierarchy imposed by their leaders, the Alphas. They live in small nomadic communities that tend to avoid contact with other races, only connecting with other species for trade on travelling caravans.

Mourians: Living in a matriarchal society, Mourians have decided to stay on the fringes of a world they no longer feel a part of. Revered by humans, they take part in Celtic coronation rituals and, much less frequently, in trade. Although most are sages and sorcerers, their warriors can be a force to reckon with when provoked.

Fomorians: Behind their brutal and grotesque exterior lies one of the wisest and eldest races of all. They live in exile in the Outer World, alongside the Semi-Fomorians who sided with their clan during the war against the Tuatha of Danann. Relegated to another dimension, the Fomorians have come to accept their defeat. Their immortality is both a burden and a source of hope, for they realize it's only a matter of time before they can rise from their ashes and take the place of those who have fallen...

Superclasses

Your adventurers belong to different superclasses that enable adventurers to learn where to make the most of their abilities. This is how the superclass determines the best terrain for each adventurer: that is, the type of land in which they have the best odds of winning in combat.

Fighter: Traditional warriors, they base combat on their superior physical prowess and stamina, as well as their mastery of heavy weapons. Fighters find it easier to unleash their full potential on lowlands.

Pathfinder: A mortal stab or a long-range arrow are their hallmark attacks. Mobile, intuitive and opportunistic; these are the key qualities that can tip the scale in their favor during combat. Pathfinders specialize in hand-to-hand combat and excel in mountainous terrain.

Sage: After years of intensive study or through mere raw talent, sages are master wielders of magic. They have a special sensitivity for nature and its power, and can channel this energy both to harm their enemies and aide their allies. Sages can make the most of these abilities in the forest, where magical creatures abound.

Classes

An adventurer's class determines their skillset. For example, healers can't attack, but they possess curative abilities; their mission is to keep their party of adventurers alive. Meanwhile, warriors can exact much more damage in close combat.

Everything you need to know about classes and superclasses is detailed on the adventurer card.

Fighters are divided into:

  • Warriors: Hand-to-hand combat specialists.
  • Guardians: More defensive fighters.

Pathfinders can be:

  • Rangers: Wielding bows and spears.
  • Rogues: Experts in parry, stealth and dealing critical damage.

Sages include:

  • Sorcerers: Masters of the arcane arts and long-range combat.
  • Healers: Skilled in the medicinal arts, their mission is to keep your party alive.

Characters

The following adventurers appear in the game. Each is listed with their race and class as printed on their card.

Heroes of Brigantia

  • Wrädjna: Mourian · Ranger
  • Elathor: Half-Fomorian · Warrior
  • Brigg: Celtic · Guardian
  • Bhlagh: Mourian · Healer
  • Dherghen: Mourian · Rogue
  • Badarn: Celtic · Healer
  • Érerbraic: Celtic · Sorcerer
  • Zaunk: Werewolf · Rogue
  • Íedain: Celtic · Warrior
  • Hangwnis: Mourian · Guardian
  • Ethlinn: Half-Fomorian · Ranger
  • Balor: Fomorian · Warrior
  • Grier: Werewolf · Guardian
  • Hiehit: Mourian · Sorcerer
  • Sedna: Celtic · Healer
  • Äo: Werewolf · Rogue
  • Meong: Werewolf · Rogue
  • Ouaf: Werewolf · Warrior
  • Cethra: Half-Fomorian · Guardian

Exclusive

  • Woef: Werewolf · Sorcerer (exclusive miniature for the board game backers)
  • Rowdy: Goblin · Ranger (exclusive miniature for the video game backers)

Sample abilities printed in the rulebook

The rulebook prints these sample adventurer abilities on its setup and combat pages. Icon symbols in the sample texts are shown as [icon] where the printed glyph is not reproduced in this text.

  • Healing Apprentices: Once per turn, an adventurer can make use of Healing Hands.
  • Healing Hands: Revokes the "Wounded" state for one adventurer located in the same [area] without expending action points (one per turn).
  • Stunned: Head-on attacks lose one success token.
  • Uplifting: At the beginning of the turn, all fallen adventurers in a formation recover full health.
  • Creeper: Obtains an automatic [icon] with any [icon] in [area].
  • High Impact: Gains one victory point if they roll 4 success tokens with [icon] dice during combat.
  • Invisible: Can only be attacked from the same [area].
  • On the Forefront: Removes one [icon] in any enemy attack launched from a different [area].
  • High Moral: Wounded adventurers walk at normal speed.
  • Elusive: Can move to an adjacent [area] after being attacked.
  • Magic Shield: Grants an additional [icon] to all party members within the [area].
  • Squire: Can help fellow party members located in the same [area] with an additional [icon]. This will cost 1 action point.

