Battles of Westeros v2
Battles of Westeros v2
Battles of Westeros v2
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These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
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Game:
BATTLES OF WESTEROS
Publisher:
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v2
Jun 2014
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
1. RALLY PHASE
1. Determine Advantage
The player with the most command tokens on his command
board is the first player and acts first for the rest of the round.
If there is a tie, the player with the momentum token wins.
SETUP
1. Choose a Battle and a House to Play
Choose a battle and the House each player will control; in the
core game, either House Stark (white) or House Lannister (red).
Each player takes his Houses command board, Leadership
cards, Commander cards, and Unit Reference cards.
2. Create the Battlefield
Place any map overlays and tokens required onto the battlefield.
Each player sits with his Houses board edge in front of him.
3. Take Commanders
According to the battle plan, each player takes his commander
figures and Commander cards. Commander cards should be
placed uncommitted side up (full color portrait faceup).
4. Build Leadership Decks
Each player takes his Houses 10 basic Leadership cards (no
portrait in the lower right). Each commander has 5 commanderspecific Leadership cards (portrait in the lower right). Take the
commander-specific cards that match your commanders and
shuffles them with your 10 basic Leadership cards. Place this
deck facedown to form your Houses Leadership deck.
5. Place Round Track and Round Marker
Place the round marker on the 1 space of the round track. The
Round Limit icon number shows how many rounds a battle lasts.
6. Place Morale Track and Morale Marker
Assemble the morale trackmoral hub in the center and the
2 House segments on either sideand place it next to the
battlefield. Each players House morale segment must be
the one nearest to his board edge. Ensure that the side of
your morale segment that is faceup corresponds to the side
indicated in the battle plan. The last space of each morale
segment must match the space dictated in the battle plan.
Place the morale marker on the center space of the morale hub.
2. Refresh Commanders
Each player takes all command tokens from his Commander
cards and places them back onto his command board.
3. Rally Units
Each player rotates his units banners so the proper side is
facing his edge of the game board; thus making all of his units
active (able to be ordered) during the coming Command Phase.
The color of the round markers current space on the round
track is the round color (white or black). Rotate your units
banners so the round indicator matching the round color is
facing your board edge. This is known as rallying a unit. A
banner that already matches the round color is not rotated.
An active unit is a unit whose banner matches the current
rounds round color. An inactive unit is a unit whose banner
matches the next rounds color.
Only active units can be given orders during the Command
Phase. Inactive units are normally unable to move and/or attack.
2. MARSHALING PHASE
These actions are executed in order by the first player; his
opponent then executes them in order. The player currently
performing an action is referred to as the active player.
3. COMMAND PHASE
Starting with the first player, each player in turn selects and
executes one of the following actions. That players turn is then
complete and his opponent becomes the active player and
selects an action. This process is repeated until both players
pass and the phase is over.
Increase your Houses morale by 1; or decrease by 1 to rally
one of your units. No unit is ordered.
c. Pass
You may choose to pass. Once you pass, you can no longer use
order tokens or Leadership cards until the next round. Your
opponent can continue taking actions until he also chooses to
pass. You are forced to pass when you are unable to play an
order token or Leadership card on your turn.
Ordering Units
A unit can only be ordered if it is active; the units banner must
be on the active side (the round indicator matching the current
round must be facing the units owner).
After a player orders one of his units, he rotates its banner to
the inactive side; the unit is considered inactive and cannot be
ordered again until the unit is rallied.
Morale order tokens and some Leadership cards allow players to
rally units. Units can potentially be ordered multiple times in a
single round. Otherwise, every unit automatically rallies during
the Rally Phase.
4. REGROUP PHASE
Decide whether the unit will move and/or attack; all movement
must be completed before it attacks. After the order has been
completed, rotate the units banner to the inactive side.
Commander Units
A unit with a commander as a banner bearer is a commander
unit. The figure type of each commander unit is shown on the
commanders Commander card next his name and title.
Each commander unit has the abilities of a normal unit as well
as special unit abilities on the corresponding Commander card.
Commit abilities are special effects that can normally be used
only once a battle. After use, the Commander card is flipped to
the committed side (the monochrome portrait).
MOVEMENT
You must order a unit to move it (unless forced to retreat).
You must complete one units movement before moving another
unit, and must move all units you wish to move before attacking
with any unit. An ordered unit is not required to move.
A unit can only move into whole hexes. It can only move off the
battlefields edges when allowed to do so by the battle plan.
