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Battles of Westeros

Complete and Corrected Rulebook


This is a fan-based rewrite of the official rules for the board game Battles of Westeros and all of its
expansions, published by Fantasy Flight Games (FFG). No challenge to rights is intended. This
document is meant to benefit players of the game, not to replace official FFG publications. For setup
rules, descriptions of game components, and isual aids, please consult the official Battles of Westeros
ruleboo!s. "n the case of rules confusion and#or unpublished errata, the designer of the game, $ob
%ouba, has been contacted to ma!e the final ruling. This document may be copied, printed, shared
and#or altered in any way. &ighlighted G$''N text is used for official rule ariants from the game
designer.
ROUND STRUCTURE OVERVIEW
1 R!""# $%!SE
(. )etermine *dantage (who goes first in the +,--*N) .&*/')
0. $efresh +ommanders (return +ommand To!ens to +ommand 1oards)
2. $ally 3nits (rotate banners so that each player sees the current *ctie side of owned 3nit
banners)
& '!RS%!"IN( $%!SE
(. $eceie ,rder To!ens (roll number of combat dice specified by the 1attle .lan or /!irmish)
0. )raw 4eadership +ards (draw number of +ards specified by the 1attle .lan or /!irmish)
) CO''!ND $%!SE
Eac* Turn+ c*oose one of t*e follo,-n./
a.) .lay a single Order Token or a matching pair of ,rder To!ens to ,rder a friendly 3nit
anywhere on the board or use a single -orale To!en to $ally a friendly 3nit or improe -orale.
b.) .lay a "eaders*-p Card to $ally or ,rder at least one friendly 3nit within a friendly
+ommander5s 6one of +ontrol (6o+), including the +ommander5s own 3nit or another friendly
+ommander 3nit within that 6o+.
b(.) )iscard a single "eaders*-p Card to ,rder a single friendly 3nit within a friendly
+ommander5s 6o+, allowing 4eadership +ards li!e Rall0 !ll to ,rder a single 3nit.
c.) $ass (play no more ,rder To!ens or 4eadership +ards until the next $ound).
1 RE(ROU$ $%!SE
(. $esole /tatus +onditions (in the following se7uence)
( - Fire or $eload +atapult To!ens
0 - 1urn 3nits in Fire and spread existing 4eel 8 Fires
2 - )iscard )efend To!ens
8 - )iscard 4oot To!ens
9 - -orale chec! for )isloyal troops
: - /et Formations for 3nits with %eyword (Formation)
0. /core ;ictory .oints (according to specific 1attle .lan or /!irmish)
2. +hec! ;ictory +onditions ("nstant <in can happen anytime)
8. )iscard 'xcess $esources (!eep up to one ,rder To!en and up to one 4eadership +ard from
preious $ound, discarding the rest)
9. $ecoer -orale
:. *dance $ound -ar!er
(
Inde2
ROUND STRUCTURE OVERVIEW pa.e 1
R!""# $%!SE pa.e 1
(. *ssign -omentum and )etermine *dantage page 8
0. $efresh +ommanders page 8
2. $ally 3nits page 8
'!RS%!"IN( $%!SE pa.e 3
(. $oll combat dice to determine the colors of ,rder To!ens page 9
0. )raw 1attle .lan-specific number of 4eadership +ards page 9
CO''!ND $%!SE pa.e 3
)efinition of 3nits and +ommander 3nits page 9
* 3nit5s ran! is determined by the color of its banner page 9
,rdering 3nits with ,rder To!ens page :
,rdering 3nits with 4eadership +ards page :
$uleboo! terms= attack s. counterattack s. combat page :
CO''!ND $%!SE opt-ons pa.e 4
a5 $la0 a s-n.le or a matc*-n. pa-r of Order Tokens pa.e 4
OR
b5 $la0 a s-n.le "eaders*-p Card pa.es 678
Tact-cs Bo2 page >
b15 9Opt-onal Rule D-scard a s-n.le "eaders*-p Card pa.e 8
OR
c5 $ass pa.e 8
Brotherhood Without Banners !ll0 Un-ts and t*e mean-n. of Active :s5 Order pa.es 87;

Deta-led descr-pt-ons of elements of t*e CO''!ND $%!SE pa.e ;
,rdering 3nits page ?
-oing 3nits page ?
<ithdrawals page ?
*ttac!ing page (@
+oordinated attac!s page ((
$educed /trength 3nits page ((
$etreats and directional retreats page (0
'ngagement To!ens, .arting 1lows, Flan!ing pages (0-(2
+ounterattac!ing page (2
+ausing hits when attac!ing or counterattac!ing page (2
+apturing +ommander 3nits page (8
+ommander +ommit *bilities page (9
-orale Trac! page (9
0
RE(ROU$ $%!SE pa.e 14
(. $esole /tatus +onditions
Catapult Tokens page (:
<-re page (:
(. *pply hits to 3nits in Fire page (:
0. /pread 4eel 8 Fires page (:
Fire and 1urn 4imits pages (:-(A
3nits in Fire page (A
&ow to fight Fire pages (A-(>
Fire spreading page (>
)iscard )efend To!ens from Defender 3nits page (>
)iscard 4oot To!ens from "ooter 3nits page (>
-orale chec!s for D-slo0al 3nits page (>
/et <ormat-ons page (>
0. /core ;ictory .oints page (?
2. +hec! ;ictory +onditions page (?
"nstant <in page (?
8. )iscard 'xcess $esources page (?
9. $ecoer -orale page (?
:. *dance $ound -ar!er page (?
=e0,ord !b-l-t-es pa.e &>
Battle $lans 7 Correct-ons and Clar-f-cat-ons pa.e &3
Commander7spec-f-c !b-l-t0 and "eaders*-p Card Clar-f-cat-ons pa.e &4
(amb-t card clar-f-cat-ons pa.e &8
Terra-n pa.e &;
2
R!""# $%!SE
15 !ss-.n 'omentum and Determ-ne !d:anta.e
The player with more +ommand To!ens left on his or her +ommand 1oard has *dantage and will go
first this $ound. "f there is a tie, the player with the -omentum (-ace) To!en, as specified by the
1attle .lan or /!irmish, gets *dantage and will go first this $ound. Note that -omentum only acts as
a tie-brea!er to determine *dantage and, in the +ore /et, the player who begins with -omentum
!eeps it for the entire game.
<hen using optional Gambit cards, the player with -omentum, as specified by the 1attle .lan or
/!irmish, begins the game with his or her Gambit card face up. <hen that player uses his or her
Gambit card, he or she flips it face down and the other player flips his or her Gambit card face up,
passing -omentum and the tie-brea!er for *dantage to the other player. "n other words, if there is a
tie for *dantage, the player with the face up Gambit card wins the tie.
Note that a player who begins the game with -omentum will go first in the first $ound and also that a
player who has lost one or more +ommanders will li!ely hae more unused +ommand To!ens and as a
result will li!ely get *dantage and go first in each subse7uent $ound.
&5 Refres* Commanders
.layers moe all +ommand To!ens from their +ommander +ards bac! onto their +ommand 1oards.
)5 Rall0 Un-ts
Eac* pla0er makes all Un-ts !ct-:e by rotating all banners so that each player can see the current
$ound color of owned 3nits, either blac! or white. The $ound color is the color of the current $ound
on the $ound Trac!. The color of the current $ound alternates each $ound. Fre7uently, only the
banners of the 3nits that were not ,rdered during the preious $ound need to be rotated, as the
banners of the 3nits that were ,rdered will already show the color of the current $ound.
For example, before the first $ound, all 3nit banners owned by each player must show white from their
perspectie. *fter the second $ound $*44B .&*/', all of a player5s 3nit banners must show blac!,
matching the color of the second $ound on the $ound Trac!er.
*n easy way to remember what 3nits are *ctie is to thin! of the current $ound color as being good.
<hen your own 3nit banners show you the current $ound color, they are *ctie and can be ,rdered.
<hen your opponent5s 3nit banners show you the current $ound color, they are "nactie and cannot be
,rdered by your opponent.
8
'!RS%!"IN( $%!SE
15 Roll combat d-ce to determ-ne t*e colors of Order Tokens
'ach player rolls a number of combat dice as specified by the 1attle .lan or /!irmish. 'ach player then
adds ,rder To!ens matching the results to each of their ,rder .ools. ('ach ,rder .ool might already
contain up to one leftoer ,rder To!en from a preious $ound).
&5 Dra, Battle $lan7spec-f-c number of "eaders*-p Cards
.layers draw a number of 4eadership +ards, as specified by the 1attle .lan or /!irmish. )rawn cards
are added to players5 hands. (* player5s hand may already contain up to one leftoer 4eadership +ard
from a preious $ound).
CO''!ND $%!SE
.lay alternates in turns, with each player choosing one of three options per turn=
a. .lay a single or a matching pair of Order Tokens
,$
b. .lay a single "eaders*-p Card
b(. )iscard a single "eaders*-p Card
,$
c. $ass
Def-n-t-on of Un-ts and Commander Un-ts
* 3nit is all the figures in a single hex and is composed of a number of figures e7ual to the starting
3nit strength indicated on the 3nit5s $eference +ard. +ommonly, "nfantry 3nits begin with a total of 8
figures and +aalry 3nits begin with a total of 2 figures. ! Un-t?s class -s Infantr0+ Ran.ed+ or
Ca:alr0+ as noted on the 3nit $eference +ard.
+ommander 3nits hae one standard figure replaced with a +ommander figure, so that the total
number of figures remains the same. The +ommander 3nit retains the *bilities of both the +ommander
and the 3nit type, as listed on the +ommander +ard and the 3nit $eference +ard. The type of figure
that composes each +ommander 3nit is listed on each +ommander +ard.
! Un-t?s rank -s determ-ned b0 t*e color of -ts banner/ either green, blue or red. ,ne figure carries
the banner in its base. <hen ta!ing hits, the figure with the banner must be the last figure remoed. "n
the case of +ommander 3nits, the +ommander always carries the banner. 3nits without banners (as
found in the Brotherhood Without Banners expansion) are treated as blue ran! 3nits.
* +ommander figure who is alone in a hex is still considered an entire 3nit and can be ,rdered and
may moe and attac! as normal, as well as retaining all the *bilities and rules of the original 3nit type,
as listed on the 3nit $eference +ard.
Figures in all types of 3nits must be moed together and 3nits may not be combined or split up in any
way. 4i!ewise, 3nits may not moe into or through hexes occupied by other 3nits.
9
Order-n. Un-ts ,-t* Order Tokens
,nly a single friendly *ctie 3nit may be ,rdered with the appropriate ,rder To!en(s). That 3nit is
,rdered in exactly the same way as when ,rdered with a 4eadership +ard, with the exception that it
can be anywhere on the board, either in or out of a friendly +ommander5s 6one of +ontrol (6o+).
Order-n. Un-ts ,-t* "eaders*-p Cards
+ommanders that issue ,rders ia 4eadership +ards must be able to pay Command Costs, in the form
of +ommand To!ens moed from the +ommand 1oard to the +ommander +ards. *ll 4eadership
+ards, including the Rall0 !ll 4eadership +ard, are limited to ordering or otherwise affecting friendly
*ctie 3nits that are within a friendly +ommander5s 6o+. &oweer, it should be remembered that the
Tact-cs bo2 at the bottom of +ommander-specific 4eadership +ards affects t*e ent-re board, contrary
to what is stated in the +ore /et $uleboo!. For 4eadership +ards that ,rder 3nits, at least one 3nit
must be ,rdered.
$uleboo! terms= attack s. counterattack s. combat
This rulebook distinguishes between the following three terms.
attack refers to a combat roll initiated by an ,rdered 3nit during the controlling player5s turn.
counterattack refers to a combat roll that is in response to an attac!.
combat refers to both attac!s and counterattac!s.
CO''!ND $%!SE opt-ons -n deta-l
a5 $la0 9d-scard an Order Token 9.reen+ blue+ red+ Valor or 'orale, either a s-n.le ,rder To!en of
the appropriate type or a matc*-n. pa-r of an0 t0pe to ,rder one friendly !ct-:e 3nit anywhere on
the board. *lternatiely, single 'orale Tokens may be used to Rall0 one friendly Inact-:e 3nit
anywhere on the board or to -ncrease 0our 'orale by one space on the -orale Trac!.
* single green ,rder To!en can ,rder one friendly *ctie green ran! 3nit anywhere on the board. *
single blue ,rder To!en can ,rder one friendly *ctie 1lue ran! 3nit anywhere on the board. * single
red ,rder To!en can ,rder one friendly *ctie red ran! 3nit anywhere on the board. * single Valor
Token (purple fist) can ,rder one friendly *ctie 3nit of an0 color on the board.