Game Contents

The game includes all campaign elements except for two exclusive miniatures: Woef for the board game backers and Rowdy for the video game backers.

  • 29 adventurer miniatures
  • 2 forest dice
  • 2 plain dice
  • 2 mountain dice
  • 2 auxiliary dice: used for military support and defensive rolls
  • 10 forest tiles
  • 10 plain tiles
  • 10 mountain tiles
  • 3 blocked path tiles
  • 8 special scenarios tiles
  • 10 action gems
  • 30 area center tokens (10 for each terrain)
  • 40 conquered stronghold tokens in 4 colors (10 per player)
  • 12 formation tokens in 4 colors (3 per player)
  • 4 torc tokens (1 per player)
  • 4 player boards
  • 20 miniature bases in 4 colors (5 per player)
  • 31 adventurer cards
  • 21 emblem cards
  • 23 objective cards
  • 30 event cards

Adventurer Miniatures:

  • 1 promo card from the video game "The Waylanders" (use the code printed on this card in your copy of the video game to receive an exclusive pet)
  • 1 game manual
  • 4 summary cards

Initial Setup

  1. Scenario: Build a scenario based on the number of players. You'll find instructions on the scenario booklet. Scenarios are comprised of hexagonal tiles called areas.
  2. Strongholds: Shuffle all area center tokens face down and place one on each tile of the matching color on the game board. Leave all deployment areas and blocked path hexes empty.
  3. Adventurer cards: Shuffle the 20 adventurer cards and hand out 5 to each player, face down.
  4. Emblem cards: Leave the emblem cards visible and within reach of all players.
  5. Objective cards: Shuffle the objective cards and place them by the game board. Draw 3 cards and place them in a row, visible to all players, next to the remaining deck.

After players have picked a color, each one takes their miniature base and formation tokens.

Create Your Party

Each player will manage a party of 5 adventurers. Parties are created as follows:

  1. Hand 5 random adventurer cards (face down) to each player.

  2. Look at the 5 adventurer cards in your hand, pick one and place it face down on your side of the table. Then, pass the rest of your hand to the player on your left.

  3. Repeat this process until each player has 5 cards on the table.

  4. Make a stack with your 5 adventurer cards face down. Pick the adventurer you'd like to be your party's emblem and place their card on top. Place your second pick for party emblem underneath your first, and so on.

(The printed list goes from step 4 to step 6; no step 5 is printed.)

  1. When everyone is finished, pick a starting player who will turn over their first card. The revealed adventurer will be their emblem. The player must now retrieve the matching emblem card and place it on their adventurer stack.

  2. Players take turns clockwise to reveal their first card. If their chosen emblem is not available, they must flip the next card (and so on, until they find an available emblem). Each player must do the same when their turn comes.

  3. Place your 5 adventurer cards face up on your player board. Put your emblem card on the right; next to it, on the left, place the adventurer card of your emblem.

Finally, place all the dice within reach of every player.

Adventurer and Emblem Cards

Adventurer card, front:

  1. Superclass symbol.
  2. Adventurer name.
  3. Race and class.
  4. Dice per range.
  5. Movement cost.
  6. Defense dice.
  7. Ability.
  8. Adventurer portrait.
  9. Wounded stats.

Adventurer card, back: the card back is the same for all adventurers.

Emblem card, front:

  1. Superclass symbol.
  2. Adventurer name.
  3. Race and class.
  4. Formation scheme.
  5. Formation ability.
  6. Emblem ability.
  7. Adventurer portrait.

Emblem card, back: the card back is the same for all emblems.

Deploy Units and Start the Game

The person seated to the left of the starting player will be the first to pick a deployment area. Place your adventurers on an empty deployment area. Each player will do the same when their turn comes.

Next, it's the starting player's turn. The starting player takes 4 action tokens, while the player on their left takes 3, the next takes 2 and the last takes 1.

