Bladeborn
Bladeborn
™
T he c a l l of Archaon Everchos en, E x a lte d Grand Marsha l of t he
Ap o c a lyps e, e cho es out across t he Mor t a l R e a lms , and t he
g re atest champions of t he D ark G o ds st and re ady to answer.
War b ands f rom f ar and w ide ma ke t he de ad ly pi lg r image to t he
E i g htp oi nts, s e ek i ng Archaon’s g re at for t ress , t he Varanspire.
2
INTRODUCTION
Bladeborn is a game for two players, in which you are trying to best your rivals in battles for glory and dominance. You win each
battle by eliminating your enemies or by gaining control over the battlefield. You can play a single battle in 30 minutes, or play a
campaign of connected battles with a rival over the course of a few hours to chart your warband’s path to glory!
GETTING STARTED
If you have not already done so, punch the tokens off the token Other Warbands
sheet and assemble the miniatures in this set. Instructions for doing In addition to the Godsworn Hunt and Khagra’s Ravagers,
so are found on pages 18-19. this game includes fighter cards and ability cards for four
other warbands – Garrek’s Reavers, the Eyes of the Nine,
Now you’ll need an opponent. If you are playing a skirmish (a Grashrak’s Despoilers and the Dread Pageant. More
one-off battle) or the first battle in a campaign (see page 12), information about these fighters can be found on pages
decide which player will use which warband. Each player takes the 16-17. The miniatures for these warbands are available
miniatures (called fighters in these rules), the fighter cards and separately, should you wish to add to your collection and
the ability card for their warband (cards with the symbol for try out different tactics on the battlefield.
the Godsworn Hunt and cards with the symbol for Khagra’s
Ravagers). The fighters in your warband are called friendly fighters
and other fighters are called enemy fighters.
Vo rtemis
4 4
To help you find your fighter cards, a guide showing all of the 20
components in this game can be found over the page. Gr ash rak
Fellho of
4 4
nge
Bolt of Cha
20
Once you have chosen your warbands, it’s time to choose which 4 2 6 3/6
Run estaff
Tzeentchi an
battle you will use. Each battle is found on a battle card. If this 2/5
4
is your first battle, use the Drawn and Quartered battle card. 2 3
Obsidia n Bla
de
Otherwise, for a skirmish, shuffle the battle cards face-down and 1 3 4 3/4
draw one, or just choose a battle both players want to use. The rules
on the following pages tell you how to fight a battle.
3
CONTENTS
Th e G o ds wo r n Hu n t (6 e a s y- to - b u i ld C i ta de l Mi n ia t u r e s)
Kh a g r a’s R a va g e r s (4 e a s y- to - b u i ld C i ta de l Mi n ia t u r e s)
®
®
Th is r u le b o o k Wa r c r y r u le s b o o k le t
D o u b le - s ide d g a m e b o a r d ,
d i v ide d i n to h e x e s w i t h a g r id
4
SWIF TWIND DUST
GOD S W O R N H U NT RESERVE : 2
LES S ER ART EFACT
ABILITIES HEALING POTION
LES S ER ARTEFACT
KH A G R A’ S R AVA G ER S
[Double] Hunting Pack: A fighter can only use this ability after this fighter’s move action.RESERVE
Pick :1
ABILITIES
another friendly fighter. That fighter makes a bonus move action.
[Triple][Triple]
OathswornMaskAttack:
of Darkness:
Until the end
Pick ofvisible
one this fighter’s activation,
friendly you can
fighter within re-roll
3 hexes ofany
thisrolls to hit
fighter. Place that
for thisfifighter
ghter’s
inattack
any ofactions.
the outermost hexes on the battlefield which does not contain another fighter.
3 1 f ig h te r c a r ds 1 0 le s s e r a r te fa c t c a r ds
[Triple] Ravaging Advance: This fighter makes a bonus move action.
6 a b i l i t y c a r ds
JUGGE
RNAU
A RT E T BR
OF P ACERS
FA C T
OW
Enchan
tments
ENEMIES UNSEEN ER Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
make wo S E C O N D C O N V ERG EN C E
the we ven into thes
When
you ga
arer’s
charge e heavy brac
unstopp WORTHY PREY
ers
VA N Q UIS H
Disarmed, the foe has no recourse but surrender.
in this
FI RabST
ca gi e warriors
your fi rd, Th ve it to
le. C O N V ERG EN C E
of the Godsworn Hunt walk
ghtersknowingly oninto
Add 2
each of to the Streng
th is th ch
. e of an ambush, confident of
glorious victory. DR A W N A ND Q U A RTER BATTLE RULESED
DAWN To know victor y, we must seize this entire region.
charac fi ar During set up, each player must place at
teristic ghter’s weap acteristicsThe Godsworn Hunt’s enemies are least one fighter and no more than two
ons wi in the of
a mov of 1 or 2, if th Fighters th a Ra adversary’s warband cannot be
strong indeed.
e actio
n in th is thefightarget ofng
r has m e
an attack action until they have T WI ST fighters in their battleline starting hexes
is battl teAdd
d.