The 'orale Tokens (blac! flags) can be played as a matc*-n. pa-r, li!e any other matching pair of
,rder To!ens, to ,rder a single friendly *ctie 3nit anywhere on the board, but a single -orale To!en
can be used in one of two possible ways per turn=
!5 $la0 a s-n.le 'orale Token to $ally a friendly "nactie 3nit. <hen you $ally a 3nit in this
manner, rotate its banner bac! to the *ctie color and reduce your -orale by moing the -orale
-ar!er one space on the -orale Trac! towards your side of the board.
B5 !lternat-:el0+ pla0 a s-n.le 'orale Token to increase your -orale on the -orale Trac! by moing
the -orale -ar!er one space on the -orale Trac! toward your opponent5s side of the board.
Valor Tokens are only used for ,rdering any color of friendly *ctie 3nit anywhere on the board and
may not be used as 'orale Tokens5 * matching pair of Order Tokens may not be used as a -orale
To!en. Increase your Morale by moving the Morale Marker away from your side of the board and
decrease your Morale by moving the Morale Marker toward your side of the board.
:
,$
b5 $la0 9d-scard a s-n.le "eaders*-p Card 9e-t*er a bas-c "eaders*-p Card or a Commander7
spec-f-c "eaders*-p Card to ,rder one or more (less than the number on the +ard is fine, but at least
one 3nit must be ,rdered) friendly *ctie 3nits within any single +ommander5s 6one of +ontrol
(@oC). * 6o+ is a range of two hexes away from a +ommander 3nit. The +ommander5s own 3nit is
included as part of that 6o+. *ll of the friendly 3nits within a 6o+ are considered Controlled.
&oweer, +ommanders are limited by the number of +ommand To!ens remaining on each player5s
+ommand 1oard, and by the indiidual +ommander5s +ommand 4imit (as described below).
"n other words, a 4eadership +ard can be used to ,rder any friendly *ctie 3nits within the chosen
+ommander5s 6o+, including the +ommander5s own *ctie 3nit or other friendly *ctie +ommander
3nits. "n the case of Commander7spec-f-c "eaders*-p Cards, ignore the named +ommander at the
bottom of the +ard. (The names are for determining which 4eadership +ards are used in the scenario,
N,T for determining by whom the +ard may be played.) *ny +ommander can play any 4eadership
+ard, as long as +ommand +osts of +ommand To!ens are paid. If a card contains exceptions to this
rule (e.g. the !eadership "ard that specifies #$nly for Tywin !annister#% follow the rules on the
!eadership "ard.
.lease note that, for the purpose of playing a 4eadership card, it does not matter whether the chosen
+ommander5s 3nit is *ctie or "nactie. *s long as the +ommander can pay the Command Cost, any
+ontrolled *ctie 3nits in that +ommander5s 6o+ can be ,rdered as part of that +ard5s effect.
To pa0 Command Costs, moe the appropriate number of +ommand To!ens from your +ommand
1oard to the chosen +ommander5s +ard. +osts for 4eadership +ards are indicated on the card as
images of +ommand To!ens. "n the case of 4eadership +ards with multiple ,rders#+ommand 1oxes,
at least one ,rder must be paid for, starting with the first +ommand 1ox at the top of the 4eadership
+ard. +ommanders may utiliCe as many of the separate +ommand 1oxes as allowed by their +ommand
4imits, i.e. that they are able, and the player is willing, to pay for.
'ach +ommander has a Command "-m-t, as indicated on their +ommander +ard by the number
printed within the image of the +ommand To!en. * +ommander who has a number of +ommand
To!ens on the +ommander +ard e7ual to his#her +ommand 4imit may not be chosen by a player to
utiliCe that +ommander5s 6o+ to play any more 4eadership +ards for the remainder of the $ound.
&oweer, when ,rdering 3nits, no differentiation is made between +ommander 3nits and standard
3nits. If a Commander Un-t -s !ct-:e+ -t ma0 be Ordered+ no matter how many +ommand To!ens
are on the same +ommander5s +ard. *s long as it is *ctie, the +ommander 3nit may be ,rdered by a
single or matching pair of ,rder To!ens or a 4eadership +ard paid for by another friendly +ommander.
In this way one may overlap multiple "ommanders& 'ones of "ontrol so that "ommanders with lower
"ommand !imits can be $rdered by "ommanders with higher "ommand !imits.
*lternatiely, play a Rall0 !ll 4eadership +ard. $otate all banners ,-t*-n a c*osen Commander?s
@oC to the *ctie color, which is shown by the color of the current $ound on the $ound Trac!er.
3nless the text on a 4eadership +ard specifies otherwise, 4eadership +ards, including the Rall0 !ll
card, only affect 3nits within a single +ommander5s 6o+. (nlike other )ally effects it does not cost
Morale to play the )ally *ll card to *ctivate any number of (nits within a single "ommander&s 'o".
A
The +ommand +ost of the Rall0 !ll card is one +ommand To!en and it must be paid as usual,
choosing one +ommander5s 6o+ in which to $ally all +ontrolled 3nits and moing a single +ommand
To!en onto that +ommander5s +ard.
Tact-cs are located in the Tactics box at the bottom of +ommander-specific 4eadership +ards and are
labeled Before Command, !fter Command or Before or !fter Command, which refers to when a
player is allowed to apply the effect of the Tactics.. 'ach +ommander has a uni7ue Tactic and each of
that +ommander5s fie 4eadership +ards contains the same Tactic. *ny time a 4eadership +ard is
played, the Tactic in the Tactics 1ox at the bottom of the card may be utiliCed if the conditions are met.
Tact-cs affect t*e ent-re board, unli!e the rest of the 4eadership +ard and contrary to the official
ruleboo!, as confirmed by the designer.
'ach Tact-c has a specific re7uirement that must only be met once, at the time the 4eadership +ard is
first played. /ome Tactics re7uire players to chec! Order Tokens in that player5s ,rder .ool. "f a
player has the correct ,rder To!ens to utiliCe a Tactic, those ,rder To!ens may then be discarded for
other effects and#or *bilities and the Tactic may still be utiliCed.
b(. ,ptionally, a player may discard any 4eadership +ard to ,rder a single friendly *ctie 3nit. *
+ommand To!en must still be placed on a +ommander +ard as the +ommand +ost and the ,rdered
3nit must be in that +ommanderDs 6o+. "n this way, een a card that would normally not ,rder any
3nits, such as a Rall0 !ll card, may be used to ,rder a single *ctie 3nit within a +ommander5s 6o+.
,$
c5 $ass, i.e., play no more Order Tokens or "eaders*-p Cards this $ound. ,nce both players hae
.assed, both players moe on to the first step of the $'G$,3. .&*/'+ )esolve +tatus "onditions.
,nce you .ass, your opponent may continue to ,rder 3nits, $ally 3nits or affect -orale, ta!ing
multiple turns in a row, until also choosing to .ass. 'en after you .ass, your 3nits will continue to
counterattac! as normal and utiliCe, if necessary, their %eyword *bilities, and your +ommanders will
utiliCe, if necessary, their *bilities, but once you .ass, you cannot ta!e any more turns for the
remainder of the $ound.
Brotherhood Without Banners !ll0 Un-ts and t*e mean-n. of Active :s5 Order
1rotherhood 3nits hae no banners, but are considered blue ran!. This also means that they are always
*ctie, as long as there is at least one Brot*er*ood Token (fire sword) in the 1rotherhood player5s
.ool. 1efore the game, the player controlling at least one 1rotherhood +ommander ta!es a number of
1rotherhood To!ens e7ual to three times the number of 1rotherhood +ommanders plus three, so=
> Brot*er*ood Commander means a starting .ool of ) Brot*er*ood Tokens
1 Brot*er*ood Commander means a starting .ool of 4 Brot*er*ood Tokens
& Brot*er*ood Commanders means a starting .ool of ; Brot*er*ood Tokens
) Brot*er*ood Commanders means a starting .ool of 1& Brot*er*ood Tokens
Brot*er*ood Un-ts are Ordered Aust l-ke an0 ot*er Un-t5 *s long as the 1rotherhood player has
1rotherhood To!ens in his or her ,rder .ool, 1rotherhood 3nits are always !ct-:e, but to Order them
to moe and attac!, a player must still either play a "eaders*-p Card in a +ommander5s 6one of
+ontrol (6o+) or discard an Order Token to ,rder a 1rotherhood 3nit anywhere on the board (in the
same manner as all 3nits are ,rdered).
>
*t the end of each of the 1rotherhood player5s turns, if that player has ,rdered one or more
1rotherhood 3nits, that player discards a single 1rotherhood To!en. 1ut, as long as that player has at
least one 1rotherhood To!en in his#her .ool, each 1rotherhood 3nit can be thought of as haing an
imaginary banner rotated to the *ctie side. *gain, the 1rotherhood 3nits still must be ,rdered as
usual to be able to moe and attac!. *s soon as the 1rotherhood player has no more 1rotherhood
To!ens, then all 1rotherhood 3nits are considered to be "nactie.
1rotherhood To!ens are replenished at a rate of one per $ound, when 3nits would normally be $allied.
$ally effects that affect one or more 1rotherhood 3nits also replenish one 1rotherhood To!en per
effect. "f there are no more 1rotherhood To!ens, then the 1rotherhood player does not get any more.
&oweer, the 1rotherhood player may accumulate more 1rotherhood To!ens than the starting amount.
'ffects that would ma!e one or more 1rotherhood 3nits "nactie (such as the second +ommand 1ox
listed on two of Tyrion 4annister5s 4eadership +ards), instead force the 1rotherhood player to discard a
single 1rotherhood To!en per effect. $ally effects played on 1rotherhood 3nits do not cost
1rotherhood To!ens. 1rotherhood 3nits may W-t*dra, at the cost of the usual -orale reduction as
well as one 1rotherhood To!en per 1rotherhood 3nit that <ithdraws.
Descr-pt-ons of elements of t*e CO''!ND $%!SE
Order-n. Un-ts
,nly *ctie 3nits (3nits whose banners shows the color of the current $ound) may be ,rdered. <hen
,rdered, 3nits may moe and#or attac!. -oement and attac! are optional, but *44 ,rdered 3nits
must moe before any may attac!. 1oth moements and attac!s may be made in the se7uence of the
player5s choosing (i.e., 3nits can moe in any se7uence and 3nits can attac! in any se7uence, !eeping
in mind $etreat .aths and follow-up attac!s by other ,rdered 3nits).
'o:-n. Un-ts
+hec! 3nit $eference +ards for moement limits. <hen one or more *ctie 3nits are ,rdered, all
moement of all ,rdered 3nits must be completed before any ,rdered 3nits may attac!.
W-t*dra,als
*n optional rule is to allow *ctie 3nits to <ithdraw from adEacent, ,rdered enemy 3nits.
<ithdrawals are conducted after an opponent has finished moing all ,rdered 3nits, but before any
attac!s are made. *ny *ctie 3nit that has both an enemy ,rdered 3nit adEacent to it and a retreat path
toward its owner5s side of the board may <ithdraw. "f leaing an En.a.ement, <ithdrawing 3nits
must suffer a $art-n. Blo,, as usual. &oweer, a <ithdrawal does not count as a retreat, so it does not
trigger %eyword *bilities such as $ursue B. -ultiple 3nits may <ithdraw during a single turn.
To <ithdraw, the *ctie 3nit chooses one of the two hexes closest to its owner5s side of the board and
moes there. "f both hexes are bloc!ed, then no <ithdrawal is possible. "f the <ithdrawal is conducted,
then that 3nit becomes Inact-:e (i.e., rotates its banner to the "nactie side) and its owner must reduce
'orale (moe the -orale -ar!er toward the owner5s side of the board) by one -orale if the opposing
3nit is of a higher ran!, two -orale if the opposing 3nit is of an e7ual ran! and three -orale if the
opposing 3nit is a lower ran! (lowest ran! is green, then blue, with red being the highest). "n the case
of multiple ,rdered adEacent enemy 3nits, reduce -orale by comparing the <ithdrawing 3nit5s ran! to
the highest ran!ing adEacent ,rdered enemy 3nit.
?
!ttack-n.
*ttac!s by multiple 3nits may be conducted in any se7uence, !eeping in mind that target 3nits may be
forced to retreat out of range of fellow attac!ers.