Player Turns

After the starting player is finished, players take turns clockwise. A player's turn begins when the person on their right finishes theirs. During each turn, players must follow this sequence:

Initial phase (all "start of turn" rules and abilities are applied at this time).

  • Retrieve action points: The player to your right gives you their used tokens.
  • Claim objectives: By reaching an objective, you win torcs.
  • Deactivate adventurers: Slide down all your activated cards.
  • Declare a starting formation: If your party is in formation, state it now and place your formation tokens.

Activation phase.

  • Activate 1 to 5 adventurers and use them to perform actions (explained in detail below).

Final phase (all "end of turn" rules are applied at this time).

  • Declare final formation.
  • Hand over used action tokens.

How to Activate Adventurers

During the activation phase, you must activate at least one adventurer and spend at least one action point. To make your active adventurer visible, slide their card forward so that it stands out. Now your adventurer can perform actions such as move, attack, explore, etc.

Once you've performed the desired actions, you can activate another adventurer. An individual adventurer can only be active once during each turn. Make sure your adventurer has performed every action you need before you move on to the next; remember they won't be able to use an action again until your next turn.

The activation phase can end in three ways: when you decide to end it, when you've spent all your action points, or when you can't spend anymore.

Remember you must always use at least one action point per turn.

When an adventurer is active, you can perform each of the following seven actions twice, in any order:

  • Travel
  • Combat
  • Healing
  • Special abilities
  • Exploration
  • Conquering strongholds

Each action costs 0-2 action points. When an adventurer is performing an action, place the required action tokens above their card. If you don't have enough action points, you cannot perform the action.

Remember that you can only perform a given action twice with a particular adventurer during a single activation.

When your turn is over, gather the action tokens you placed on your adventurer cards and hand them over to the player on your left. This means you'll only pass on the action points you used during your turn.

Example: David, the first player, starts the game with 4 action points. He activates his human warrior by sliding his card to the front on the player board and decides to use 2 action points in order to move his adventurer to a forest area. After that, he ends his turn. Since he used 2 action points, these are now passed on to Carly, the player to his left. Carly begins her turn with 3 action points, plus the 2 additional points she received from David. This means she has 5 available action points to spend during her turn.

Travel

An active adventurer can move to any area that is adjacent and visible, provided there is enough space for another unit.

Two areas will be considered adjacent when they share a side of the board.

An area will be considered visible when it's in direct line of sight (see Range and Line of Sight).

An area has enough space when it hasn't reached its full capacity (see Area Capacity).

Each move costs 0, 1 or 2 action points, depending on the terrain type. Adventurers also travel at different speeds on different terrains. Your adventurer card shows how many action points it takes to move across each terrain type.

Provided you have the required action points, an active adventurer can move up to two times during activation.

Example: Sherry decides to activate her archer. First, she moves her adventurer at a cost of 0 action points. Then, she moves the archer again, spending 1 action point. Even though she still has action points left, she can't move her archer again because she's already performed the same type of action (travel) twice. So, she decides to engage in combat.

Combat

An active adventurer can attack enemies in any area within reach.

An area will be considered within reach when the adventurer has the appropriate weapons for that particular range (see Range and Line of Sight).

When an adventurer launches an attack, those party members who share the same hex as the attacker, and are within reach of the targeted area, will also attack the enemy. Regardless of the total number of adventurers engaged in battle, attacking always costs 1 action point.

Combat is explained in detail in the Combat section.

Healing

Adventurers can be knocked down during combat. An active adventurer can lift a fallen party member if they are in the same area. Lifting a fallen adventurer costs 1 action point.

Immediately after lifting a fallen party member, the same adventurer can heal them spending an additional action point. Healing can only take place if there are no enemies in the area. An adventurer can only heal a fallen party member lifted during the same activation turn.

You'll find more details on lifting and healing in the Health section.

Special Abilities

Each adventurer has a special ability that allows them to perform unique actions or use actions when they aren't active. Exactly what these abilities do and when you can use them appears on each adventurer's card. Unless specified, using a special ability does not cost action points. In many cases, these special abilities are a consequence of other adventurer's actions. Each ability's description explains when it can be activated.

There are four main ability groups that define both the nature of the ability and the moment when it can be used: Attack, Defense, Movement and Recovery.