2 toad
e roun been the
e Wounds
activated characteristics
at least once.
in the adversary’s warband.
of fighters THE GOREMOON RISES
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
B B (marked
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights start ofAt
Reserved.
with a B on
BATTLE
thethe
first
endbattle
the map). At the
RULES
round,
of each each
battle player’s
round, each
T WI ST fightersplayer
in their battleline
scores starting
1 victory pointhexes
for each
In the early hours of the morning, battle is met between rival player’s battleline.
are thatobjective they control.
warbands. As blood is shed, Hysh stirs on the horizon.
At the RESERVES
end of each battle round, if a
Oncannot
Fighters the horizon a Goremoon
be visible rises into
to one another thethey
unless hot evening
are withinsky.
2 Baleful battleline fighter
At the startisofwithin 1 hex
a player’s of turn
first one in each
hexes ofenergies spillinacross
each other thebattle
the first Bloodwind
round,Spoil,
withinand all feel
4 hexes of its influence
each or more of the
battle outermost
round (excepthexes
in theonfithe
rst battle
as it casts battlefiround),
eld, thatiffithey
ghterhave
is taken
one down.
or more reserve
other in the second battle round, andits angry6 red
within hexesglare.
of each other in
fighters, they place one of those fighters
subsequent battle rounds. RESERVES
Add 1 to the value of abilities (to a maximum of 6) used by on or adjacent to a reserve hex that shares
At the start of a player’s first turn in each
all fighters. a symbol with their starting hexes.
B B battle round (except in the first battle
round), if they have one or more reserve
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
VICTORY
The battle ends immediately when all of one player’s battleline fighters are taken down. When the battle ends, the player with
one or more battleline fighters still on the battlefield wins the battle. If neither player has one or more battleline fighters still
18 c o n ve r g e n c e c a r ds 1 4 t w is t c a r ds on the battlefield, the result is a draw.
VICTORY
The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle. If the
players have the same number of victory points, the result is a draw.
1 2 b a t t le c a r ds
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
8 do u b le - s ide d t u r n to k e n s (p la y e r A / 3 De s e c r a t io n to k e n s 8 a c t i va t io n to k e n s
p la y e r B)
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
5 do u b le - s ide d o b je c t i ve 3 6 do u b le - s ide d da m a g e to k e n s
Warhammer Age of Sigmar: Bladeborn © Games Workshop Limited 2021. All Rights Reserved.
5 do u b le - s ide d o b je c t i ve s c o n t r o l to k e n s (p la y e r A /
p la y e r B)
◊
6 a c t io n d ic e 6 G o ds wo r n Hu n t 6 Kh a g r a’s R a va ge r s
a b i l i t y d ic e a b i l i t y d ic e
5
FIGHTING A BATTLE • Roll-off (see opposite).
-- The winner picks a number of reserve fighters from their warband,
as shown on their warband’s ability card, and sets these to one side.
The following rules tell you, step-by-step, how to fight a battle. -- The other player then does the same.
-- The winner then places one of their remaining fighters in one of
Some battles have rules that contradict some of the rules that the starting hexes shown on the battle card’s map. All starting
follow. When this is the case, follow the rules for the battle. hexes with the same colour and symbol as that hex, and all hexes
Similarly, some rules on fighter cards, ability cards, twist cards, adjacent to those hexes, are that player’s territory. All the other
artefact cards or reward cards contradict some of the rules that starting hexes, and all hexes adjacent to those hexes, are the other
follow. When this is the case, follow the rules on that card. player’s territory.
-- The other player then places one of their remaining fighters in one
of the hexes in their territory.
SET-UP -- The players take it in turns placing a fighter in their own territory
First set up the battlefield as shown in the rules for the battle you until all of the fighters in both warbands have been placed, other
are using: than those picked as reserve fighters. A fighter cannot be placed in a
hex that contains another fighter or in a blocked hex (a hex marked
• P lace the game board down with the side pictured on the battle with a thick white outline on the board).
card face-up. The board should be placed so the long edges are
facing the players.