To attac!, declare what 3nit is attac!ing and the target. "f it is a ran.ed attack, ma!e sure that there is
both 4ine of /ight (4o/) and sufficient range (distance) by counting the target hex and eery hex in
between, not including the attac!er5s. Terra-n -n bot* t*e attacker?s *e2 and -n t*e tar.et Un-t?s *e2
does not affect "oS, so, for example, a ranged attac!er in a Forest hex may fire at a target 3nit in
another Forest hex as long as there are no 4o/ bloc!ing terrain hexes in between the attac!er5s hex and
the target hex.
"t is important to note that certain 3nits, such as *rchers in the +ore /et, al,a0s attack as a ran.ed
attack e:en -f t*e0 are adAacent to t*e tar.et Un-t, as can be seen by the lac! of a melee icon on the
3nit $eference +ard. This means that these types of $anged 3nits do not trigger 'ngagement and
cannot perform a Flan!ing attac!, although they can be 'ngaged by other melee attac!ers, and Flan!ed,
as usual. $anged attac!ers become /talwart and counterattac! as normal. *dditionally, Un-ts ,-t* a
m-n-mum ran.e of & that do not hae a melee icon may not attac! or counterattac! adEacent 3nits.
<hen performing a melee attack (not a counterattac!), if the target is not already 'ngaged, place an
'ngagement To!en showing the attac!er5s primary &ouse symbol (as indicated by that player5s
+ommand 1oard) between the attac!er5s and the defender5s hex. "f the target is 'ngaged with the
attac!er, replace the 'ngagement To!en to show the attac!er5s primary &ouse symbol. "f the target is
'ngaged with another 3nit, perform a Flan!ing attac! (explained in more detail in the following
section, entitled F'ngagement To!ens, .arting 1lows, Flan!ingF on page (0).
T*en+ for bot* ran.ed and melee attacks+ roll t*e number of combat d-ce as spec-f-ed on t*e
attacker?s Un-t Reference Card, ma!ing sure to use the appropriate line for the ran! (color) of that
3nit. !ppl0 terra-n l-m-ts before appl0-n. an0 ot*er mod-f-ers, such as additional dice granted by
+ommander-specific *bilities, 3nit *bilities or 4eadership +ards.
%-ts are scored by comparing the color of the combat dice results to the color of the target 3nit. For
example, when attac!ing a green 3nit, green results on the dice score hits. ;alor (purple fist) results are
also scored as hits against all ran!s, unless there is a symbol on the attac!ing 3nit5s $eference +ard
showing that ;alor results are not scored as hits. Typically, $anged 3nits do not score hits on ;alor
results, although Do.s of War is an example of a ranged attac! that scores hits on ;alor results. !lso+
non7Ca:alr0 Un-ts do not score Valor results as *-ts a.a-nst Ca:alr0 Un-ts5
'orale (blac! flag) results rolled on the combat dice, for both $anged 3nits and melee 3nits, cause
target 3nits to retreat one hex per -orale result not ignored. /ome effects, such as the %eyword
Stal,art, allow 3nits to choose to ignore one or more -orale results. ,therwise, retreats due to
-orale results are mandatory and any unresoled retreats instead cause hits, one hit per hex that the
3nit is unable to retreat. %-ts due to unresol:ed retreats are cumulat-:e with the rest of the hits for
that attac!, so they add to the number of hits re7uired to capture a +ommander and would not trigger
the %eyword *bility Tou.*ness B a second time.
(@
Coord-nated attacks
+oordinated attac!s are an optional way of combining the combat dice of seeral non-$anged ,rdered
3nits into one simultaneous attac!. This can be especially effectie when attempting to capture
+ommander 3nits, which generally re7uire multiple hits in a single attac!.
$emember that $anged 3nits cannot participate in a coordinated attac!. *ll 3nits inoled in the
coordinated attac! must be ,rdered and capable of performing a melee attac! against the target 3nit, as
if each 3nit was ma!ing a normal attac!.
,ne 3nit is declared the lead attacker, who will be at the receiing end of the counterattack, if there
is one. The lead attac!er is also the only 3nit that gets to use all of its combat dice, %eyword *bilities
and#or +ommander-specific *bilities. *ll other 3nits inoled in the coordinated attac! are called
supporting 3nits and add their combat dice minus one to the total number of combat dice rolled against
the target 3nit. Support-n. Un-ts .-:e up t*e-r normal attack and ma0 not ut-l-Ce =e0,ord
!b-l-t-es 9-nclud-n. <ormat-ons or Commander7spec-f-c !b-l-t-es5 Use onl0 t*e number t*at
corresponds to a support Un-t?s rank on t*e Un-t Reference Card5
For example, a red 3nit and two blue 3nits are performing a coordinated attac! against a blue 3nit in a
Forest hex. The red 3nit is declared the lead attac!er. &oweer, it is attac!ing into a Forest, so it will
only get 0 combat dice. The same is true for the two supporting blue 3nits, so they each get a base of 0
combat dice for attac!ing into a Forest, minus one for being the support 3nits in a coordinated attac!,
so a total of 8 dice for the entire coordinated attac!. That number could be increased by other modifiers
that increase or decrease the number of combat dice rolled by the lead attac!er (because terrain limits
are applied before other modifiers). $emember that support 3nits5 combat dice cannot be modified
(except minus one for Reduced Stren.t*, if using that optional rule), not een by <ormat-ons. so use
only the number that corresponds to a support 3nit5s ran! on its 3nit $eference +ard.
<hen ma!ing a coordinated attac!, only the lead attac!er places or replaces an En.a.ement Token
between its hex and the defender5s. ,therwise, no 'ngagement To!en is placed, but t*e coord-nated
attack -s onl0 cons-dered <lank-n. -f all Un-ts -n:ol:ed are <lank-n. (i.e., the target 3nit is
'ngaged and none of the 3nits participating in the coordinated attac! are 'ngaged).
/imilarly, if any of the 3nits inoled in the coordinated attac! are non7Ca:alr0 and the coordinated
attac! -s tar.et-n. a Ca:alr0 Un-t+ t*en Valor 9purple f-st results ,-ll not score *-ts, following the
standard rule that non-+aalry 3nits do not score ;alor results as hits against +aalry 3nits.
There is no minimum number of combat dice for 3nits inoled in a coordinated attac!, so a Reduced
Stren.t* supporting green ran! 3nit would contribute Cero combat dice to a coordinated attac!.
Reduced Stren.t* Un-ts
*n optional rule is to reduce a both a normal 3nit5s and a +ommander 3nit5s combat dice once they
lose half (rounded up) of their figures. For example, a +aalry 3nit that starts with three figures
becomes $educed /trength once it has only one figure remaining. $educed /trength 3nits roll one less
combat die, to a minimum of one combat die, in attac! and counterattac! and cannot retreat more than
two hexes per attac!. "f the $educed /trength 3nit is forced to retreat beyond 0 hexes, it must instead
stop and ta!e one hit for each hex not retreated. *lso, $educed /trength counts as a modifier, so a
$educed /trength red ran! 3nit would attac! into or out of a Forest hex with only ( combat die.
((
Retreats and d-rect-onal retreats
$etreats, as they are explained in the Battles of Westeros +ore /et ruleboo!, are now only alid for
retreats from ranged combat. <or melee combat+ all retreats s*ould be treated as d-rect-onal
retreats+ as per the F*G#'rrata from the designer. 'orale results dur-n. bot* attacks and
counterattacks cause retreats and d-rect-onal retreats and all t0pes of retreats are mandator0+
unless a 3nit has an *bility, li!e Stal,art, allowing it to ignore a -orale result on the combat roll.
<hen retreating from ran.ed attacks or ran.ed counterattacks (indicated by the ranged icon on the
attac!ing or counterattac!ing 3nit5s 3nit $eference +ard), the player owning the 3nit that is being
forced to retreat must choose a retreat path beginning with one of the two adEacent hexes nearer to the
retreating 3nit5s side of the board. "f both hexes are clear, the player owning the 3nit that is being
forced to retreat chooses the first hex of the retreat path. "f both hexes are occupied by other 3nits or
"mpassable, then the retreating 3nit must ta!e one hit per hex unable to retreat.
D-rect-onal retreats are triggered by -orale (blac! flag) results during melee combat. "n this case, the
retreating 3nit will be forced to retreat directly away from the attac!er or counterattac!er (or lead
attac!er in the case of coordinated attac!s). This path is called the primary retreat path. "f the first hex
of the primary retreat path is bloc!ed, the retreating 3nit must retreat in a direction starting in the hex
that is one hex closer to that 3nit5s side of the board than the first hex of the primary retreat path. This
is !nown as the secondary retreat path, and it must still be followed in a straight line from that first hex.
"f the first hexes of both paths are bloc!ed, the 3nit must ta!e hits for each hex unable to retreat, as
usual. <or d-rect-onal retreats -t does not matter ,*-c* pat* -s more clear+ as t*e pla0er o,n-n.
t*e d-rect-onall0 retreat-n. Un-t *as no c*o-ce as to ,*-c* pat* to take5 The 3nit must retreat down
the primary retreat path if the first hex is not bloc!ed. The retreating 3nit may not retreat down the
secondary retreat path unless the first hex of the primary retreat path is bloc!ed. ,lease note that
certain (nits such as *rchers in the "ore +et always attack or counterattack as ranged combat and
will not trigger directional retreats even when attacking or counterattacking from an ad-acent hex.
"n the case of both retreats and directional retreats, -f mult-ple *e2es must be retreated+ t*en t*e Un-t
must retreat -n a s-n.le d-rect-on (i.e., in a straight line), ta!ing hits for any hexes unable to retreat.
<hen retreating, hits ta!en for being unable to retreat are treated the same as hits during a combat roll,
so any hits applied to a +ommander with the combat roll are cumulatie with hits ta!en during a
retreat. Thus, a +ommander may ta!e the balance of hits during a retreat and be captured. Retreat-n.
Un-ts -.nore terra-n restr-ct-ons+ e2cept Impassable, so a retreating 3nit would not hae to stop in a
Forest or any other terrain that stops the moement of 3nits entering. $etreating 3nits may not moe
into or through hexes containing other 3nits.
En.a.ement Tokens+ $art-n. Blo,s+ <lank-n.
<heneer a 3nit melee attac!s (not counterattac!s), place an En.a.ement Token if there is no
'ngagement To!en in either hex. 'ngagement To!ens are placed on the border between two hexes
containing opposing 3nits. * single 'ngagement To!en is considered to be in both hexes and there can
be only one 'ngagement To!en in any gien hex. <hen one or the other 'ngaged 3nit is forced to
retreat or is eliminated, remoe the 'ngagement To!en.
Ran.ed attacks do not tr-..er En.a.ement5 +ertain 3nits, such as *rchers in the +ore /et, utiliCe
ranged attac!s een when attac!ing adEacent 3nits, as indicated by the lac! of a melee icon on the 3nit
$eference +ards. &oweer, 3nits without melee attac!s are subEect to 'ngagement by enemy melee
(0
3nits and will be 'ngaged, Flan!ed and suffer .arting 1lows, as usual.
Un-ts ma0 :oluntar-l0 D-sen.a.e+ but onl0 -f t*e0 ,ant to mo:e a,a0 or attack anot*er Un-t5 The
'ngaged 3nit that wants to )isengage must first be ,rdered. Then, remoe the 'ngagement To!en and
the enemy 3nit with which it was 'ngaged gets a $art-n. Blo,. The .arting 1low is a combat roll
with no %eyword *bilities or +ommander-specific *bilities against the 3nit that oluntarily
)isengaged. I.nore 'orale results dur-n. a $art-n. Blo,, so no retreats will be triggered. Then, if it
has suried the .arting 1low, the 3nit that has oluntarily )isengaged may moe and#or attac! as
usual. ,nly oluntary )isengagement triggers a .arting 1low. *bilities or other effects that remoe the
'ngagement To!en will not trigger a .arting 1low. Retreats do not tr-..er $art-n. Blo,s5
En.a.ement Tokens s*o, pr-mar0 %ouse s0mbols that match each player5s +ommand 1oards.
<heneer a 3nit attac!s across an 'ngagement To!en, the 'ngagement To!en is changed, if necessary,
to the &ouse symbol of the attac!er. &oweer, &ouse symbols on 'ngagement To!ens are only releant
for certain aspects of the game. For example, -f a Un-t -n a Bu-ld-n. *e2 *as an En.a.ement Token
-n -ts *e2 s*o,-n. -ts %ouse s0mbol+ t*en -t does not *a:e Co:er 1 because the 3nit has emerged
from the 1uilding (een though it is still in the 1uilding hex) and 'ngaged the enemy. "n many games,
it will not matter which primary &ouse symbol is showing on any gien 'ngagement To!en, so it is up
to the players to decide whether they want to !eep trac! of the primary &ouse symbols on the
'ngagement To!ens when that information is not releant.