Only one unit can occupy a hex at a time. You cannot move
a unit into or through a hex occupied by another unit. A unit
cannot split up or combine with another unit.
Units can move up to the amount listed on the Order Table.
Some terrain impacts movement.
If an ordered unit is not going to attack, the round indicator
that matches the next round (the inactive side) must be facing
the units owner after the unit completes its movement.
If an engaged unit is going to move, the unit it is engaged with
can interrupt the active players turn to attack it.
COMBAT
After all movement, each ordered unit can attack one at a
time in any order you choose. An ordered unit is not required
to attack. The number of figures in a unit does not affect the
number of dice it rolls in attacks or counterattacks.
1. Declare Attacker
Declare which of your ordered units is the attacker.
2. Declare Target
Declare an enemy unit to be the target of the attack.
3. Verify Range and Line of Sight (LOS)
The number of hexes from the attacker to the target (excluding
the attackers hex but including the targets hex) must be within
the attacking units Attack Range.
A unit with a Ranged Attack icon has its Attack Range next
to the icon. A unit with a Melee Attack icon can only attack
enemies in adjacent hexes, so it has an Attack Range of 1.
To check LOS, draw a line between the centers of the attacker
and target hexes. If this crosses any part of a hex with an
obstacle (terrain that blocks LOS, friendly units, and enemy
units), LOS is blocked. Units always have LOS to adjacent units.
Counterattacking
Retreating
A unit must take its full retreat in the in the opposite direction
of the attack if this hex is empty (primary retreat direction). If
that hex is occupied or impassable, it must retreat to the first
hex adjacent to the primary retreat direction and nearest the
retreating unit owners board edge (secondary retreat direction).
All of a units retreats must be taken in the same direction. If
the unit can no longer retreat, it must take hits as normal.
Other terrain effects are ignored when retreating unless
specified. Impassable terrain cannot be retreated into.
A unit cannot retreat into a hex containing any other unit, or
off the board. If a unit cannot retreat, the number of remaining
retreat hexes become hits which are immediately applied.
Capturing Commanders
Disengaging
When choosing to break an engagement, the owner of the
disengaging unit removes the engagement token, and then the
unit suffers a Parting Blow. If the engagement is broken in
some other way, the disengaging unit does not suffer a penalty.
If the target of an attack retreats or is eliminated, any
engagement token is removed.
Parting Blow
A Parting Blow is made before the disengaging unit can move
or attack. The unit performing the Parting Blow rolls its normal
attack dice and ignores any morale results. Hits are taken
following normal attack rules. If the disengaging unit has not
been eliminated, its owner can continue to order it normally.
Units forced to retreat are not susceptible to a Parting Blow.
MORALE
The morale track is formed at the beginning of the game as
specified in the battle plan. During the game, the morale
marker is moved to indicate increases and decreases in morale.
A shift of the morale marker one space or more toward a
players opponent is an increase in morale for the player. A shift
of the morale marker towards the player is a decrease in morale.
If the morale marker lands on a Rout space, that army
immediately flees from the battlefield; an immediate loss for
the routed army.
If the marker cannot move any further on the track but no Rout
space has been encountered, the marker stays in that position
until it shifts in the other direction.
The following circumstances cause shifts in morale:
Eliminating a green rank enemy unit: Morale +1
Eliminating a blue rank enemy unit: Morale +2
Eliminating a red rank enemy unit: Morale +3
Spend a Morale order token to increase morale: Morale +1
Spend a Morale order token to rally a unit: Morale -1
Card effect: Variable
1. Rally Phase
Determine advantage
Refresh commanders
Rally units
2. Marshaling Phase
3. Command Phase
(alternating player turns)
4. Regroup Phase
Combat sequence
KEYWORDS
Advance The attacking unit may move into the hex formerly
occupied by the target unit, if the target unit is eliminated or
is forced to retreat. A unit can only advance once per turn.
Cover X / Toughness X
Dogs of War
For this special ranged attack, friendly units do not block LOS;
river hexes do block LOS. Other blocking terrain acts normally.