• Place any objectives in specific hexes as shown on the battle
card’s map.
6
• E ach player takes the four turn tokens that match the colour
of their starting hexes, and places them with the red timer DRAWN AND QUARTERED
To know victor y, we must seize this entire region.
side face down. Place all the remaining tokens within easy
BATTLE RULES
reach of both players. At the end of each battle round, each
player scores 1 victory point for each
• Shuffle all of the twist cards face-down and draw the top objective they control.
RESERVES
card. Use the rule on that card in this battle. At the start of a player’s first turn in each
battle round (except in the first battle
• Each player places their warband’s fighter cards and ability round), if they have one or more reserve
fighters, they place one of those fighters
card face-up in front of them. on or adjacent to a reserve hex that shares
a symbol with their starting hexes.
1- 7
Roll-off Player B’s territory
(Player B’s starting
When a rule tells you to roll-off, each player rolls one hexes and all the
action dice (not an ability dice). Whoever rolls the highest hexes adjacent to
score wins. If the scores are drawn, re-roll the dice (see VICTORY those hexes)
The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle. If the
below) and keep doing so until one player wins. players have the same number of victory points, the result is a draw.
I _J \
- Blocked hexes
Re-rolls
When a rule allows you to re-roll, it means that you can pick up the dice you just
rolled and roll them again. If the roll you are making uses more than one dice, re-
◊
roll all of those dice unless the rule says otherwise. You cannot re-roll a dice more
than once, except in a roll-off.
7
BATTLE ROUND RESERVE PHASE
Skip this phase in the first battle round. In later battle rounds, if
players have one or more reserve fighters, they are placed on the
Play a series of battle rounds until the battle ends as explained battlefield as described in the rules on the battle card.
in the battle’s Victory rules. Play these battle rounds one after
the other, in the sequence described here. Each battle round has
four phases: COMBAT PHASE
The players take it in turns to activate their fighters. Each player has
1. Hero Phase four turns in each battle round which are counted using the turn
2. Reserve Phase counters – simply turn a counter over after each of your turns. The
3. Combat Phase player with the initiative picks which player takes the first turn.
4. End Phase
When it is a player’s turn, they activate one friendly fighter. They
The rules for the battle will tell you which player has won at the end cannot activate a fighter that has already been activated unless each
of the battle (usually after the final battle round). friendly fighter on the battlefield has already been activated in this
battle round.
HERO PHASE When a player activates a fighter, that fighter makes 2 actions,
Each player rolls a set of six dice, called ability dice. Each player then one after the other. The fighter can make the same action twice. If
divides their results into singles (a dice that does not have a matching that fighter was already activated in this battle round, that fighter
score on any other dice in the roll), doubles (two dice that have the instead makes 1 action.
same score) and triples (three dice that have the same score).
Players use their doubles and triples during a combat phase to Tip: If all of your fighters have already been activated in the
use abilities. current battle round, you can activate the same fighter in each
of your remaining turns!
4 or more of a kind
If a player rolls four or more dice that have the same score, The actions a fighter can make are:
that player divides those dice into doubles and triples (but not
singles). For example, if a player rolled six dice with the same • Move
score, that player can divide those dice into three doubles or • Attack
two triples. They could not divide the dice into a double and a • Disengage
triple, because that would leave a single. • Wait
A fighter may also use one ability when they are activated, which
DETERMINE INITIATIVE uses the player’s ability dice.
• I f one player has more singles than the other player, that
player has the initiative, which affects the order in which Actions and abilities are described in the following pages.
players will act in this battle round.
• Otherwise, if this is the first battle round, the players After a fighter’s activation, give them an activation token (either
roll-off (use the action dice) and the winner has place it next to them in their hex or on their fighter card).
the initiative.
• Otherwise, whichever player did not have the initiative Some fighters have an additional rule on their fighter card. When
in the previous battle round has the initiative. using these fighters, be sure to follow these additional rules.
8
ABILITIES MOVE ACTIONS
When a player activates a fighter, that fighter can use one ability. When your fighter makes a move action, you move that fighter
That fighter can use an ability before their first action, or after their into an adjacent hex (a hex next to the hex the fighter is in) up to a
first action, or after their second action. The abilities a fighter can number of times equal to their Move characteristic, as shown on
use are listed on that fighter’s warband’s ability card. their fighter card.