* 3nit that has no 'ngagement To!en in its hex that melee attac!s another 3nit that has an
'ngagement To!en in its hex is considered to be <lank-n.. $anged attac!s do not trigger Flan!ing. *
Flan!ing attac! does not add another 'ngagement To!en. *fter rolling all combat dice, the Flan!ing
3nit may choose one symbol and re-roll (only once) all dice showing this symbol. This is optionalH
howeer, if any dice are re-rolled, the second result must be used.
Counterattack-n.
* defending 3nit that has been melee attac!ed sometimes may immediately respond with a
counterattac!. * ranged attac!, een one from an adEacent hex, may not be counterattac!ed. *lso, a
counterattac! may not be counterattac!ed. T*e counterattack -s conducted l-ke a normal attack
(scoring hits and causing retreats Eust li!e attac!ing), except that no modifiers inoling the phrase
Fwhen attac!ingF may be used. *dditionally, counterattac!ing 3nits may not use the %eyword *bilities
!d:ance or $ursue B. The optional rule, Reduced Stren.t* Un-ts applies to counterattac!ing 3nits.
-ost commonly, the Stal,art %eyword *bility enables a 3nit to counterattac!. Generally, a 3nit
triggers the /talwart ability by being adEacent to two friendly 3nits, although certain +ommanders hae
the /talwart %eyword *bility and certain other effects will ma!e 3nits /talwart. ,f these effects, only
one is necessary to trigger the /talwart ability. Stal,art does not stack5 3nits are either /talwart or not
/talwart, een if there are multiple triggers of the *bility, and thus may not ignore more than one
-orale result or counterattac! more than once.
* counterattac! will not ta!e place unless the defending 3nit remains in the same hex after the normal
attac! has finished. /o, if the defending 3nit is forced to retreat or is eliminated, then no counterattac!
may ta!e place. !n En.a.ed Un-t counterattacks as normal and does not become )isengaged as a
result. /imilarly, the 'ngaged counterattac!ing 3nit does not suffer a $art-n. Blo, when
counterattac!ing a 3nit to which it is not 'ngaged.
(2
Caus-n. *-ts ,*en attack-n. or counterattack-n.
*fter rolling the combat dice and completing any re-rolls granted by *bilities or effects, hits are
determined by matching the ran! (color) of the target 3nit with the colors rolled on the dice. *lso,
;alor (purple fist) results on the combat dice cause hits against all ran!s, unless there is a symbol on the
3nit $eference +ard indicating that ;alor results do not count as hits. Generally, $anged 3nits do not
count ;alor results as hits. (The Do.s of War %eyword *bility attac! is a notable exception, as it is a
special ariable-strength ranged attac! that counts ;alor results as hits. The 4ongbowmen from the
1rotherhood expansion also hit on ;alor results.) %o,e:er+ an e2cept-on to t*-s rule -s t*at all non7
Ca:alr0 Un-ts do not count Valor results as *-ts a.a-nst Ca:alr0 Un-ts+ ,*et*er or not t*ose Un-ts
normall0 score *-ts on Valor results5

,ne figure is remoed for each hit, remembering that t*e f-.ure ,-t* t*e banner -s t*e last to be
remo:ed. "n the +ore /et, it ta!es four hits to eliminate an entire non-+ommander "nfantry 3nit and
three hits to eliminate a non-+ommander +aalry 3nit.
<or e2ample+ a blue ran! 4annisport Guard "nfantry 3nit rolls 2 dice while attac!ing, targeting a full-
strength (2 figure) red ran! <interfell $iders +aalry 3nit. The results of the attac! roll are one -orale
(blac! flag), one ;alor (purple fist), and a red shield. The .alor result does not count because non/
"avalry do not score .alor results as hits against "avalry. The red ran! $iders will ta!e one hit from
the red shield (because it matches their ran!) and thus remoe one non-banner figure. *lso, because the
$iders are not Stal,art (in which case they could choose to ignore one -orale result), they will also
be forced to retreat one hex directly away from the attac!ers. The attac!ers cannot choose whether to
apply the -orale (blac! flag) result. "t is mandatory. The attac!ers will, howeer, be able to choose
whether or not to utiliCe their !d:ance %eyword and occupy the hex Eust acated by the $iders.
Captur-n. Commander Un-ts
+ommander 3nits are ,rdered Eust li!e normal 3nits. The non-+ommander figures in a +ommander
3nit also ta!e hits Eust li!e as in normal 3nits. The main differences are that +ommanders=
-always carry the banner.
-lend their *bilities, as listed on the +ommander +ards, to their 3nits.
-create 6ones of +ontrol (6o+) in which to play 4eadership +ards.
-hae Capture Rat-n.s, indicated by a number in a shield on each +ommander +ard, which
represent a number of *-ts t*at must be del-:ered -n a s-n.le combat roll to each +ommander before
his or her figure is remoed. "f there are any non-+ommander figures in the +ommander 3nit, then
they must be remoed (een during the same combat roll) before the +ommander figure ta!es any hits
(*bilities, li!e Tar.eted S*ot allow 3nits to target +ommander figures before the non-+ommander
figures in the 3nit hae been remoed). Ran.ed Un-ts ma0 capture Commanders5
/ome important points to remember are that a +ommander figure alone in a hex retains the original
3nit type and 3nit *bilities and that *-ts taken as part of be-n. unable to retreat are cumulat-:e
,-t* *-ts taken dur-n. t*e combat roll, so a +ommander may ta!e one or more hits during the
combat roll and then the balance of the hits re7uired to capture him or her as part of not being able to
fully retreat from the same combat roll.
*lso, some 3nits may ta!e hits to trigger *bilities. T*e actual Commander f-.ures cannot take *-ts
to tr-..er !b-l-t-es, although the non-+ommander figures in a +ommander 3nit can, as usual.
)emember that figures must actually be removed from play in order to trigger hit/based *bilities.
(8
Commander Comm-t !b-l-t-es
'ach +ommander has a +ommit *bility listed on the +ommander +ard that usually can be utiliCed
once per game. The text of each +ommit *bility describes when and how it can be used. <hen the
+ommit *bility cannot be used any more, the +ommander +ard is flipped oer.
'orale Track
The -orale Trac! is used to trac! -orale. <hen one side gains -orale, the other side loses -orale. "n
some games, -orale will be the tie-brea!er for the end-game scoring. "n some games that include many
3nits, Routs (which result in Instant W-ns) will be possible. "n many games, howeer, the -orale
Trac! will be less releant, although some card effects and 3nit *bilities are enabled by -orale leels.
<hen the -orale -ar!er moes on the 'orale Track toward your side of the board, your army5s
-orale has decreased. "f the scenario5s -orale Trac!, as specified by the 1attle .lan or /!irmish,
shows a Rout (picture of head on a .i!e) on your side of the board, you lose immediately if the -orale
-ar!er eer lands on your $out /pace. &oweer, this is a rare occurrence, particularly because -orale
refreshes during the $'G$,3. .&*/' of eery $ound.
Dur-n. t*e RE(ROU$ $%!SE at t*e end of e:er0 Round, if the -orale -ar!er is in either player5s
colored area of the -orale Trac! and not already on a small, green arrow, the 'orale 'arker
refres*es, i.e., moes bac! to the nearest small green arrow that is closer to the middle of the -orale
Trac!. This represents a small boost in -orale for the losing side at the end of eery $ound. It also
prevents a player from being )outed by the other player simply playing a Morale Token to shift the
Morale Marker onto the )out space at the beginning of the following )ound.
'orale can be affected -n se:eral ,a0s5 'liminating 3nits causes a shift in -orale. The owner of an
eliminated 3nit decreases -orale by moing the -orale -ar!er toward his or her side of the board,
one space for a green ran! 3nit, two spaces for a blue ran! 3nit, and three /paces for a red ran! 3nit.
T*ere -s no add-t-onal 'orale loss for los-n. Commander Un-ts5
*dditionally, during the +,--*N) .&*/', as one of the options on each player5s turn, each player
may improe their -orale by one space by discarding a 'orale Token (blac! flag). *lternatiely, the
-orale To!en can be discarded to Rall0 a single 3nit anywhere on the board, but with the additional
cost of reducing -orale by one space on the -orale Trac! toward that player5s side of the board.
Valor Tokens are only used for ,rdering any color of 3nit on the board and may not be used as -orale
To!ens. * matching pair of ,rder To!ens may not be used as a -orale To!en.
/ome +ards can also affect -orale.
(9
$'G$,3. .&*/'
15 Resol:e Status Cond-t-ons
Catapult Tokens
+ertain 1attle .lans allow players to use the +atapult To!ens that are found in the Wardens of the West
expansion. +atapult To!ens are resoled before other /tatus +onditions.
*t the beginning of )esolve +tatus "onditions, if a +atapult To!en is showing its *ctie side, it may be
fired. "f a +atapult To!en is showing its "nactie side, then it is reloaded by flipping it oer to show its
*ctie side and may be fired during the next $ound, during )esolve +tatus "onditions.
Green +atapult To!ens hae a range of 8 hexes, blue +atapult To!ens hae a range of : hexes, and red
+atapult To!ens hae a range of > hexes.
To <-re, flip the +atapult To!en to show its "nactie side and then count range, ignoring 4o/ and other
terrain restrictions, starting with any of the hexes adEacent to the owner5s side of the board. Target an
enemy 3nit that is within range.
Roll a s-n.le combat d-e5 "f the result matches the color of the firing +atapult To!en, then a hit has
been scored. ,therwise it is a complete miss. "n this way, green +atapult To!ens hae less range, but
are more accurate than blue and red +atapult To!ens.
"f a hit is scored, calculate dama.e by drawing a random +atapult Targeting To!en (found in the "ore
+et). $egardless of the color of the +atapult, a green +atapult Targeting To!en scores 0 hits, blue scores
2 hits, and red scores 8 hits, eliminating a corresponding number of figures from the 3nit and#or
causing the capture of a +ommander.
<hen it is fired, the *ctie +atapult To!en must be flipped to show its "nactie side, no matter whether
it hits or completely misses.
<-re
$esole the effects of Fire in the $esole /tatus +onditions part of the $'G$,3. .&*/' in this
,rder=
15 !ppl0 *-ts to Un-ts -n <-re
3nits ta!e hits before Fires spread, so new Fires will not cause hits.
&5 Spread "e:el 1 <-res
,nly 4eel 8 Fires spread. Fires do not otherwise increase, decrease or spread except as a result of
effects or *bilities. Fires do not increase or decrease oer time.
<-re and Burn "-m-ts
Fire 4eels increase from ( to a maximum of 8. For all hexes with a Fire 4eel as high as that terrain5s
1urn 4imit, immediately apply effects as stated under F1urn 4imitF for that type of terrain. Generally,
this means adding a )eastation To!en to that hex. To restate apply #Burn !imit# effects to terrain
immediately (i.e. as soon as the terrain has reached its Burn !imit%. This is a change from the official
rulebook that has been verified by the designer.
(:
<hen a De:astat-on Token is added to a hex, that hex is treated for all purposes as if it were a .lains
hex. The current Fire 4eel remains on the hex along with the )eastation To!en unless another effect
is stated by the specific terrain type (such as <ooden 1ridges, which are remoed from play along with
their Fire 4eels).
<or e2ample, Forest hexes hae a 1urn 4imit of 2. "f a Forest hex that is at Fire 4eel 0 has 0 more
4eels of Fire added to it, then the Fire 4eel To!en is immediately changed to 4eel 2 (because the
terrain5s 1urn 4imit cannot be exceeded) and a )eastation To!en is added to the Forest hex. Then
finally, since the )eastation To!en means that the Forest hex is now treated as a .lains hex (which has
a 1urn 4imit of 8), the final Fire 4eel is applied, bringing it up to Fire 4eel 8 with a )eastation
To!en.
Un-ts -n <-re
)uring the +,--*N) .&*/', treat 3nits in Fire hexes as normal, with the following exceptions=
They may not be ,rdered to -oe, attac! or be forced to retreat from the Fire hex. 3nits in Fire may
be attac!ed and may counterattac! as normal. &oweer, because the 3nit in Fire cannot retreat, the
3nit in Fire ta!es any -orale (blac! flag) results as hits. The 3nit in Fire retains any %eyword effects,
+ommander *bilities or other *bilities that don5t cause it to moe from the hex. 3nits in Fire may be
made Stal,art by other Friendly 3nits, including others in Fire. /talwart 3nits in Fire may ignore one
-orale result (blac! flag) rolled against them and counterattac!, as usual.