Your party emblem shares a common ability with all adventurers in the group (see Formations).

Exploration

An active adventurer can spend 1 action point to explore a given area. Exploration allows adventurers to identify an area's stronghold. You can explore up to 2 areas per activation.

You'll find more details on strongholds in the Strongholds section.

Conquering Strongholds

Explored areas may hide strongholds. An adventurer can attempt to conquer a stronghold during their turn (see Strongholds).

Combat

An active adventurer can use their turn to launch an attack. Before battle, you must pick the area in your line of view that you wish to target. The area must be within range of the active adventurer. Party members who share the same hex/are in the same area as the adventurer will offer military support to the active adventurer, provided the area is within their attack range. In order to resolve a battle, you must consider the following:

Choose your target: The targeted area must be in your line of sight and within range of your ACTIVE adventurer. Your adventurer's range details appear on their card (see Range and Line of Sight).

Pick your dice: Take the number of dice specified under the corresponding range on your active fighter's card. Dice must match the color of the targeted terrain. If you see the bonus symbol instead, this means the attacking party deals one automatic hit without rolling dice.

On the next page, you will find a short-range example with the same symbol. Instead of rolling the die in short-range combat, the player gets an automatic hit.

Receive support: Adventurers within the same hex area equipped with weapons suited to the attack range can offer support to their party member. Add one auxiliary die per support unit, regardless of the information displayed on their adventurer cards. Adventurers situated in the targeted area are never considered support units. The maximum number of auxiliary dice you can use in a single combat is 2.

Dice: The game comes with 8 dice in 4 colors. This is the maximum number of dice you can use in a single roll. Even if the sum of several rules calls for rolling more than 2 dice of the same color, you can only roll 2.

Fighting technique: Each adventurer has a unique fighting technique determined by their superclass. It is represented by a symbol at the top of the adventurer card. The entire party must use the active adventurer's symbol during an attack.

Attack: Roll your total sum of combat dice and add the symbols matching the active adventurer's fighting technique. You must also add all your bonuses. The total amount equals your number of Hits.

Example: Íedain attacks with an auxiliary die and rolls four superclass symbols plus a bonus, for a total of five hits.

Targets: All enemies within the target area receive the attack simultaneously. However, each enemy unit must defend itself from the attack individually. The player under attack will determine the order in which targeted units defend themselves. If enemies belong to several players, they must roll the dice clockwise. Adventurers from the attacking party placed on the same hex as your active adventurer do not receive the attack. Also remember that they cannot engage in battle.

Defense: The targeted player rolls as many defensive (auxiliary) dice as specified on the attacked unit's adventurer card. Also count the same symbol used by the attacker, plus any bonuses. The total amount equals your number of Blocks. Roll the dice and take note of the value of your roll. The defender might need one of the dice you just used.

Outcome: If the number of Hits is greater than the number of Blocks, the target receives damage. If there is a tie, no one is hurt.

Counterattack: If the number of Blocks exceeds the number of Hits, the target returns the attack against the active adventurer. Note that this only happens if the targeted adventurer is within range to counterattack your active adventurer. If this isn't the case, the combat ends in a tie.

Next target: If there is more than one targeted unit, the defensive player proceeds with the next roll. The attacker will use the same roll against all targeted units during a battle.

Each combat costs 1 action point, regardless of the number of supporting units. You can engage in up to 2 battles per activation. Defending your units does not cost any action points.

Consecutive Blows (superclass ability example): Can repeat a battle without expending action points if they roll 4 success tokens with a superclass symbol (once per adventurer).

Range and Line of Sight

There are 3 types of attack range:

  • Short range: Within the same area. The first row of the adventurer's stats banner (dark hexagon) shows how many dice are rolled for hand-to-hand combat. If this row is empty, the adventurer cannot engage in close combat.
  • Medium range: Attacks to an adjacent area. The second row (marked I) shows how many dice are rolled for adjacent areas. If this row is empty, the adventurer cannot engage in medium-range combat.
  • Long range: Attacks to areas that are two tiles away. The third row (marked II) shows how many dice are rolled if the active adventurer is two areas away from your target. If this row is empty, the adventurer cannot engage in long-range combat.

All movements and attacks require a direct line of sight. Line of sight can only be obstructed by rock formations or special rules (see figure below).