Heavy Armor
Heavy Armor
Stalwart
STATUS CONDITIONS
Fire
Fire tokens mark hexes where fires break out. The strength of
the blaze is indicated on the token. Each hex with a fire token
in it resolves a burn status condition during each Regroup
phase as follows:
1. Rally Phase
Determine advantage
Refresh commanders
Rally units
2. Marshaling Phase
3. Command Phase
(alternating player turns)
4. Regroup Phase
Combat sequence
KEYWORDS
Advance The attacking unit may move into the hex formerly
occupied by the target unit, if the target unit is eliminated or
is forced to retreat. A unit can only advance once per turn.
Cover X / Toughness X
Dogs of War
Units cannot leave a hex with fire tokens. A unit can remove
all fire tokens in its hex by being ordered and then spending
its entire turn extinguishing the fire (the unit cannot move or
attack). The player then removes any fire tokens present in the
hex. Terrain with a Burn: None Burn Limit cannot have fire
tokens placed on them.
For this special ranged attack, friendly units do not block LOS;
river hexes do block LOS. Other blocking terrain acts normally.
TERRAIN
Wooden Bridge
Plains
Move:
Move:
Combat: No restrictions.
Move:
Stone Bridge
No restrictions.
Move:
Burn:
None.
Move:
Move:
Move:
Combat: No restrictions.
Burn:
Combat: No restrictions.
Building
Move:
Ford
Move:
Move:
Burn:
Combat: No restrictions.
Burn:
Special:
None.
Devastation
Special: The devastation token negates the
effect of any terrain hex it is placed on
(treat as Plains hex).
Burn:
Tent
Move:
Siege Tower
Move:
None.
Move:
Impassable.
Combat: No restrictions.
Burn: 1. After 1 or more fire levels, Tower
destroyed and removed.
Special: See Battle Plan.
Ford
Move:
Road
No restrictions.
Combat: No restrictions.
Forest River
Impassable.
Impassable.
Combat: No restrictions.
None.
Palisade
Move:
Burn:
Move:
Fire
Move:
None.
Treat as Road.
Combat: No restrictions.
Building
None.
Burn:
Combat: No restrictions.
Forest Road
Move:
Road
Impassable.
River
Siege Tower
Move:
Move:
Combat: No restrictions.
None.
Stone Bridge
No restrictions.
Move:
No restrictions.
Forest
Tent
Forest River
Impassable.
River
Impassable.
Combat: No restrictions.
Move:
Palisade
Treat as Road.
Combat: No restrictions.
Hills
Treat as Road.
None.
Move:
No restrictions.
Combat: No restrictions.
Forest
Move:
Move:
Combat: No restrictions.
Burn:
Wooden Bridge
Plains
Combat: No restrictions.
No restrictions.
Hills
Treat as Road.
TERRAIN
Forest Road
A unit that only uses Road hexes for
movement can move 1 additional hex
(this hex does not have to be Road).
Combat: No restrictions.
Burn:
Special:
Burn:
None.
Move:
Fire
None.
Devastation
Special: The devastation token negates the
effect of any terrain hex it is placed on
(treat as Plains hex).
KEYWORDS
Advance This attacking unit may move into the hex formerly
Pursue X Once per turn, this attacking unit has the option
Run Down When using Pursue, this unit can move through
Phase.
A unit with a Loot token in its hex during the Resolve Status
Conditions step of the Regroup Phase discards the token and
may then upgrade to the next higher rank (once per round) by
replacing the old banner with a new one with the new rank.
units.
Honorable The unit may never flank enemy units. If the unit
Indirect Fire
in its hex. A unit with this keyword can also place a defend
token in its hex after it advances.
If the only eligible targets are Stealth units, the attacker may
choose to attack one of the Stealth units.
Heavy Armor
as a space when determining how far the unit can move. The
unit may not, however, stop its movement directly on the crag
hex it is passing through. They may only stop on a crag hex by
accessing it from an adjacent hill or crag, as normal.
move directly through that crag hex to any hex on the other side
(besides other crags). The crag hex that was moved through
does not stop the units movement as normal, nor does it count
Stalwart This unit has the option to ignore the first Morale
result (flag) rolled against it. This unit may also counterattack.
If a defending unit is adjacent to 2 friendly units, the defending
unit automatically gains becomes Stalwart until that unit is no
longer adjacent to 2 friendly units.
Targeted Shot Before rolling attack dice for this unit, the
controller may declare it is targeting a specific single figure of
the target unit.
The rank of the target unit is lowered by 1 (to a minimum of
green) and all the damage is taken by the chosen figure.
It is possible to eliminate a commander figure without first
eliminating the other figures in his unit.