1
®
2
KHAG R A’S R AVAG ER S
ABILITIES
[Double] Imbued with Dark Power: Until the end of this fighter’s activation, add the value of this
[Double] Desecration: A fighter can only use this ability after the last action in this fighter’s activation,
if this fighter is within 1 hex of an objective that does not have one of your Desecration tokens on it.
Place one of your Desecration tokens on that objective. While there is one of your Desecration tokens
on an objective, add 1 to the number of fighters you have within 1 hex of that objective for the purpose
of controlling it. At the end of the battle round, remove the Desecration token.
3
1 3
20
6
Khagra the
Usurper
~ -®------- [Double] Whispers of Chaos: Pick one visible enemy fighter within 4 hexes of this fighter. Pick one:
deal 2 damage to that fighter or push that fighter one hex.
Daemon-bound Mace
1. Runemarks
[Double] Champion of Darkness: A fighter can only use this ability after an enemy fighter is taken
down by this fighter’s attack action. This fighter makes a bonus move action or a bonus attack action.
2. Cost 1 4 4 3/5
3. Rules [Triple] Mask of Darkness: Pick one visible friendly fighter within 3 hexes of this fighter. Place that
fighter in any of the outermost hexes on the battlefield which does not contain another fighter.
1. Faction runemark
Dark Bolts
2. Other runemarks
4 3 3 3/3
Godsworn Wand
To use the ability, that fighter’s player must discard ability dice as
shown in the ability’s1 cost: a double
3 or4 a triple.
3/4A player can discard
a triple to match the cost of a double ability, but if they do so they
must discard all of the dice in that triple. Discarded ability dice
cannot be used for the rest of the battle round.
Each double and triple has a value, which is the score shown on the
dice. For example, a triple in which each dice shows a score of 4 has
a value of 4. This is important for some abilities.
When a fighter uses an ability, follow the rules detailed for that
ability on the fighter’s card or the warband’s ability card. An ability
may allow a fighter to make one or more bonus actions, but an
ability is not an action and bonus actions do not count towards that
fighter’s actions for that activation.
Push
Some abilities and artefacts allow you to push a fighter one
hex. This means that you move that fighter into an adjacent
hex, in any direction. A fighter cannot be pushed into a hex
that contains another fighter or into a blocked hex.
◊
into the blocked hex, so moves around it instead.
9
ATTACK ACTIONS
When your fighter makes an attack action, follow this sequence: Damage Tokens
Damage tokens are double-sided; some have ‘1’ on one side and
1. Pick Weapon and Target: Pick a weapon from the fighter’s ‘3’ on the reverse, and others have ‘5’ on one side and ‘10’ on
card and an enemy fighter that is: the reverse. The higher numbers represent a number of damage
tokens, and make it easy to keep track of the damage fighters
• Visible to that fighter (see opposite), and have suffered. However, when a rule refers to damage tokens,
• Within range (in hexes) as shown by the Range remember that a damage token that is showing a ‘3’, ‘5’ or ‘10’
characteristic of the weapon.Khagra the represents that many tokens, not a single token.
3 6 Usurper
If the fighter is adjacent 20
to one or more enemy fighters, you must For example, if an ability instructed you to remove one damage
pick one of those enemy fighters as the target. token from a fighter, and that fighter had a damage token
showing a ‘3’, you would treat that fighter as if it had three
damage tokens showing a ‘1’. After resolving the ability, the
1 fighter would have two damage tokens, each showing a ‘1’.
Daemon-bound Mace
1 4 4 3/5
2 3 4 5
1. Weapon’s name 4. Strength
2. Range 5. Damage
3. Attacks
2. R
oll to Hit: Roll a number of action dice, as shown by the
Attacks characteristic of the weapon, and count the number of
hits and critical hits.
10
Visible
Fighters are visible to each other if you can draw a straight,
thin, imaginary line from the centre of one fighter’s hex to the
centre of the other fighter’s hex without that line going through
one or more blocked hexes. If the line just touches the edge of
a blocked hex without going through it, the fighters are still
visible to each other.
DISENGAGE ACTIONS
When your fighter makes a disengage action, you move that fighter
into an adjacent hex. You cannot move the fighter into a hex that
contains another fighter or into a blocked hex. After this action, the
fighter must be adjacent to no enemy fighters.
WAIT ACTIONS
When your fighter makes a wait action, that fighter’s activation
ends. A wait action is normally only made when you must activate
a fighter but there isn’t anything that fighter can do at that point to
help you achieve victory.