Actions or effects can only be used against targets in direct line of sight.

In long range, non-aligned areas, the line of sight will be obstructed if there is a rock formation on at least one side of the central hex. The rulebook marks a full line of view in blue and an obstructed line of view in red in its examples.

Climber (example ability on a stats banner): If defensive on a green hexagon (forest) symbol, changes her blue defense die for a bonus.

The stats banner example shows an adventurer card with an example of a success token in short-range combat (the player gets an automatic hit).

Health: Wounded, Fallen, Raising and Healing

Adventurers' overall health can be described as:

  • Healthy: Their default initial condition. Their stats and special ability are in full swing. Healthy stats appear next to the color portrait on the adventurer's card.
  • Wounded: During battle, adventurers can receive damage. This will have a negative impact on their stats and prevent them from using their ability. They will generally also move at a slower pace. Reduced stats appear next to the black and white portrait on the adventurer's card.
  • Fallen: Fallen adventurers are completely knocked out and can't perform actions. Therefore, they possess neither stats nor abilities.

How does health affect an adventurer

  • Received damage: When a healthy adventurer receives damage during combat, they will be wounded. Rotate the adventurer card 180 degrees to show their reduced stats.
  • Knocked out: A wounded adventurer hit during combat will be knocked to the ground. Rotate the adventurer card 90 degrees to indicate that the fighter has fallen. Also, place their miniature face down on the board. A fallen adventurer cannot perform actions until they begin a turn standing.

Fallen adventurers are not considered when calculating an area's capacity. Even though their miniatures lie on the board, fallen units disappear temporarily from the game.

  • Raising fallen units: Any active adventurer can use 1 action point to lift a fallen party member. To do so, they must be in the same area. After spending their action point, rotate the fallen adventurer's card to the wounded position. Also slide the lifted adventurer's card to the front, indicating that they are active. During this round, the raised adventurer will not be able to use any actions.
  • Healing: Adventurers can use an extra action point to heal the party member they just lifted from the ground. This can only take place when there are no enemies in the area.
  • Rising and fighting: A raised adventurer cannot perform actions during the round, but they can offer support in combat. Combat support is not considered an action.

Formations

During a battle, your emblem can order your party members to adopt a particular formation.

Formations are comprised of 3 to 5 adventurers deployed across 3 adjacent enemy-free areas. The party's emblem must always be at the center of the formation. A formation will only be operative if the adjacent areas are in direct line of sight. Each adventurer within these three areas will adopt the formation.

Formations offer strategic advantages to the adventurers involved. Units will be stronger, faster, better equipped defensively, and/or prepared to use their emblem's combat technique. Adopting a formation does not cost action points.

If the formation holds throughout your turn, it will be active during enemy turns and remain active until broken.

In addition, no enemies can occupy the last available capacity slot on a hex with units in formation.

Formations (Initial Phase)

Before starting the activation phase, you can choose a tactical formation by calling its name (demi-orbe, wedge or phalanx) and size (3, 4 or 5 adventurers). This is only possible when there are no enemies in the area and adventurers are placed correctly, as specified on the emblem card. Place a formation token on each hex. Every adventurer within these three areas will adopt the formation.

When you adopt a formation, this affects all adventurers of your party situated in the three corresponding hexes.

You cannot adopt more than one formation at a time.

You cannot adopt a formation during the activation phase or an enemy turn.

Formations (Final Phase)

Once the activation phase is over, you can also adopt a formation. This allows you to perform end-of-turn formation actions. The formation will be active during enemy turns and remain active until broken.

Breaking Formations

When a formation breaks, all formation tokens must be retrieved. A formation can break during your turn or an enemy turn:

  • During your turn: During your activation phase, if the last adventurer in formation leaves the area.
  • During your turn: Automatically, if the last adventurer in formation is knocked down (for example, during a counterattack).
  • During your turn: Automatically, if the emblem is knocked down (for example, during a counterattack).
  • During an enemy turn: At the end of the turn, if an enemy adventurer breaches your formation (remember they can never occupy the last capacity slot).
  • During an enemy turn: Automatically, if your emblem or the last adventurer on a hex is knocked down.