)uring the )esolve +tatus 0ffects part of the $'G$,3. .&*/', for all 3nits in a hex with one or
more Fire 4eels, el-m-nate one f-.ure -n t*at Un-t for eac* le:el of <-re -n t*at Un-t?s *e2. For the
purposes of burning, +ommanders count as one figure, no matter how high their +apture $ating is.
+ommanders eliminated in this way are still considered to be captured.
"t should be noted that, without special *bilities, 3nits cannot start Fires or add Fire 4eels to hexes
that contain other 3nits and Un-ts cannot mo:e -nto or be forced to retreat -nto <-re, so typically the
only way that 3nits can be in a hex with Fire is when they get caught in Fires that spread into their
hexes.
*lso, it is important to note that, because 3nits ta!e hits from Fire before Fire spreads, 3nits will
generally hae a full $ound in which to fight a Fire in their hex before being forced to ta!e hits for
each 4eel of that Fire.
%o, to f-.*t <-re
*n *ctie 3nit in a hex with a Fire of any 4eel may be ,rdered and spend its entire turn fighting the
Fire. "t may not moe or attac!, but rather spends its turn remoing all Fire 4eels in its own hex.
*dditionally, a 3nit that is not in a hex with Fire may fight a Fire in an adEacent hex by first choosing
whether to moe as normal and then by spending its attac! to fight the adEacent Fire instead of
attac!ing an adEacent 3nit. "f it is not able to attac! after being ,rdered, such as when a blue ran!
"nfantry 3nit moes two hexes, then it cannot fight Fire. 3nits may fight Fires in adEacent hexes that
contain other 3nits, either friend or enemy.
(A
<hen f-.*t-n. <-re in an adEacent hex, the 3nit rolls a single combat die and the die result must be
green for a 4eel ( Fire, blue for a 4eel 0 Fire, red for a 4eel 2 Fire, or ;alor for a 4eel 8 Fire, in
order to remoe all Fire 4eels from the adEacent hex. ,therwise, the 3nit has failed to fight the
adEacent Fire. "n other words, rolling red on the die will not extinguish a 4eel (, 0, or 8 Fire in an
adEacent hex.
3nits may fight Fire with bonus attac!s, such as those granted from $ursue B. &oweer, successfully
fighting Fire does not trigger $ursue B.
<-re spread-n.
"f there are any "e:el 1 <-res, determine the direction that all 4eel 8 Fires will spread by drawing a
random )irectional To!en (numbers (-:) and consulting the +ompass printed on the 1attle .lan map to
find out which direction is indicated by this number. For each 4eel 8 Fire, spread the Fire to the
adEacent hex in this direction by increasing the Fire 4eel by one 4eel in that hex. "f there is no Fire in
the adEacent hex, a 4eel ( Fire To!en is placed. ,therwise, a 4eel ( Fire becomes a 4eel 0 Fire, a
4eel 0 becomes 4eel 2, and a 4eel 2 becomes a 4eel 8.
"f the Fire 4eel of the adEacent hex into which the Fire is spreading is already at 4eel 8 (the
maximum), then the Fire does not spread. "f the Fire 4eel of an adEacent hex is increased to 4eel 8, it
does not cause it to spread during the current $ound. "nstead, if left unchec!ed, it will spread as usual
in any subse7uent $ounds.
Fire 4eels cannot exceed the Burn "-m-t of the terrain. "f the 1urn 4imit is None, the terrain Cannot
Burn and no Fire To!en can be placed in that hex. 'xamples of this would be a Forest $ier or a /tone
1ridge.
Defend Tokens
)iscard all )efend To!ens (granted by the %eyword Defender) on the board.
D-scard "oot Tokens 9Rele:ant for Un-ts ,-t* t*e "ooter =e0,ord
For each 3nit on the board with a 4oot To!en on its hex, discard the 4oot To!en. These 3nits may then
be upgraded one ran! by remoing the banner and replacing it with the next higher color (i.e., green to
blue and blue to red). This upgrade is optional, but the 4oot To!en will be discarded een if the 3nit
chooses not to upgrade. ! Un-t can onl0 up.rade once per Round+ s-nce t*ere ma0 onl0 be one
"oot Token -n a *e25
'orale c*ecks for Un-ts ,-t* t*e D-slo0al =e0,ord !b-l-t0
"f a player5s -orale is in the colored region of the -orale Trac!, figures from )isloyal 3nits might flee
(see the D-slo0al %eyword *bility).
Set <ormat-ons
+hoose Formations for friendly 3nits that hae Formation-type %eyword *bilities on their 3nit
$eference +ards. The 3nit $eference +ard determines the Formation of all 3nits of that type on the
board.
(>
&5 Score V-ctor0 $o-nts 9V$?s
1oth sides score 0nd of )ound ;ictory .oints (;.5s) at this time. "f it is also the last $ound of the
Game, then 0nd of the 1ame ;.5s are scored as well. These ;ictory .oints tend to be obEectie-
specific, so consult the 1attle .lan notes if you or your opponent is not certain how to score ;.5s.
)5 C*eck V-ctor0 Cond-t-ons
"f it5s the final $ound of the 1attle as dictated by the number next to the hourglass in the 1attle .lan
notes, then the player with the higher score, or who achiees the ictory condition(s), wins.
"f it is a tie, the player with the higher -orale wins the game (players gain -orale by pushing the
-orale -ar!er toward the opposing player on the -orale Trac!). "f -orale is een (i.e., on the middle
space of the -orale Trac!), then the player with the -omentum To!en (or, if using, the face-up
(amb-t card) wins the game.
Instant W-n
-any 1attle .lans contain "nstant <in conditions, which should be constantly monitored throughout
the course of the game.
The most common of these is the Rout, which is indicated by the image of heads on pi!es on the
-orale Trac!. "f the 1attle .lan shows the $out image for either army, then that army can be $outed. "f
the -orale -ar!er eer reaches the $out image on that player5s side of the board, then the opposing
player wins immediately.
This "nstant <in of $outing another player ta!es precedence oer other types of "nstant <ins. *lso,
"nstant <in conditions ta!e precedence oer usual ;ictory .oint-based win conditions.
15 D-scard E2cess Resources
'ach player may keep one "eaders*-p Card in hand and one Order Token in the ,rder .ool. *ll the
rest of the remaining 4eadership +ards and ,rder To!ens must be discarded.
35 Reco:er 'orale
,nce a player5s -orale has moed into the colored border spaces on the -orale Trac!, that player must
recoer -orale at this stage, moing the -orale -ar!er towards the opponent to the nearest 'orale
Break, which is indicated by a small green arrow on the -orale Trac!. "f the -orale -ar!er is already
on a -orale 1rea! or remains in the Grey-bordered section of the -orale Trac!, then no -orale is
recoered.
45 !d:ance Round 'arker
-oe the $ound -ar!er to the next space on the $ound Trac!.
(?
=e0,ord !b-l-t-es
!d:ance
<hen attac!ing (not counterattac!ing), 3nits with *dance can choose to moe into the space Eust
acated by the target enemy 3nit if the target enemy 3nit was forced to retreat or was eliminated. The
attac!ing 3nit may not *dance more than one hex per turn. (nits may *dvance out of terrain in
which they might have been forced to end their movement such as 2ords.
!-med S*ot
<hen attac!ing (not counterattac!ing), as long as it does not moe, a $anged 3nit with *imed /hot
may ma!e a special ranged attac! by discarding an ,rder To!en to determine the number of combat
dice rolled for the attac!. The 3nit will attac! as the ran! (color) of the chosen ,rder To!en, so it will
get 2 dice for the attac! if discarding a blue ,rder To!en or 8 dice if discarding a red ,rder To!en.
There would be no point to discarding a green ,rder To!en and Valor Tokens and 'orale Tokens
may not be discarded to use this *bility.
Call to !rms B
)uring setup, I is the number of <arhorn To!ens that are placed on a +ommander +ard or 3nit
$eference +ard with this %eyword. * 3nit with the +all To *rms *bility that is ,rdered may moe as
normal, but, instead of attac!ing, the player may discard a <arhorn To!en to attempt to summon a
green ran! "nfantry 3nit. The player performing the +all to *rms must declare a 3nit type from his or
her primary &ouse (indicated by the +ommand 1oard), remembering that *lly armies are not primary
&ouses. Then the player rolls a number of combat dice e7ual to the normal base number of figures of
the 3nit that has been selected to be summoned. +ommonly, this would be 8 dice for a green ran!
"nfantry 3nit (although Westerlands Militia hae a base number of : figures). The summoned 3nit is
then brought onto the board with a green banner and a number of figures e7ual to the combined number
of green and blue results on the dice. "f no green or blue results are rolled, the 3nit does not come into
play. The new 3nit can be placed !ct-:e in any legal hex (not Impassable) adEacent to the 3nit that
discarded the warhorn To!en. For example instead of attacking with !ord Beric 3ondarrion the
player chooses to discard a Warhorn Token and utili4e the "all to *rms 5eyword *bility. The player&s
primary 6ouse is +tark (as indicated by the "ommand Board% so the player chooses to attempt to
summon a green rank Mormont +hieldmaiden (nit. The player then rolls 7 dice which is e8ual to the
base strength or starting number of figures in a +hieldmaiden (nit. $nly one green and one blue
result is rolled so the player places a new (nit consisting of two +hieldmaidens one of whom carries a
green banner in a non/impassable hex ad-acent to !ord Beric&s hex.
Collector
<heneer they eliminate a target 3nit, +ollector 3nits ta!e a number of Trophy To!ens e7ual to the
shift in -orale caused by the elimination of the target 3nit. The Trophy To!ens are then placed on the
+ommander +ard of the player5s choice (as long as that +ommander is from the same &ouse as the
3nit that +ollected the trophy To!ens) and the Trophy To!ens can then be discarded to trigger *bilities,
such as +hella5s +ommit *bility, as well as some 4eadership +ard effects.
Co:er B
4i!e Tou.*ness B, allows a 3nit to ignore I number of hits per combat roll against it. If the (nit in a
hex that grants "over 9 has an 0ngagement Token in its hex showing its own primary 6ouse symbol
then it no longer has "over 9. This is to represent that the 3nit has come out from +oer to melee
attac! another 3nit and therefore no longer benefits from the +oer. Toughness X and "over 9 are
cumulative so a (nit with both "over : and Toughness : ignores two hits per combat roll.
Defender
"f the 3nit with the )efender %eyword -s Ordered and does not attack ()efender 3nits may moe
0@
when ,rdered and still place )efend To!ens) or -mmed-atel0 after !d:anc-n. (moing into the space
Eust acated by an enemy 3nit after a successful attac!), t*en -t ma0 place a Defend Token -n -ts *e25
* 3nit can only hae one )efend To!en in its hex. The )efend To!en grants the 3nit both %ea:0
!rmor and Stal,art %eywords. The 3nit will retain the )efend To!en until the 3nit is ,rdered,
forced to moe, eliminated, or when all )efend To!ens are remoed at the end of the $ound during
)esolve +tatus "onditions. *dditionally, the 3nit may discard the )efend To!en to be able to
counterattac! simultaneously against a melee attac!er. 1oth 3nits may be forced to retreat or be
eliminated simultaneously, recording only the difference in -orale as a single shift, if any. "f the
)efend To!en is discarded to ma!e a simultaneous counterattac!, then the )efender 3nit loses the
)efend To!en benefits of both %ea:0 !rmor and Stal,art (although the latter could still be granted
by adEacent friendly 3nits, allowing the 3nit to ignore a -orale result).
D-sarmDDeflect
-ista!enly called D-sarm on the 3nit $eference +ard, the )eflect %eyword allows 3nits to discard
one or more ,rder To!ens to ignore hits from melee attac!s (not counterattac!s). The ,rder To!ens
discarded must match the ran! (color) of the enemy melee attac!ing 3nit. ,ne hit is ignored per ,rder
To!en discarded. *dditionally, 3nits that hae both the )eflect and the $olearm %eywords may ignore
one additional hit (only when at least one ,rder To!en has been discarded to trigger )eflect). 3nits
with the )eflect %eyword cannot )eflect other 3nits with the )eflect %eyword.
