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Phase 2: Event Die

Roll Event Die + 1 Resource Die.


Summary of Round Phases v1.2
Ignore Resource Die, draw Marauder card, and follow instructions.
If can’t play card, discard and continue to Movement.
Setup Resource Generation If you have Control of a territory (regardless of settlement) with
Each player gets 7 gold, 5 timber, 7 wheat, 7 cattle, & 2 stone. the color of Resource Die, draw 1 Event card.
Gold Primary Secondary If you have a Village or higher on the color of Resource Die, draw
Place 1 town, 1 village, 1 army, 1 road and 4 territory markers.
1 Event card.
Control 0 1 0
Phase 1: Construction If you have a Town or higher on the color of Resource Die, draw 1
1. Receive Gold — Gold based on settlements connected by roads Village 3 2 0 Event card.
to capital. If you have a City or higher on the color of Resource Die, draw 1
Town 6 3 1
2. Check support — Pay 5 gold for each unsupported army, or Event card.
remove army from board. City 9 4 2
Keep Event cards secret until you choose to play. No limit on Event cards
3. Generate resources — Roll 3 Resource Dice to determine terri-
you can have.
tories that generate resources based on settlements. Army Support
 Trade market: 4 of one resource for 1 of another resource. Marauders
 Trade market: 5 gold for 1 resource. Number of Armies
4. Construct — Pay building costs and place items on board. Territories No capital. Can’t explore. For conquered territories,
Capital 1 in the territory
Make trades and agreements with other players. controlling player rolls 1 blue Battle Die. If Flail, set-
Settlements: Village 1 in the territory tlement is razed. Otherwise, it is captured and gains a
Marauder territory marker.
 Build/upgrade as often as resources allow. Town 1 anywhere on the board
 Upgrade only settlements from your culture. Resources Do not generate gold or resources
 Build/upgrade settlements in territories you control. City 2 anywhere on the board
Armies Always start unready.
 Can’t build & upgrade settlement in same turn. Do not have to support armies.
 Only 1 settlement per territory. Building Cost
Can have any number of armies.
 Upgrade settlement only 1 level per turn. Gold Timber Wheat Cattle Stone Can’t move into unexplored territories.
 Cannot change a settlement’s culture.
Road 3 2 1 0 0 Settlements & Can’t build or upgrade.
Fortifications: Fortress
 Build/upgrade as often as resources allow. Village 4 3 3 3 0
 Build /upgrade in territories you control with a settlement Turns Do not have turns. Controlled by players if Event Die
(even if it is not your culture or if Malador). Town 6 4 4 4 1 require drawing from Marauder deck.
 Upgrade fortification only 1 level per turn. City 9 4 4 5 3 Events Do not get. But player controlling Marauders can play
 Can’t build & upgrade fortification in same turn. Event cards from his/her hand.
 Only 1 fortification per territory. Walls 4 1 0 0 2
Combat If current player triggers a response, the player to the
Roads: Fortress 4 2 0 0 4 left of current player controls Marauders.
 Build as often as resources allow.
Castle 6 2 0 0 4
 Must control connected territories.
 Place across border between territories. Army 5 0 3 3 0
Phase 3: Movement
 Owned by no one. Move any or all ready armies.
Provisions 5 0 0 0 0  Move each army once per turn.
 Immediately available for use.
 Can’t be destroyed. Resupply 2 0 0 0 0  Move to 1 adjacent territory or if connected by roads, move 2.
Armies:  No limit on armies in a territory.
 Build in territories you control with a city or town of your
culture. Phase 4: Exploration
 Towns: 1 army per turn for a territory If you moved army to a territory not controlled by another player or
 Cities: 2 armies per turn for a territory Malador, roll 1 Resource Die + 1 purple Bonus Battle Die.
 Place armies in unready state.  If exploring more than 1 territory, chose order to resolve.
 Roll for each territory.
 Resolve immediately.
Phase 5: Combat Army Readiness 9. Determine results — See who wins & if battle ends.
If attacking more than one territory, attacker decides order. Attack-  If all attacker armies in the territory are removed, defender wins
ing player can’t withdraw until the Results round. Set Condition Effects and battle ends.
 If all defender armies in the territory are removed (or militia has
Defending player can wage battle or withdraw: Ready At the end of everyone’s turn Can move, attack, withdraw.
taken damage allowed for the settlement) and if attacker armies
 Can only withdraw if army is ready and if player controls an (round).
remain, attacker conquers territory. All attacking armies become
adjacent territory. unready. Battle ends.
Unready When created. No effect on battle.