Formation Abilities

When a party is in formation, the formation abilities detailed on the emblem card come into play. Every adventurer in formation possesses additional abilities and effects. These abilities can only be used if the formation tokens are on the board. Fallen adventurers are not considered to be part of a formation. Abilities meant for the initial turn phase can only be used if the formation is declared before the first adventurer is active, or if it was already in place during the previous turn. No enemy units can occupy the last capacity slot of a hex with adventurers in formation.

Example: Mary has 4 adventurers in formation, which means an area with capacity for 3 units is occupied by 2 of her adventurers. While the formation stands, only an ally can occupy the last slot.

Area Capacity

As a general rule, areas have a maximum capacity of 3 adventurers. If all capacity slots are occupied, the area is full.

Capacity is reduced in areas with rock formations:

  • 1 rock (2 blocked sides) reduces capacity to 2.
  • 2 rocks (4 blocked sides) reduces capacity to 1.
  • 3 rocks (6 blocked sides) reduces capacity to 0, which blocks the path entirely.

If a hex is occupied by 3 adventurers, no other units may cross it.

When you have conquered an area or adopted a formation, only you can occupy the last available slot. No enemy unit can enter an area if this means it will reach maximum capacity. However, in areas with capacity for 1 or 2 units, this restriction can be overridden. Anyone can enter the area and make it unavailable.

At the beginning of the game, all party members start the round on the deployment area. At the end of the activation phase of the first turn, the active player must move their units in order to avoid exceeding the capacity of any area.

Remember: fallen adventurers do not count when calculating capacity. This is important when it comes to lifting ally units. If there are 3 standing adventurers and 1 fallen unit on a given hex, the latter can only be lifted if you have enough action points to move one of your adventurers out of the area before the activation phase ends.

When a turn ends, no hex can be over capacity. You must plan your movements in advance and keep tabs of your action points in order to reorganize your units and avoid exceeding capacity in any of the areas.

Strongholds (Power Zones)

All areas, except deployment and blocked path hexes, can be explored in search of strongholds. Any adventurer can spend 1 action point to explore an area. During exploration, the area center token is turned over. The token contains a number between 0 and 3. 0 indicates the area is not a stronghold, which means the token should be removed after exploration.

Any value greater than 0 indicates the area is a stronghold and all parties can try to conquer it.

Conquering a Stronghold

Conquering a stronghold grants you 1 torc (or victory point).

In order to conquer a stronghold, adventurers must pass the conquest check:

  • Attempting to conquer an area costs 1 action point. Remember you can only perform 2 attempts during an activation.
  • Roll a die of the same color as the terrain type and add any symbols specified for the active adventurer's superclass, plus all bonuses.
  • If the adventurer is not alone, add 1 auxiliary die max to your roll (even if you have more than one allied unit).
  • If the resulting value is equal or greater than the number shown on the area center token, you will conquer the stronghold.

Mark the occupied stronghold with a conquered stronghold token of your color.

Destroying Enemy Strongholds

You can attempt to destroy areas occupied by your opponents. To do so, your adventurer must be inside the targeted area and pass a similar occupation trial. If you succeed, remove the conquered stronghold token. Now the stronghold is up for grabs and any party can attempt to conquer it. The challenge posed by a given stronghold will always be determined by the area's central hex.

Losing a stronghold does not entail losing torcs.

Stronghold Actions

As a general rule, enemy units cannot take the last available capacity slot in a stronghold.

Additionally, the ability detailed on an emblem card comes into effect in occupied areas. Follow the instructions that appear on the emblem's card.

End of the Game

The game ends when a player obtains the number of torcs agreed upon at the beginning of the game.

If all adventurers of a given party start a turn on the ground, the player automatically loses and must abandon the game. If at any given moment only one player remains standing, they automatically win the game even if they don't have the most torcs.

Torcs

Torcs are the only means to achieving victory. The first player to gather the number of torcs agreed upon at the beginning of the game wins. Players can earn torcs by:

  • Knocking an adventurer down: 1 torc.
  • Conquering a stronghold: 1 torc.
  • Completing an objective: See number of torcs on the objective card.
  • Other cases: Certain abilities grant torcs.

Objectives

There should always be 3 available objective cards by the game board.

Completing an objective grants torcs (victory points).

In order to complete an objective, you must have occupied all areas detailed on the objective card at the beginning of your turn. If you succeed, you must destroy all conquered strongholds from the areas that were occupied in order to complete the objective. Remember this does not entail losing the awarded torcs. Furthermore, if you re-conquer the same strongholds, you will earn torcs once again.