FORMATIONS
The unit reference card of a unit with this keyword has 2 sides,
each representing a different stance.
During Setup and during the Resolve Status Conditions step
of the Regroup Phase (once per round), the controlling player
controlling decides which side of the card he wants faceup.
Line This unit gets +1 attack die against infantry. This unit
defends as 1 rank lower against ranged attackers. If already a
green ranked unit, this unit is always hit on Valor results from
a ranged attack.
Hedgehog This unit normally gets -2 attack dice. On
counterattacks and Parting Blows, it instead gets +2 dice.
Pike Square This unit gets +1 attack die, but any melee
attack against this unit is considered flanking.
Wedge If at least 1 Morale result is obtained when this unit
attacks, add 1 additional Morale result to the attack roll.
This unit defends as 1 rank lower against ranged attackers.
If already a green ranked unit, this unit is always hit on Valor
results from a ranged attack.
Road
Move:
TERRAIN
Plains
Move:
No restrictions.
Combat: No restrictions.
Hills (elevated)
Move:
Forest
Move:
Special:
Tower
Stone Bridge
Treat as Wooden Bridge except:
Burn:
River
Move:
None.
Forest River
Impassable.
Combat: No restrictions.
Impassable.
Building
Move:
Quays
Move:
Treat as Quays.
Combat: No restrictions.
Burn: 2. After 2 or more fire levels, the dock
is destroyed and removed from the
board, along with all fire tokens.
Trebuchets
Move:
Impassable.
Combat: No restrictions.
Burn: 4. After 4 fire levels, the gate is
destroyed. Remove it from the board,
along with the fire token in its hex.
Postern Gate
Move:
Combat: No restrictions.
Tent
Move:
No restrictions.
Combat: No restrictions.
Burn: 1. After 1 or more fire levels, Tent
destroyed and removed.
Special: See Battle Plan.
Siege Tower
Move:
Impassable.
Combat: No restrictions.
Burn: 1. After 1 or more fire levels, Tower
destroyed and removed.
Special: See Battle Plan.
Move:
Impassable.
Combat: No restrictions.
Burn: 4. After 4 fire levels, Palisade
destroyed and removed.
Catapult Tokens
Docks
Move:
Palisade
Units attempting to move from a
damaged ship hex to a quay hex are not
required to roll a die to see if they can
make the move.
Combat: No restrictions.
Combat:
Move:
Combat: No restrictions.
Lake
Move:
Combat:
Ford
Move:
Barracks
Treat as Road.
Gate Token
Marsh
Move:
Burn:
Combat: No restrictions.
Crag (elevated)
Move:
Move:
Combat: No restrictions.
Move:
No restrictions.
Outpost (elevated)
Wooden Bridge
Forest Road
A unit that only uses Road hexes for
movement can move 1 additional hex
(this hex does not have to be Road).
Combat: No restrictions.
Burn: 3. After 3 fire levels, the trebuchet is
destroyed. Remove it from the board,
along with the fire token in its hex.
Special: If a unit begins its turn on a trebuchet
hex, that unit may choose to destroy
it and remove the hex from the board.
When catapult tokens are being used, mix the catapult targeting
tokens common side up in a common stockpile.
If a catapult token is on its active side, it may be fired in the
Resolve Status Conditions step of the Regroup Phase before
other status conditions are resolved. If the token starts the
Regroup Phase on its inactive (divided flag) side, it does not
fire; instead it is flipped to the active side. To fire a catapult:
1. Select an enemy unit within range (4 hexes for a green
rank catapult, 6 for blue, and 8 for red).The first hex when
counting range is any hex adjacent to the owners board
edge. LOS is ignored.
2. Roll a single die. If the result matches the color of the
catapult token, the attack hits.
3. If the attack hits, draw a random catapult targeting token.
Apply damage to the target unit according to the color of
token drawn: 2 hits for green, 3 hits for blue, and 4 hits
for red. Then mix the catapult targeting token back into its
stockpile.
4. Flip the catapult token to its inactive side.
STATUS CONDITIONS
FIRE
Fire tokens mark hexes where fires break out. The strength of
the blaze is indicated on the token. Each hex with a fire token
in it resolves a burn status condition during each Regroup
phase as follows:
Fire
Move:
None.
WILDFIRE
WILDFIRE
Wildfire
Move:
None.
DEVASTATION
Devastation
Special: The devastation token negates the
effect of any terrain hex it is placed on
(treat as Plains hex).