D-slo0al
"f the -orale -ar!er is in the colored region of a player, figures from )isloyal 3nits controlled by that
player may flee the battlefield. )uring )esolve +tatus "onditions, roll combat dice separately for each
)isloyal 3nit, ( die per 3nit if the player5s -orale is green, 0 dice per 3nit if the player5s -orale is
Bellow and 2 dice per 3nit if the player5s -orale is red or on the highest numbered space of the -orale
Trac!. $emoe one figure for each die result that matches the 3nit5s ran! (color) and one for each
-orale (blac! flag). "f 3nits are eliminated as a result of being )isloyal, be sure to trac! -orale,
;ictory .oints and other effects as usual.
Do.s of War
* special ranged attac! that can be used instead of moing or attac!ing normally when ,rdering a 3nit
with )ogs of <ar, where the attac! strength is determined by rolling a single combat die. "f the result is
green, then the ranged attac! will be with 0 dice. "f the result is blue, then the ranged attac! will be with
2 dice, and then 8 dice if the result is red. "f the result is ;alor (purple fist), then the target 3nit ta!es
one hit that cannot be ignored (so Tou.*ness B andDor Co:er B, for example, cannot preent the hit).
&oweer, the ;alor result would only count as a single hit against a +ommander and so would li!ely
not capture a +ommander. "f the result is -orale (blac! flag), then the target 3nit must retreat one hex.
*gain, the retreat cannot be ignored, een by effects such as Stal,art5 /ince the range for )ogs of <ar
is 0-2, it cannot be used against adEacent enemy 3nits or as a counterattac!. Friendly 3nits do not bloc!
4ine of /ight (4o/), but Impassable terrain (such as $ier hexes), as well as other types of terrain that
bloc! 4o/ normally, bloc! 4o/ for )ogs of <ar. )ogs of <ar may pass <ords without restriction.
/ince it is a ranged attac!, no !d:ance is possible after a )ogs of <ar attac!. *lso, the )ogs of <ar
ranged attac! scores *-ts on Valor results (not against +aalry, as usual). )ogs of <ar may be used
normally against 3nits in 1uilding or Forest hexes.
<earsome
3nits with Fearsome preent enemy 3nits from )isengaging (moing away and#or attac!ing another
3nit) from Fearsome 3nit and force enemy 3nits to retreat t,o *e2es per 'orale result from an
attac!ing or counterattac!ing Fearsome 3nit. *bilities that remoe 'ngagement To!ens (such as T*e
=-n. -n t*e Nort*?s !b-l-t0) are unaffected by the Fearsome %eyword, so the %ing in the North can
remoe the 'ngagement To!en against a Fearsome opponent.
0(
%ea:0 !rmor
3nits with &eay *rmor defend as one ran! (color) higher than normal, so green &eay *rmor 3nits
are hit on blue results, blue &eay *rmor 3nits are hit on red results and red &eay *rmor 3nits ignore
;alor (purple fist) results. &eay *rmor 3nits are affected normally by -orale (blac! flag) results.
%ed.e*o. 9<ormat-on
2ormations are set before the game starts and can be changed once per )ound by flipping the (nit
)eference "ard during )esolve +tatus "onditions. *ll friendly (nits with the same (nit )eference
"ard share the same 2ormation.
The &edgehog Formation was mista!enly called the .i!e /7uare Formation in the Wardens of the West
ruleboo!. The &edgehog Formation is a defensie Formation (where .i!emen form a circle with all
.i!es facing outward) that adds 0 combat dice during counterattac!s and .arting 1lows, while
subtracting 0 combat dice when attac!ing.
Ind-rect <-re
<hen attac!ing (not counterattac!ing), 3nits can trace 4o/ through an adEacent friendly 3nit.
&oweer, range must still be counted from the attac!ing 3nit. Volle0 and "ndirect Fire may be utiliCed
together, so that the attac! can both utiliCe additional dice from supporting 3nits and trace 4o/ from a
supporting 3nit. *dditionally (nits with a minimum range of ; that do not have a melee icon may not
attack or counterattack ad-acent (nits.
Ineff-c-ent
3nits may not be $allied during the +,--*N) .&*/', i.e., may only be ,rdered once per $ound.
Int-m-date
<hen attac!ing (not counterattac!ing), target 3nits of e7ual or lower ran! (color) lose Stal,art.
"-ne 9<ormat-on
2ormations are set before the game starts and can be changed once per )ound by flipping the (nit
)eference "ard during )esolve +tatus "onditions. *ll friendly (nits with the same (nit )eference
"ard share the same 2ormation.
The 4ine Formation ma!es enemy attac!s that would be Flan!ing into normal attac!s (i.e., the 3nit in
the 4ine Formation cannot be Flan!ed). "t also grants one additional combat die when attac!ing (not
counterattac!ing) "nfantry. &oweer, the 3nit in a 4ine Formation defends as one ran! (color) lower
against ranged attac!s (not counterattac!s). "f the 3nit in this Formation is already green ran!, then it is
always hit by ;alor (purple fist) results from ranged attac!s.
"ooter
<heneer a 4ooter 3nit is adEacent to a higher-ran!ed, enemy 3nit that is eliminated, the 4ooter 3nit
has a 4oot To!en placed in its hex. The 4ooter 3nit does not hae to perform the attac! or
counterattac! or other effect that eliminates the higher-ran!ed, adEacent enemy 3nit and multiple
4ooter 3nits may benefit from the same eliminated higher-ran!ed, adEacent enemy 3nit. ,nly one 4oot
To!en can eer be in a hex. For the rest of the $ound, the 4oot To!en is remoed from the board if the
4ooter 3nit moes out of the hex containing the 4oot To!en. *t the 'nd of the $ound, during )esolve
+tatus "onditions, the 4oot To!en is discarded and the 3nit in that hex upgrades to the next higher ran!
by replacing green banners with blue banners and blue banners with red banners. 3nits may only
upgrade once per $ound. $ed 3nits do not collect 4oot To!ens, since there are no higher-ran!ed 3nits.
'ounta-n7bred
3nits may ta!e a FfreeF moe through +rag terrain hexes as if they weren5t there, as long as they moe
into a non-+rag, non-"mpassable, adEacent hex. +rags moed through in this way are not counted
against the -ountain-bred 3nit5s total moement for the turn. *s part of this *bility, -ountain-bred
3nits may moe through +rag hexes that contain other 3nits. This represents -ountain-bred 3nits
utiliCing secret passages through +rag hexes. Ta!ing this FfreeF moe counts as a single moement (so
00
essentially one moe to moe two spaces, since you5re not counting the +rag hex, !eeping in mind that
-ountain-bred 3nits may not ta!e this FfreeF moe through two +rags in a row.). *lso, when passing
through the +rag, the -ountain-bred 3nit may not stop on the +rag. -ountain-bred 3nits moe
normally onto +rag hexes Eust li!e other non--ountain-bred 3nits (i.e., from adEacent &ills or +rags).
Off7balance
3nits with this %eyword roll one fewer combat dice if they moe before they attac!.
$-ke SEuare 9<ormat-on
2ormations are set before the game starts and can be changed once per )ound by flipping the (nit
)eference "ard during )esolve +tatus "onditions. *ll friendly (nits with the same (nit )eference
"ard share the same 2ormation.
The .i!e /7uare Formation was mista!enly called a &edgehog formation in the Wardens of the West
ruleboo!. The .i!e /7uare is an offensie Formation (where all the .i!emen turn their .i!es forward)
that grants one additional combat die when attac!ing (not counterattac!ing), but with the drawbac! that
eery attac! (not counterattac!) against the 3nit in a .i!e /7uare is considered Flan!ing.
$olearm
3nits get one additional combat die against +aalry for both attac!s and counterattac!s. .olearm also
allows 3nits triggering the %eyword *bility D-sarmDDeflect to ignore an additional hit.
$ursue BD $ursu-t B
<hen attac!ing, 3nits with .ursue I may moe at least one and up to I hexes and then conduct a
bonus melee attac! after eliminating or forcing an adEacent enemy 3nit to retreat. The first hex entered
during the .ursuit must be the hex Eust acated by the target 3nit and at least this much moement
must be completed before ta!ing the bonus attac!, which may be against the same enemy 3nit or a
different enemy 3nit, as long as the target is alid for melee attac!. .ursuing 3nits may not re-enter
any hex during the same turn and only one .ursuit per ,rdered 3nit may be conducted in a single turn,
een if the target of the bonus attac! is eliminated or forced to retreat. The bonus attac! granted by
.ursue I may be used to fight Fire or to Scorc* t*e Eart*. 3nits may .ursue out of terrain in which
they hae been forced to end their moement, such as Fords or Forest hexes, although 3nits in .ursuit
must obey terrain moement and combat dice restrictions.
Ra-der
*fter a $aider 3nit eliminates a 3nit (either attac!ing or counterattac!ing), the player owning that
$aider 3nit may roll a single combat die and ta!e a matching Order Token, if possible, from the
owner of the eliminated 3nit5s $rder ,ool and add that ,rder To!en to his#her own ,rder .ool.
R-:erborn
"f a player has at least one $ierborn 3nit, then that player ta!es the three %-dden <ord Tokens. 3nits
with the $ierborn %eyword may enter (normally Impassable) $ier hexes, but then must stop,
forfeiting all remaining moement to place a &idden Ford To!en in that hex. For the remainder of the
game, the &idden Ford To!en represents a normal Ford in the $ier and 3nits from either side may
pass through, as usual. ,nce the player has used up all the &idden Ford To!ens, the $ierborn 3nits
may not enter $ier hexes. *dditionally, $ierborn 3nits ignore combat restrictions of Fords and
&idden Fords and may attac! immediately after placing a &idden Ford To!en.
Run Do,n
<hen performing the $ursue B %eyword *bility (I must be at least 0), the 3nit with $un )own may
moe through enemy 3nits, obeying terrain restrictions and ending moement in an empty hex. *ny
enemy 3nit passed through suffers an automatic hit (although it only counts as a single hit that would
not capture a lone +ommander). The 3nit with $un )own may still perform the bonus attac! granted
by $ursue B+ although the hits from .ursue I would not be cumulatie with the hits from $un )own
for the purpose of capturing a +ommander.
02
Scrapper
,nce per attac!, /crapper 3nits may remoe a figure in order to conduct a counterattac! against an
enemy attac!ing 3nit (!eeping in mind the rules for $educed /trength 3nits, if using). This may be in
addition to a counterattac! granted by an *bility, li!e Stal,art+ potentially allowing the /crapper 3nit
to counterattac! twice. "t is not necessary for /crapper 3nits to be /talwart in order to utiliCe the
/crapper *bility.
Scorc* t*e Eart*
3nits with this %eyword may start a Fire or add Fire 4eels to an unoccup-ed adAacent *e2 (as long as
it has a Burn !imit and no (nit is present) instead of attac!ing normally. The normal number of combat
dice are rolled, with one Fire 4eel being added for each green result on the dice. * bonus attack such
as one granted by Pursue X may be used to +corch the 0arth.
Stal,art
/talwart can be granted by %eyword *bilities, 4eadership +ard effects or, typically, by being adEacent
to two friendly 3nits. 1eing /talwart allows both $anged and melee 3nits to choose to ignore the first
-orale (blac! flag) result rolled against them in an attac!, and also to counterattac! against the same
melee attac! as long as they are not eliminated or forced to retreat (by a second -orale result, for
example). 3nits are either /talwart or not /talwart, so that een if /talwart is triggered in multiple
ways (such as by the %eyword and by being adEacent to two friendly 3nits) it only eer allows 3nits to
ignore a single -orale result and#or counterattac! once.
Tar.eted S*ot
<hen ma!ing a ranged attac! (not a counterattac!), a 3nit with Targeted /hot may target a single
figure within a target enemy 3nit and, for the purpose of the Targeted /hot, that single figure is both
temporarily reduced one leel in ran! (to a minimum of green) and must ta!e all the results of the
combat dice, regardless of whether there are other figures in the target enemy 3nit. 'xcess hits do not
affect non-Targeted figures. The target 3nit is not eliminated if the banner bearer is remoed and other
figures still remain. The banner simply passes to another figure. &oweer, as Targeted /hot is li!ely to
be used against Commander figures, if the +ommander figure ta!es hits e7ual to or greater than its
+apture $ating, the +ommander will be captured (remoed) and the banner will pass to another figure
in the 3nit, if possible. "n this case, the 3nit loses the +ommander-specific *bilities, 6one of +ontrol
(6o+) and becomes, for all purposes, a normal ersion of the 3nit type at the original ran! (color).