Once completed, discard the objective and draw a new card from the deck.

Special Rules

Special events, scenarios and a 2 vs. 2 game. New challenges for all players.

Games with Events

Playing with special events introduces new decks with unique bonuses for adventurers, which in turn bring unexpected twists to the game.

The Waylanders includes different sets of special events that you can combine any way you like. To use events during a game, start by shuffling the basic deck (6 cards included in the Veteran on the Battlefront set). Each event has its own deck, identified by a small symbol. This way, you can combine and shuffle cards without worrying about them getting mixed. If you want, you can also add another set of event cards to the deck. This allows you to play all events included in The Waylanders both separately or combined. Shuffle the event cards that you plan to use and place them face down next to the game board.

If a player rolling two auxiliary dice rolls 1 or 2 event symbols, they must draw a card from the deck. They can only draw one card, regardless of the number of event symbols they rolled. There are two types of event cards:

  • Instant event: This card must be played immediately after drawing it from the deck. Read it out loud and follow the instructions. Instant event cards are never added to a player's hand; they must be played and discarded.
  • Other event cards: These cards go directly to your hand and, as such, are not read out loud. Each card includes instructions on how to use the event and how much it costs. Once a card has been used, it must be discarded. You can have up to 3 cards in your hand at a time. If you already hold 3 event cards and draw a fourth (that is not an instant event), you must discard one of them.

When you run out of cards, shuffle the discard pile to create a new special event deck.

Veteran on the Battlefront (basic set)

You and your friends will play as battle-seasoned adventurers. You have overcome adversities that would have brought down the bravest and most experienced of warriors, honing your combat skills to become unrivaled fighters.

Such prowess will show throughout the game through 6 special event cards. These are all instant events and must be played immediately after drawing them from the deck. They give instant bonuses to one or more of your adventurers, paving the road to victory for your party.

Battle at Twilight

Experienced adventurers know how to use the worst situations to their advantage. Catch your enemies off guard by surprising them in the dark of night to claim victory.

Turn shadows into allies with these 8 special event cards and use your opponents' lack of visibility to gain the upper hand.

Example card, Battle at Twilight: "Night Shift: You gain 1 extra victory point when conquering a [green hexagon] area."

Special Scenarios

Special scenarios allow players to enjoy new challenges by modifying some of the basic rules of The Waylanders. Each scenario includes special tiles and event cards which, combined, create a unique game board with special victory conditions that will force you to rethink your strategy.

Clash of the Tempest

Sometimes, Mother Nature herself is your greatest enemy and avoiding combat just isn't an option. In this scenario, you will be faced not only with enemy players, but also with adverse weather conditions. The good news is storms know no allies, which means the tempest will also have a negative impact on your enemies. Alas, a true adventurer knows how to use the elements to their favor. Will you rise to the occasion?

Clash of the Tempest is an epic scenario with 8 event cards that work as described in the previous section (the printed text reads "section"v", read here as "previous section"), and a special tile representing the storm on a mountain tile that can't be conquered.

Special rules: If any of your adventurers are on this tile at the beginning of a turn, you must roll an auxiliary die to invoke the tempest.

If you succeed, the storm will strike with all its might on an adjacent tile of your choosing even if it's not in your direct line of vision. All adventurers located on the targeted tile receive damage. For every enemy adventurer that is knocked to the ground, you receive 1 victory point.

If, however, you roll the empty face of the die, the storm will strike the special tile, affecting all adventurers on it in the same way described above.

Victory: In this special scenario, the goal is to earn 4 victory points plus 2 per player (i.e., if two of you are playing, you will need 6 points to win; if there are three players, you'll need 8 points; and if there are four, your goal will be to reach 10).

Additionally, no victory points will be granted for conquering areas, and objective cards won't be used.

The event card icon during a tempest roll is ignored.

The Marshlands (4 players)

An eerie mist shrouds the swamps, hiding strange creatures and unknown dangers in its haze. Every step you take seems like an odyssey of its own. The mud sticks to your boots, making it difficult to advance. You look cautiously into the distance, trying to penetrate the misty barrier that lies before you. There seem to be no Strongholds in the marshlands, nor does the terrain pose any strategic advantages, but you wouldn't mind seeing your enemies trapped in these swamps.