DEFEND TOKENS
STATUS CONDITIONS
FIRE
Fire tokens mark hexes where fires break out. The strength of
the blaze is indicated on the token. Each hex with a fire token
in it resolves a burn status condition during each Regroup
phase as follows:
Fire
Move:
None.
Wildfire
Move:
None.
DEVASTATION
Devastation
Special: The devastation token negates the
effect of any terrain hex it is placed on
(treat as Plains hex).
DEFEND TOKENS
After hits are taken, if there is more than 1 morale shift by both
parties, only the difference is applied. This results in a single
morale shift rather than 2 consecutive shifts (1 for each House).
After hits are taken, if there is more than 1 morale shift by both
parties, only the difference is applied. This results in a single
morale shift rather than 2 consecutive shifts (1 for each House).
Defend tokens are removed from all units during the Resolve
Status Conditions step of the Regroup Phase.
Defend tokens are removed from all units during the Resolve
Status Conditions step of the Regroup Phase.
ALLY ARMIES
A primary House is identified by the House symbol found on a
players command board. An ally House is any commander or
unit with a House symbol on its reference card that is not on a
players command board.
Ally armies allow players to augment their primary House with
other Houses. Allied units are tan in color; commanders (dark grey)
are identified by the House symbol on their Commander cards.
Allied units utilize the banners showing their own Houses
symbol (except those from the Brotherhood Without Banners
expansion, which do not use banners). If a player is using any
allied forces, his opponent may not use units of the same ally.
Any given commander can only be fielded by 1 side in each
battle or skirmish, regardless of their House affiliation.
Ally Leadership Cards When building the Leadership deck,
follow the core rules. The deck will have some cards with different
backs: after shuffling, have your opponent cut your deck.
Ally Skirmish Cards Like the commander-specific Leadership
cards, ally Skirmish cards have backs matching the ally House
they represent.
After selecting a Skirmish Setup card, each player may select 1
set of ally Skirmish Setup cards to play with in addition to his
primary Houses Skirmish Setup cards. Players may select from
any available ally House, no matter which primary House they
are playing. The player with momentum selects first.
ALLY ARMIES
A primary House is identified by the House symbol found on a
players command board. An ally House is any commander or
unit with a House symbol on its reference card that is not on a
players command board.
Ally armies allow players to augment their primary House with
other Houses. Allied units are tan in color; commanders (dark grey)
are identified by the House symbol on their Commander cards.
Allied units utilize the banners showing their own Houses
symbol (except those from the Brotherhood Without Banners
expansion, which do not use banners). If a player is using any
allied forces, his opponent may not use units of the same ally.
Any given commander can only be fielded by 1 side in each
battle or skirmish, regardless of their House affiliation.
Ally Leadership Cards When building the Leadership deck,
follow the core rules. The deck will have some cards with different
backs: after shuffling, have your opponent cut your deck.
Ally Skirmish Cards Like the commander-specific Leadership
cards, ally Skirmish cards have backs matching the ally House
they represent.
All Skirmish Setup cards (from both his primary and ally House)
that were not chosen as commanders are then shuffled together
to form 1 deck that will be used to select units and terrain
(drawing cards from the bottom of the deck).
All Skirmish Setup cards (from both his primary and ally House)
that were not chosen as commanders are then shuffled together
to form 1 deck that will be used to select units and terrain
(drawing cards from the bottom of the deck).
GAMBIT CARDS
Gambit cards can be used instead of the momentum token from
the core set if both players agree.
Prior to a battle or skirmish, each player secretly chooses a
Gambit card matching his primary House or chosen ally House
to use during the game, and places that card facedown in his
play area. When momentum is determined, the player with
momentum turns his Gambit card faceup instead of taking the
momentum token. If there is ever a tie for advantage, the player
with the faceup Gambit card wins the tie.
During the game, the player with the faceup Gambit card may
use the ability on the card. If he does so, he immediately turns
his Gambit card facedown (as stated on the cards text). His
opponent then turns his own Gambit card faceup. Momentum
has changed hands, and the other player now has momentum
and all the benefits associated with it (he wins ties for
advantage and may use his gambit ability). A player with more
than one Houses Gambit cards to choose from still only selects
1 Gambit card.
GAMBIT CARDS
NEW TOKENS
Goods Tokens
SHIPS
Ships are placed on a hex, superseding the hexs
normal terrain features. Each ship has an intact
side and a damaged side.