END PHASE
In the end phase, remove all activation tokens from the battlefield Th e d d r a
and flip your turn counters back over. Once the end phase is
complete, the battle round is over and you are ready to begin the
next battle round.
S k u l l-S c ry e r
The war shaman of a fearsome Darkoath tribe,
Theddra can call upon her mystical gifts to sap
Objectives her foes’ strength, leaving them withered and
Many battles include objectives, as shown on the battle map. A emaciated. She is also a powerful seer, able to
player gains control of an objective if, after either player’s turn, identify the branching paths of fate, and uses this
they have more friendly fighters within 1 hex of it than there wisdom to her tribe’s advantage. Heeding her
are enemy fighters within 1 hex of it. Place a control token in visions, the Godsworn Hunt strike when their
the same hex as that objective to show which player controls it. victims least expect it, or when the surrounding
Once a player gains control of an objective, it remains under terrain favours their attack, armoured by the
their control until another player gains control of it. surety that they will not fall that day. Theddra
claims her foreknowledge is sent by the Chaos
Gods themselves – sure evidence of her dark
patrons’ favour.
‘D ebt s w ill be
paid today.
O ath s w ill
be f ulf illed .
T he god s w ill
w itness our
v ic tor y! ’
11
PLAYING A CAMPAIGN
Bladeborn is a game that you can play in individual skirmishes, where a player’s victory or defeat is decided in a single quick,
tense battle. However, you can also enjoy Bladeborn in a campaign, which is a term for a number of connected games played by
the same two players. In a campaign, a player may lose one or more battles, only to overcome adversity and triumph in the end!
You can play a campaign in a day or across a couple of evenings.
When a player wins their final convergence, they win the campaign. Aspirant’s Aspirant
Convergence wins
To play a campaign:
Adversary wins and becomes
1. F
irst decide which warband you will use. Each player uses
the aspirant
the same warband for each battle in the campaign.
• E
ach time a player wins a battle, they will gain the spoils
of battle (see Spoils of Battle, opposite).
• Campaign battles must have a winner. If the battle would
result in a draw, use the tiebreakers to determine a winner
(see Tiebreakers, below).
3. The winner of that battle (now called the aspirant) plays their
convergence. To play a convergence, determine a random
battle. Then use the relevant convergence card in this battle.
13
BATTLING
CHAMPIONS
K h ag r a t h e Kh a g r a t h e U s u r p e r Za r s h ia B i t te r s o u l
Usurper
Wielding a cruel mace containing the bound
essence of a blood-hungry daemon, the Chaos
Champion Khagra leads her warband from the
front. Amongst the armoured hordes of the
Slaves to Darkness, leadership and strength
are one and the same, and Khagra has never
shown a moment’s weakness in battle. In her
realm-spanning travels, she has faced and
defeated towering troggoths, brutish orruks and
the lightning warriors of Sigmar’s Stormcast
Eternals. She claims that only one soul in the
Eightpoints could stand against her – and she
comes to seek a place in his legions.
Dour Cragan R a z e k G o d b le s s e d
doomed f rom labyrinths and beast-infested lairs on their route to the Eightpoints.
Khagra’s sister, the sorcerer Zarshia, once led the warband, but
the moment I the Chaos Gods are fickle – Zarshia’s dark powers abandoned her
at a crucial moment, and the Ravagers were ambushed. In that
moment the brutal warriors Cragan and Razek turned to Khagra
s aw you .’ for direction, and she was quick to prove that her strength and
skill were more than a match for her sister’s magic. Zarshia has not
abandoned her own ambitions, however, and is poised to overturn
her upstart sibling when the opportunity arises.
14
All of the models on these pages have been painted using the Citadel Colour range of paints. For the full range of paints, the latest ‘How
to Paint’ videos, expert painting tips and more, go to citadelcolour.com
Th e dd r a S k u l l- S c r y e r G r u n da n n B lo o d- E y e Grawl
S h o n d He a d- C la i m e r Ja g a t h r a O l lo
◊
will offer their victims’ lives in tribute to the Chaos pantheon.
15
WARBANDS OF THE BLOODWIND SPOIL
THE EYES OF THE NINE
Led by the sorcerer Vortemis the All-S eeing, the Eyes of Nine are disciples of Tzeentch, the Chaos God of change and mutation.
They wield magic and tricker y as other warriors wield a blade, and have received many blessings from their enigmatic patron.