The Marshlands is a special scenario for four players that includes 4 tiles with a new terrain type: swamps. The inclusion of swamps adds a series of special rules to The Waylanders.

Special rules: In order to move across swamp tiles, you must add your adventurer's forest and mountain terrain action points. These will be the action points you spend when travelling through the marshlands.

The difficulties posed by this terrain makes it impossible to adopt formations. Additionally, swamps may not be conquered, which means area center tokens can't be placed on these tiles, although they can still be placed on the rest. At the end of each turn, all lone adventurers who find themselves in the forest or the swamps will face a surprise attack dealt with two auxiliary dice. The roll will be executed by the player on your right. All event card symbols are ignored in this roll.

No victory points are awarded for knock-downs in this attack.

Victory: The first player to earn 10 victory points wins the game.

The Riverbank (2 players)

Dawn breaks on your village. The sun bathes the hills nearby, caressing the fields and riverbanks with its rays. Animals venture out of their dens in search of the warmth of a new day. The world seems to stir in a slow awakening, in no hurry to commence the daily routine. And yet something clashes with the peace and quiet. A group of armed warriors is about to cross the river and attack your village. They come from a neighboring settlement and seem determined to conquer the place you call home. You sound the battle horns, arm your loyal warriors and prepare to defend your kin.

In The Riverbank scenario, two players will fight face to face for dominion of their neighboring village. Players begin the game on opposite sides of the river.

Special rules: River tiles only have capacity for one adventurer at a time. Each of these river tiles will belong to a different type of terrain, which means different adventurers will spend a different amount of action points when crossing river hexes.

No obstacles block the line of vision on river tiles.

Additionally, adventurers may not adopt formations on river tiles. Likewise, these hexes can't be conquered, which means area tokens should not be placed on them (but can be placed on the rest of the tiles).

Victory: The game ends when 12 adventurers have been knocked down, independently of which side they belonged to. At that moment, the player with most adventurers on the enemy's side of the river wins. You can keep count of casualties on a third game board.

If a player's adventurers have all been knocked down when his or her turn begins, they automatically lose both the battle and the game.

The game is played without objective cards or victory points, so no areas can be conquered.

2 vs. 2 Game Mode

The Waylanders includes an additional mode in which 4 players team up in pairs.

The Waylanders is a competitive game for up to four players in which each one must defeat the rest in order to win.

The 2 vs. 2 game mode modifies the basic concept of The Waylanders by significantly changing how the game is played.

We are well aware of how much the gaming community values team strategy, and our first and foremost desire is to design a game that you can all enjoy. That is why The Waylanders includes a special game mode in which 4 players can play in pairs.

Each player must sit facing their ally so that no team takes two consecutive turns. All players prepare their teams and choose their emblems as usual.

Special rules:

Each team picks a color with which to mark conquered areas. Zones controlled by your ally also belong to you.

  • Appointing an emblem: Each team can only have one active emblem at a time. At the beginning of the game, both emblem cards will be placed face down on the table. A player can appoint their emblem by spending one action point. When they do, they must turn their emblem card face up in order to use their bonuses. If the allied player's emblem is active at the time, they must turn their emblem card face down in order to proceed with the change in guard.
  • Giving up command: A player can also spend one action point in order to appoint their ally's emblem. To do so, they must turn their own emblem card face down and give up command.
  • Formations: Formations can be adopted by adventurers from both allied parties, but only one formation can be adopted at a time. This means that allies will share the same formation tokens. Only the rules and abilities of the appointed emblem's card are taken in to account. But choose your formation strategy wisely. Keep in mind that, when you appoint a new emblem, your active formation will disassemble. You must remove all formation tokens each time you appoint an emblem or give up command. Even if the newly appointed emblem knows a given formation, it must be adopted again and will have new effects. Allied players share victory points.

Adventurers can lift or heal allies just like they would with a party member.

  • Energy: Earns an extra [icon] if they attack a [area] occupied by their own party.
  • High Skill: Can reroll one [icon] in close combat (once per adventurer).
  • Bullseye: Adventurers can add an extra [icon] in exchange for 1 action point.
  • Arrow Trap (Meong's emblem ability): Any opponent that enters the formation receives an attack with one [icon].