Tou.*ness B
4i!e Co:er B, Toughness I allows a 3nit to ignore I number of hits per combat roll against it. *
+ommander with this *bility applies it to the entire 3nit, meaning that at least two hits per combat roll
hae to occur before the 3nit remoes a single figure. "f a hit has already been ignored by a 3nit with
Toughness ( that then ta!es additional hits from being unable to retreat, Toughness ( does not trigger
again. Co:er B and Toughness I are cumulatie, so a 3nit with both Toughness ( and +oer ( ignores
two hits per combat roll against it.
Volle0
<hen ma!ing a ranged attac! (not a counterattac!), a 3nit with ;olley gets J( combat dice for eery
contiguously adEacent friendly $anged 3nit. The contiguously adEacent friendly $anged 3nits may be
in a line away from the 3nit with the ;olley %eyword, meaning that all 3nits must be touching each
other, not that all 3nits must be touching the 3nit with the ;olley %eyword. "t also doesn5t matter
whether the contiguously adEacent $anged 3nits are *ctie or "nactie. ;olley and Ind-rect <-re may
be utiliCed together, so that the attac! can both utiliCe extra dice from supporting 3nits and trace 4o/
from a supporting 3nit. *dditionally (nits with a minimum range of ; that do not have a melee icon
may not attack or counterattack ad-acent (nits.
08
Wed.e 9<ormat-on
2ormations are set before the game starts and can be changed once per )ound by flipping the (nit
)eference "ard during )esolve +tatus "onditions. *ll friendly (nits with the same (nit )eference
"ard share the same 2ormation.
<hen attac!ing, 3nits in the <edge Formation add one -orale (blac! flag) result to the combat dice,
as long as at least one -orale result was rolled. &oweer, the 3nit in a <edge Formation defends as
one ran! (color) lower against ranged attac!s (not counterattac!s). "f the 3nit in this Formation is
already green ran!, then it is always hit by ;alor (purple fist) results from ranged attac!s.
Battle $lans 7 Correct-ons and E2planat-ons
(1attle .lans $B1+ $B&+ and $B) are free downloadable scenarios from the Fantasy Flight Games
website)
Core Set
Battle $lan 1 7 Clas* on t*e =-n.sroad/ +ontrol -ar!ers are used to indicate what primary
&ouse most recently occupied that hex. +hange +ontrol -ar!ers only when a 3nit from a different
primary &ouse enters a hex with a +ontrol -ar!er.
Battle $lan & 7 $a0-n. t*e $-per/ GreatEon should be blue ran!.
Battle $lan ) 7 R-:erlands Rescue/
Battle $lan 1 7 Battle of t*e (reen <ork/ 'ach /tar! +ommander 3nit can only claim a single
/trategy To!en. Non-+ommander /tar! 3nits can collect multiple /trategy To!ens. *ll ,rdered /tar!
3nits collect /trategy To!ens only as the /tar! player ends his or her turn.
Battle $lan 3 7 W*-sper-n. Wood/ Tree *rchers do not score hits on ;alor results.
Battle $lan 4 7 Wolf Ra-ders/ 4eftmost blue /tar! +aalry should be a blue /tar! "nfantry,
ma!ing (9 <ar &ost of the North and (( <interfell $iders.
Battle $lan 6 7 Rall0-n. t*e Remnant/
Battle $lan 8 7 Break-n. t*e S-e.e/
Battle $lan ; 7 RaC-n. t*e Red <ork/ GreatEon should be blue ran!. 1ecause they don5t hae
+ontrol -ar!ers, the 1ridges are only controlled if a 3nit is actually standing on them when they are
scored, either at the end of the $ound or the end of the game. "t is easy to forget that the <ooden
1ridge is scored for /tar! once per $ound and the /tone 1ridge is only scored at Game 'nd. *t the end
of the final $ound, score both )ound 0nd and 1ame 0nd ;ictory .oints. 'ach $ound, /tar! scores
.oints for 1uildings based upon the number of +ontrol -ar!ers that show /tar! (+ontrol -ar!ers
show which side most recently occupied the hex), which can still be scored een if the 1uilding is on
Fire. &oweer, )eastation ma!es the 1uilding hex basically a .lains hex and remoes /tar!5s ability
to score points. *n easy way to show this would be to remoe the +ontrol -ar!er when adding
)eastation, remembering to !eep the Fire 4eels. *lso, For 4annister, score e-t*er Fire 4eels on
1uildings or )eastation To!ens on 1uildings, for (, 0, 2 or a maximum of 9 points per 1uilding
(either (, 0, or 2 for Fire 4eels or 9 for )eastation, because you simply score )eastation at the
fourth Fire 4eel). 4annister scores (, 0 or 8 .oints at the end of the game for destroying the <ooden
1ridge (either (-0 for Fire 4eels or 8 for )estroying the 1ridge, as the Fire 4eels are remoed after
destroying the 1ridge). $emember that 3nits cannot !d:ance or $ursue onto 1ridges.
Battle $lan 1> 7 %arassment to %arren*al/ GreatEon should be blue ran!. The middle blue
ran! 4annister +aalry 3nit adEacent to the 4annister side of the board should be a 4annister blue ran!
"nfantry 3nit, ma!ing (8 4annister +aalry and 00 4annister /pearmen.
Battle $lan $B1 7 <-.*t-n. <-re ,-t* Ice/
09
T,o Core Sets
Battle $lan $B& 7 B-t-n. t*e %and/
Wardens of t*e West
Battle $lan 11 7 <l-.*t from R-:errun/
Battle $lan 1& 7 Un-n:-ted (uests/ The correct number of /tar! archers is >. "gnore the rules
about tie-brea!ers. This 1attle .lan lasts 1 Rounds. The number next to the hourglass graphic is
correct, despite the reference to 9 $ounds in the ;ictory .oints description.
Battle $lan 1) 7 T*e "-on and t*e 'a-den/
Wardens of t*e Nort*
Battle $lan 11 7 T*e <a-rmarket $r-ce/
Battle $lan 13 7 Before t*e =neel-n. 'an/ The correct number of /hieldmaidens is >
(-aege5s 3nit contains "nfantry figures from the +ore /et, so her 3nit should contain her figure
accompanied by 2 <ar &ost of the North figures). The correct number of 4ast &earth 4ancers is :
(/mallEon5s 3nit contains +aalry figures from the +ore /et, so his 3nit should contain his figure
accompanied by 0 <interfell $ider figures).
Battle $lan 14 7 Crossroads/
Bot* Wardens E2pans-ons
Battle $lan $B) 7 In S-.*t of t*e E0e/
"ords of t*e R-:er
Battle $lan 16 7 !round t*e %orn:ale/
Battle $lan 18 7 Deep -n t*e Den of "-ons/
Battle $lan 1; 7 Road to t*e Rock/
Tr-bes of t*e Vale
Battle $lan &> 7 <eed -t to t*e (oats/
Battle $lan &1 7 %old t*e R-:er
Battle $lan && 7 To,ard t*e Blood0 (ate
Brot*er*ood W-t*out Banners
Battle $lan &) 7 T*orn -n t*e $a,
Battle $lan &1 7 Dead W-ll R-se
Battle $lan &3 7 <-.*t-n. t*e <or.otten
Battle $lan &4 7 W-ll to <-.*t
Commander7spec-f-c !b-l-t0 and "eaders*-p Card Clar-f-cat-ons
!ddam 'arbrand7Outr-der Commander
+annot moe through hexes containing 3nits.
$egarding *ddam -arbrand5s 4eadership +ard that says FOrder & adAacent Un-ts+F the two ,rdered
units must be adEacent to each other, not necessarily to the commander.
!ddam 'arbrand7Warr-or of !s*emark
*lways Flan!ing. /till places 'ngagement To!en if there isn5t already one in the hex. *dditionally,
*ddam as <arrior can decide whether or not to use his +ommit *bility after !nowing the result of his
attac! roll.
0:
!n.u07T*e !rc*er
For *nguy5s +ommit *bility (discard a 4eadership +ard to gain additional combat dice e7ual to the
number of 3nits that would normally be ,rdered by the discarded +ard), add together the total number
of 3nits ,rdered by each +ommand 1ox on the +ard, ignoring +ommand +osts. +ards that ,rder I
number of 3nits or +ards that say something li!e F,rder a 3nit and all adEacent 3nitsF also would only
add one additional die, e7ual to the minimum number of 3nits that you could be certain of ,rdering
without loo!ing at the board. "f using the optional rule *ny +ard to ,rder ( 3nit, then 4eadership
+ards that normally would not allow *nguy to ,rder 3nits, such as Rall0 !ll or Tywin 4annister5s
Fusable by Tywin ,nlyF 4eadership +ard, also may be discarded to add one additional die.
Edmure Tull0 G "ord of R-:errun
4eadership +ards numbers 2 and 8 chec! other friendly units that hae both range and 4ine of /ight
(4o/) to the target.
(reatAon Umber7"ord of "ast %eart*
GreatEon with %ennelmasters should always be blue rank 9misprinted as red ran! in 1attle .lans 0, ?
and (@).
(reatAon Umber7T*e (reatAon
For his +ommit *bility, apply combat dice results to all adEacent enemy 3nits, as if you had rolled that
result against each adEacent enemy 3nit. -orale (blac! flag) results only affect the original target 3nit.
(re.or Cle.ane7T*e 'ounta-n
'xecutes additional combat dice +ommander-specific *bility before re-rolling for Flan!ing.
=e:an "ann-ster7Trusted Capta-n
)oes not hae to be adEacent to target enemy 3nit to grant additional combat dice to friendly attac!ing
3nits. -ay use *bility while 'ngaged. -ay grant additional combat dice to adEacent friendly ranged
attac!ers. "n addition, if %ean uses the *bility on a friendly 3nit that has a bonus attac!, such as a
3nit that may $ursue B, the additional combat dice can also be used for bonus attac!(s) as long as the
attac!ing 3nit remains adEacent to %ean5s 3nit for each attac!. /o, a 3nit granted additional combat
dice by %ean could .ursue and then add two combat dice for the bonus attac!, as long as the final hex
moed into before the bonus attac! is also adEacent to %ean5s 3nit. The optional rule $educed
/trength 3nits does not affect %ean5s ability to grant additional combat dice.
'ae.e 'ormont7"ad0 of Bear Island
+ommit *bility misprint= attac! twice this turn, not Round. Target 3nit(s) of attac!s get
counterattac!s, etc., as usual, so basically treat both attac!s separately and normally. For -aege5s
"eaders*-p Cards numbers ) and 1, the 0 ,rdered 3nits can moe first and, when attac!ing, must be
adEacent to a friendly +ommander 3nit, not necessarily to -aege5s 3nit.
Robb Stark7=-n. -n t*e Nort*
+an remoe 'ngagement To!en against <earsome opponent. &is Comm-t !b-l-t0 allows him to
change places with an adEacent friendly +aalry banner bearer figure only if at least one figure in
$obb5s 3nit would be remoed by either an attac! or a counterattac!. ,therwise, this would brea! the
rule that +ommanders cannot ta!e hits to trigger *bilities. This means that $obb /tar!5s figure alone in
his 3nit may not utiliCe his +ommit *bility. &oweer, if $obb /tar! has at least one figure in his 3nit
0A
who will ta!e damage (i.e., be remoed from play), then he may switch places with any friendly
adEacent +aalry banner bearer, een one that is a different ran! (color) or another +aalry
+ommander, or een a different type of +aalry, and the new banner bearer figure will determine hits
for the original combat. This means that, if the combat results are two red shields as hits and $obb
changes places with a blue banner bearer, then those hits will no longer count. *lso, if $obb switches
places with a banner bearer figure that is a +ommander, then the new +ommander of $obb5s former
3nit may use *bilities, such as /mallEon5s $ursue 1 ,*en counterattack-n., in response to the current
combat as if the combat results had been rolled against the new banner bearer.
<hile a new +aalry +ommander would simply add +ommander-specific *bilities to $obb5s former
3nit, as usual, $obb /tar!-%ing in the North may switch places with banner bearers from different
types of non-+ommander friendly +aalry 3nits. "n that case, *bilities are determined by maEority
type, with the banner bearer figure brea!ing ties. /o, for instance, if $obb switched with a !ast 6earth
!ancer and there was only one Winterfell )ider left in $obb5s old 3nit, then the whole 3nit (consisting
of a <interfell $ider and a 4ast &earth 4ancer banner bearer) would behae as 4ast &earth 4ancers
with the *bilities Wed.e and "-ne Formations and $ursue 1. +ommander figures count as the 3nit
type that they begin as, so, for example, $obb counts as a <interfell $ider and 1rynden Tully counts as
a Tully $ier $ider for the purpose of determining 3nit type after $obb switches places with an
adEacent friendly +aalry banner bearer figure of a different type.