 Withdrawn armies move to territory and become unready.  If all defender and attacker armies are removed (or militia has
After moving, attacking, or Cannot withdraw (defender).
 If attacking a Maladorian territory, player to the left decides withdrawing (attacker or Cannot be resupplied. taken damage allowed for the settlement), defender retains con-
whether to withdraw (and where to) or wage battle. defender). Ready armies that trol. If only militia remains, remove all its Damage Counters.
 If defender only has settlement that is not of the attacker’s survive battle remain ready. Battle ends
culture, its militia automatically wages combat.  If defender and attacker armies remain, attacker can withdraw or
 If an undefended settlement’s culture matches that of the Militia Combat continue battle. To withdraw, move all attacker armies to their
attacker, the settlement does not summon a militia. The origin territory, change to Unready, and retain their damage
attacker liberates the city & replaces territory marker with Battle Dice counters. To continue, start with battle offering. Defender can
his/her own. Damage withdraw or wage battle. If waging battle, play another battle
Defend Counter round starting with determining superiority.
1. Determine superiority — Count the number of attacking &
defending armies (with Militia counting as 1 army). Village 1 2 3
 Get 1 Battle Bonus Die for each army difference. Town 2 2 3
Phase 6: Resupply armies
 Existing hits on armies are ignored. Resupply any ready armies in territories with a town or city that the
 Recalculate at start of each battle round. City 3 2 3 player controls or in a territory connected by roads through territories
2. Roll attack — Attacker rolls 4 red Battle Dice + Bonus Battle you control.
Dice (if won). Counter number of Warhammer icons. Ignore Fortification Dice for Defense  Costs 2 Gold per army.
other results.
Bonus Fortification Dice When Defending
 Removes all Damage Counters per army.
3. Roll defense — Defender rolls 2 blue Battle Dice + grey Fortifi- Update economic ledgers to determine gold & resource generation based
cation Dice + Bonus Battle Dice (if won). Counter number of Walls 1 on changes during your (or another player’s) turn.
Shield icons. Ignore other results.
4. Distribute damage to defender — For each Warhammer hit that Fortress 2
is not negated by a Shield, place a Damage Counter under an Achievement Points
army. Castle 3
 No army may receive more than 3 Damage Counters. Village 1
Conquering Territories
 Distribute hits to 1 army before distributing to another.
Town 2
 Do not remove armies at this time. Capture Settlement Generate resources, support armies, resupply armies.
 If no armies, assign Damage Counters to settlement. Cultures doesn’t change. City 3
5. Counterattack — Defender rolls 4 blue Battle Dice + Bonus
Raze Settlement Remove settlement & fortification. Warlord of Arowyth (7+ territories) 1
Battle Dice (if won). Armies with 3 Damage Counters still par-
Collect resources.
ticipate in counter attack. If attacking only with Militia, roll 3
Can’t raze territories with no settlements. Heavily Fortified (5+ levels of fortifications) 2
blue Battle Dice + Bonus Battle Dice (if won). Counter number
of Flail icons. Ignore other results. Empire (Capital city + 3 levels of captured settlements) 2
6. Negate counterattack hits — Attacker rolls 2 red Battle Dice +
Gold & Resources for Razing Settlements
Bonus Battle Dice (if won). Counter number of Shield icons. Gold Timber Wheat Cattle Stone Master Merchant (24+ Gold generation) 1
Ignore other results.
7. Distribute damage to attacker — For each Flail hit not negated Village 2 1 1 1 0 Fortification Dice — The defender uses these
by a Shield, place a Damage Counter under army.
when Defending. (See Step 3.) Defender uses
 No army may receive more than 3 Damage Counters. Town 5 3 3 3 0
the Shield to negate hits.
 Distribute hits to 1 army before distributing to another. City 9 5 5 6 2
 Do not remove armies at this time.
8. Remove armies — Remove all attacker & defender armies with Bonus Battle Dice — The attacker or defender
3 Damage Counters. use these if they have the superior army. (See
Step 1.) Attacker scores with a Warhammer
Red Battle Dice — Attacker rolls these. Blue Battle Dice — Defender rolls these. (Step 2). Defender scores a hit with a flail
Attacker scores hit with a Warhammer Defender scores hit with a Flail (Step 5). during Counterattack (Step 5). Attacker and
(Step 2). Attacker uses the Shield to Attacker uses the Shield to negate Attack defender use the Shield to negate hits
negate Counterattack hits (Step 6). hits (Step 3). (Step 3 or 6).

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