Vo r te m is t h e A l l- s e e i n g Na r v ia Turosh
B l u e Ho r r o r B r i m s to n e Ho r r o r s K ’c h a r i k
G l is s e te Ha d z u
16
Va s i l la c t h e G i f te d S la k e s la s h
GRASHRAK’S DESPOILERS
The gor-kin who follow the Bray-shaman Grashrak are bestial hunters, in their element amongst the wilds of the Bloodwind
Spoil. Grashrak rules his savage herd through fear alone, conjuring the mutating energies of Chaos to rend his victims’ f lesh
and ravage their souls.
Gnarl Mu r g h o t h Ushkor
G r a s h r a k Fe l l h o o f Ko r s h ‘ t h e S n e a k ’ Draknar
GARREK’S REAVERS
Garrek’s Reavers have sworn thems elves to K horne, go d of carnage and slaughter. The y es che w heav y armour, preferring to
feel the blo o d spatter across their chests, and chas e their pre y as tirelessly as hunting wolves. Blinded by battle-madness,
the y care not f rom whence the blo o d f lows, only that it f lows.
17
B lo o de d S a e k Arnulf
ASSEMBLING YOUR MINIATURES
This box contains 10 finely detailed Citadel Miniatures. All of the WARNING. SMALL PARTS. SHARP POINTS.
PRODUCT FOR AGES 12+ ONLY.
miniatures in this set have been designed so that the pieces simply
push together. To assemble your models, carefully remove the ADVERTENCIA. PARTES PEQUEÑAS. PUNTAS AFILADAS.
components from their frames, one model at a time, and follow the NO APTO PARA MENORES DE 12 AÑOS.
step-by-step guides on these pages.
ATTENTION. PETITS ÉLÉMENTS. POINTES ACÉRÉES.
PRODUIT DESTINÉ AUX ENFANTS DE 12 ANS ET +.
0 – Contact points
■
1 Theddra Skull-scryer
■
2 Ollo
2
1
10
8 3
3 4
■ Grundann Blood-Eye
■ Shond Head-Claimer
6 15
4
14
5
7
16
5 6
■ Jagathra
■ Grawl
11
17
12 18
13
19
18
7
■ Dour Cragan
4 1
3
5
8
■ Razek Godblessed
8 7
10
11
9
■ Khagra the Usurper
13 12
15
14
16
10 Zarshia Bittersoul
17
18
19
21
20
◊
19
BATTLE ROUND SEQUENCE
1. Hero Phase (pg 8)
Each player rolls their six ability dice, dividing the result into triples, doubles and singles. If one player has more
singles than the other, they have the initiative. Otherwise, the player that did not have the initiative last has the
initiative (roll off in the first battle round).
2. Reserve Phase (pg 8)
Each player places one reserve fighter as described on the battle card. Skip this phase in the first battle round.
3. Combat Phase (pg 8)
The players take it in turns to activate fighters. Each player has four turns; the player with the initiative chooses
who goes first. When activated, a fighter makes two actions, unless they have already been activated this round,
in which case they make one action. A fighter cannot be activated a second time unless each surviving friendly
fighter has been activated in this round.
When activated, a fighter can spend action dice to use one ability from their warband’s ability card before their
first action, after their first action, or after their second action.
4. End Phase (pg 11)
Remove all activation tokens from the battlefield and flip your turn counters back over.
ACTIONS
Move Action (pg 9)
Move the fighter a number of hexes equal to or less than their Move characteristic ( ). A fighter that is adjacent
to enemy fighters cannot make a move action.
Attack Action (pg 10)
Pick a weapon from that fighter’s fighter card, and a target that is visible and in range ( ). A fighter that is adjacent
to enemy fighters must target those first. Roll action dice equal to the weapon’s Attacks characteristic ( ).
• If the Strength of the weapon ( ) is higher than the target’s Toughness ( ), rolls of 3 or more are hits.
• If the Strength of the weapon is equal to the target’s Toughness, rolls of 4 or more are hits.
• If the Strength of the weapon is lower than the target’s Toughness, rolls of 5 or more are hits.
• Rolls of 6 are critical hits instead.
For each hit, deal damage to the target as shown by the first Damage characteristic of the weapon ( ). For each
critical hit, deal the damage shown by the second Damage characteristic instead.
If a fighter’s damage tokens equal or exceed their Wounds characteristic ( ), that fighter is taken down.
Disengage Action (pg 11)
Move the fighter one hex so they are not adjacent to any enemy fighters.
Wait Action (pg 11)
The fighter’s activation ends.