Robb Stark7#oun. Wolf
-isprint of Do.s of War +ommit *bility= +an reuse *bility (i.e., do not flip +ommander +ard) only if
target 3nit was eliminated.
Rodr-ck Cassel7Castellan of W-nterfell 9-isprint--$odric! is not a "ord.)
+ommit *bility should read= Flip this card immediately before a friendly +ontrolled 3nit (i.e., in
$odri!5s 6o+) counterattac!s. *ll other friendly 3nits adEacent to the enemy attac!er (whether *ctie
or "nactie) add their combat dice to the counterattac! roll by the +ontrolled 3nit.
T0,-n "ann-ster7"ord of Casterl0 Rock
*s long as Tywin5s banner shows that he is *ctie, and as long as he doesn5t hae an 'ngagement
To!en in his hex, then his +ommand 4imit is 9. /ince +ommand +osts are paid before 3nits are
,rdered, he may ,rder his own *ctie, 3nengaged 3nit with a 4eadership +ard een if he already has
8 +ommand To!ens on his +ommand +ard, paying +ommand +osts as usual.
*lso, as long as Tywin remains 3nengaged and *ctie at the end of each $ound, his +ommand To!ens
are placed bac! on the 4annister +ommand 1oard before determining *dantage (i.e., who goes first in
the following $ound). /o, under these circumstances, the 4annister player has a much greater chance of
going first each $ound after the initial $ound.
(amb-t card clar-f-cat-ons
For the 4annister Gambit card Tra-torous Wa0s, the 4annister player may only steal an opponent5s
4eadership +ard if the 4annister player has a 4annister 4eadership +ard to gie in return.
For the !ords of the )iver expansion Gambit card Brot*ers -n !rms 9Tull0 that re7uires a Tully
+ommander, -ar7 .iper is not a Tully and cannot use the Gambit card.
0>
Terra-n
Bu-ld-n.
-1loc!s 4ine of /ight 9"oS.
-*ll 3nits must stop when entering, but may attac! on the same turn and may !d:ance and $ursue B
out of 1uilding. No moement restriction on retreating 3nits.
-3nits in 1uildings hae Co:er 1 (ignore :st hit of each combat result%, unless there is an 'ngagement
To!en in the 1uilding hex showing their .rimary &ouse /ymbol.
-$anged attac!ers or counterattac!ers firing out of a 1uilding roll a maximum of 0 combat dice before
modifiers. This includes Do.s of War, who attac! with a base number of 0 combat dice, no matter
whether they roll red, blue or green to determine their attac! strength.
-T*e )7*e2 Bu-ld-n. F=neel-n. 'anF Inn conta-ned -n t*e Wardens of t*e Nort* e2pans-on is
treated as three separate 1uilding hexes, so $anged 3nits may fire from adEacent parts of the %neeling
-an, 3nits must stop when moing from hex-to-hex within the %neeling -an, and En.a.ement
Tokens are placed as normal, een within the %neeling -an, with 3nits losing Co:er 1 as normal.
-Burn "-m-t 1 (*t Fire 4eel 8 !eep Fire leels and immediately add )eastation To!en, treating
1uilding hex as .lains hex.)
Cra.
-1loc!s 4o/
-Ele:ated (Do.s of War trace 4o/ into and out of +rags ia adEacent +rags and &ills, in the same
manner as 3nits normally moe)
7Impassable (+annot moe into and retreating 3nits must stop and ta!e hits for each hex not
retreated), e2cept from adAacent %-ll or Cra.. 3nits must moe onto and off of +rags ia adEacent
&ills or +rags.
-No melee attac!s or counterattac!s into or out of +rag, unless opposing 3nit is also on either an
adEacent +rag or adEacent &ill hex.
-$anged attac!ers or counterattac!ers firing from a +rag hex hae their maximum range -ncreased by
one. *lso, non7Ele:ated terra-n and Un-ts do not block "oS5 $anged attac!ers or counterattac!ers
firing -nto a +rag hex hae their maximum range decreased by one.
-Cannot Burn
De:astat-on
-Treat as $la-ns
-)eastation does not change Fire 4eels. Generally, it is simply added to a hex along with the Fire
To!en as soon as the 1urn 4imit is reached, although certain types of terrain, li!e <ooden 1ridges,
Fburn outF and hae their Fire 4eels remoed when they are deastated.
<-re
-)oes not 1loc! 4o/
-For complete $ules, see Fire $ules in the section )esolve +tatus "onditions (pages :</:=%.
<ord
-)oes not 1loc! 4o/ (Do.s of War are not affected by Fords, so they can pass through Fords without
restriction)
-"nfantry must stop when entering, but may !d:ance out of Ford.
-+aalry moing through a Ford hae total moement reduced by one, may end moement in Ford
0?
without moement reduction, and $ursue B out of Ford.
-No moement restriction on retreating 3nits.
-3nits moing into or through Ford may attac! as usual, although 3nits in a Ford counterattack with a
maximum of 0 combat dice, before modifiers.
-Cannot Burn
<orest
-1loc!s 4o/
-*ll 3nits must stop when entering, but may attac! on the same turn and may !d:ance and $ursue B
out of Forest. No moement restriction on retreating 3nits.
-$estricts attac!s and counterattac!s both into and out of Forest hex to a maximum of 0 combat dice,
before modifiers.
-Burn "-m-t ) (*t Fire 4eel 2, !eep Fire 4eels and immediately add )eastation To!en, treating
Forest hex as .lains hex, immediately increasing to Fire 4eel 8 if more Fire 4eels were unresoled
due to .lains haing a 1urn 4imit of 8.)
<orest R-:er
-1loc!s 4o/
7Impassable (+annot moe into and retreating 3nits must stop and ta!e hits for each hex not retreated)
-Cannot Burn
<orest Road
-1loc!s 4o/
-(For moement, Forest $oad is the same as a $oad.) 3nits may moe one additional hex as long as all
normal moement is on $oad hexes. 3nits need not start on a $oad, as long as the first moe is onto a
$oad, and may then ta!e their one extra moe either on or off a $oad.
-3nits may add one additional hex of moement to !d:ance or $ursue B, as long as all additional
moement stays on a $oad. 3nits need not start on a $oad, as long as all moement, including the
additional moe, stays on a $oad.
-Burn "-m-t ) (Kust li!e normal Forest hex, at Fire 4eel 2, !eep Fire 4eels and immediately add
)eastation To!en, treating Forest $oad hex as .lains hex, immediately increasing to Fire 4eel 8 if
more Fire 4eels were unresoled due to .lains haing a 1urn 4imit of 8.)
%-dden <ord
-'xactly the same as <ord, except that they are initially placed on the board by 3nits with the
R-:erborn %eyword *bility.
-&idden Fords may not be placed in 4a!e hexes.
%-lls
-1loc!s 4o/ (but &ills do not count as Ele:ated terrain)
-3nits moe normally onto and through &ills (i.e., no moement limitation).
-No restriction on combat dice for 3nit on &ills. -aximum of 2 combat dice rolled against 3nit on
&ills, unless enemy attac!er or counterattac!er (ranged or melee) is also in &ills or Ele:ated terrain.
-$anged 3nits on &ills do not hae 4o/ bloc!ed by 3nits. &oweer, terrain bloc!s 4o/ normally (i.e.,
$anged 3nits on &ills cannot see past adEacent &ills, Forests or other normally 4o/ bloc!ing terrain).
-Cannot Burn
2@
"ake
-)oes not 1loc! 4o/ (Do.s of War may not be sent across 4a!e)
7Impassable (+annot moe into, and retreating 3nits must stop and ta!e hits for each hex not
retreated)
-+ards that affect $iers also affect 4a!es. &oweer, R-:erborn 3nits may not place &idden Fords.
-Cannot Burn
'ars*es
-)oes not bloc! 4o/ (Do.s of War are not affected by -arshes, so they can pass through -arshes
without restriction)
-*ll 3nits must stop when entering, but may attac! on the same turn and may !d:ance and $ursue B
out of -arshes. No moement restriction on retreating 3nits.
-3nits in -arshes may only be Ordered either to attac! or -oe ( hex, not both.
-3nits in -arshes lose Stal,art.
-$anged attac!ers add one to their combat dice when targeting 3nits in -arsh hex.
7Cannot Burn
Outpost
-1loc!s 4o/
-3nits entering ,utpost must immediately choose either Barracks (1uilding) or To,er (similar to
+rag, except impossible to retreat) and place the matching ,utpost .osition To!en in the ,utpost hex.
-Ele:ated (Do.s of War may not be sent into or out of To,er)
-+aalry 3nits may not enter To,er.
-No melee attac! or counterattac! into or out of To,er. "f a player has no $anged 3nits, then that
player has no way to attac! or counterattac! 3nits in an ,utpost Tower hex.
-*ll 3nits must stop when entering ,utpost, but may attac! on the same turn and may !d:ance or
$ursue B out of 1arrac!s (no melee attac! in Tower). No moement restriction on retreating 3nits
moing through unoccupied ,utpost, as usual.
-3nits in Barracks hae Co:er 1 (ignore :st hit of each combat result%, unless there is an 'ngagement
To!en in the 1arrac!s#,utpost hex showing their primary &ouse /ymbol.
-$anged attac!ers or counterattac!ers firing out of 1arrac!s roll a maximum of 0 combat dice before
modifiers. This includes Do.s of War, who attac! with a base number of 0 combat dice, no matter
whether they roll red, blue or green to determine their attac! strength.
-$anged attac!ers or counterattac!ers firing from a To,er hae their maximum range -ncreased by
one. *lso, non7Ele:ated terra-n and Un-ts do not block "oS5 $anged attac!ers or counterattac!ers
firing -nto a To,er hae their maximum range decreased by one.
-3nits may not retreat from a To,er, so -orale (blac! flag) results on combat dice are treated as hits.
-Burn "-m-t 1 (*t Fire 4eel 8 !eep Fire leels and immediately add )eastation To!en, treating
,utpost hex as .lains hex. *s usual, you cannot add Fire 4eels to an ,utpost hex if occupied by a
3nit, een if the 3nit is in the Tower.)
$al-sade
-1loc!s 4o/
7Impassable (+annot moe into and retreating 3nits must stop and ta!e hits for each hex not retreated)
--ay hae special rules associated with specific 1attle .lan.
-Burn "-m-t 1 (*t Fire 4eel 8, remoe from the board.)
2(
$la-ns
-)oes not bloc! 4o/
-The basic terrain printed on the +ore /et board. No effect on moement or combat.
-Burn "-m-t 1 (No need to place )eastation since no special effect beyond normal rules for Fire.)
R-:er
-)oes not 1loc! 4o/ (Do.s of War may not be sent across $ier)
7Impassable (+annot moe into and retreating 3nits must stop and ta!e hits for each hex not retreated)
7Cannot Burn
Road
-)oes not bloc! 4o/
-3nits may moe one additional hex as long as all normal moement is on $oad hexes. 3nits need not
start on a $oad, as long as the first moe is onto a $oad, and may then ta!e their one extra moe either
on or off a $oad.
-3nits may add one additional hex of moement to the %eywords !d:ance or $ursue B, as long as all
additional moement stays on a $oad. 3nits need not start on a $oad, as long as all moement,
including the additional moe, stays on a $oad.
-Burn "-m-t 1 (*t Fire 4eel 8, !eep Fire 4eels and immediately place )eastation To!en, treating
$oad hex as .lains hex.)
S-e.e To,er
-1loc!s 4o/
7Impassable (+annot moe into and retreating 3nits must stop and ta!e hits for each hex not retreated)
--ay hae special rules associated with specific 1attle .lan.
-Burn "-m-t 1 (*t Fire 4eel (, remoe from the board.)
Stone Br-d.e
-)oes not bloc! 4o/
-Treat as Road hex, except that 3nits cannot !d:ance or $ursue B onto /tone 1ridge.
-Cannot Burn
Tent
-)oes not bloc! 4o/
--ay hae special rules associated with specific 1attle .lan.
7Burn "-m-t 1 (*t Fire 4eel (, remoe from the board.)
Wooden Br-d.e
-)oes not bloc! 4o/
-Treat as Road hex, except that 3nits cannot !d:ance or $ursue B onto <ooden 1ridge.
7Burn "-m-t ) (*t Fire 4eel 2, remoe both <ooden 1ridge and Fire 4eels from the board.)
20

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