Each intact ship belongs to a specific primary
House, and only that primary House can use that
ship. When a ship is damaged, however, the ship
does not belong to any one House and may be
used by any players units.
Intact Ship
Move:
Damaged Ship
Move: Any unit may enter. When attempting to leave the
hex, roll 1 die. On a green, the unit must remain in
that hex and forfeits all of its remaining movement
that turn. The unit may still attack. (The unit is still
considered to have moved for purposes of abilities
like Off-balance.) On any other result, you may
continue with the rest of your movement; rolling
again if wishing to leave another damaged ship hex.
Combat:
Rhllor Tokens
Rhllor tokens may be placed on friendly and enemy
units. They move with that unit and last until a rite
is performed or that unit is eliminated. Multiple
Rhllor tokens may be accumulated and stacked on
a single unit, but only 1 token is removed when a
rite is performed on the unit. Commander units
cannot possess Rhllor tokens.
SKIRMISHES
The Crown Symbol
As with other previously released cards, players must each
choose to play one of the 2 Houses listed in the upper right of
the Skirmish card.
Rites of Rhllor
Cleansed by Flame
Friendly units with a Rhllor token may have this rite performed
on them. Remove 1 Rhllor token from the chosen unit and roll
dice equal to the units original number of figures.
For each colored shield result that matches the rank of the
unit, add 1 eliminated figure back to the unit (up to its original
strength).
Conversion
Enemy units with a Rhllor token may have this rite performed
on them. (Each unit, no matter how many tokens it possesses,
can only have this rite performed on them once per turn.)
Remove 1 Rhllor token from the chosen unit and roll a number
of dice based on the enemy units rank as follows:
Green rank = 4 dice; blue rank = 3 dice; red rank = 2 dice.
If the enemy is a Cavalry unit, 1 less die is rolled.
If at least 1 Valor result is rolled, the unit has been converted.
The enemy unit is now under the control of the Baratheon
player as if it were one of that players own units. Replace the
enemy banner with a Baratheon banner of the same rank.
The converted unit remains in the same ordered state that
it was in just prior to the conversion, and is not considered
eliminated. The converted units original controller does
not suffer morale loss, nor does the new controller gain VP.
The converted unit is now considered a member of the new
controllers forces and its new controller will lose morale and
his opponent will gain VP (if applicable) if it is later eliminated.
Burn: 2. After 2 fire levels, the ship (and any units on it) is
completely destroyed and removed from the board.
Shadow Child
When allowed by a card effect, Melisandre can perform this
rite on any enemy commander on the board, as long as that
commanders commander disc is not already in use for another
game element.
ALLIANCE BATTLE
An Alliance battle allows the game to be played by
up to 8 players.
While players can use these rules in any battle or skirmish,
the alliance icon marks battles and skirmishes that have been
designed specifically to utilize the rules.
All battles marked with this icon can always be played with 2
players as well.
Player Distribution
Players form 2 teams (one team for each primary House in the
battle) by distributing themselves as evenly as possible.
The most experienced player on each team is designated his
teams Lord and takes the command board for his teams
primary House. All other players on that team are considered
Bannermen and take 1 alliance command board with his Lords
House icon printed on the back.
Whenever a conflict or disagreement would occur among the
players on one team, the Lord of that team always determines
the final outcome.
Each teams Lord then chooses and distributes all commanders
on his team among the players on his team as evenly as
possible. Each player is assigned at least 1 commander that is
his for the remainder of the game.
Determining Advantage
When determining advantage, the command tokens on all of a
teams command boards are added together.
Command Rating
All players on a team split the scenarios Command Rating as
evenly as possible (rounded up).
Leadership Rating
Each player on each team has his own hand of Leadership
cards, but all cards are drawn from a shared Leadership deck.
When drawing Leadership cards during the Marshalling Phase,
each teams Lord draws a number of Leadership cards equal
to the battles Leadership Rating. After looking them over, he
then distributes the cards as he chooses to his Bannermen and
himself so that each player on his team has at least 1 card.
If, after cards have been distributed, one or more players on a
team has fewer cards than any other player on that team, those
players each draw 1 card from the top of the Leadership card
deck.
Order Pool/Rating
All players on a team share an Order Pool. When receiving order
tokens during the Marshalling Phase, the Lord for each team
rolls dice according to the battles Order Rating and places the
matching tokens in a common Order Pool. During the Command
Phase, any player on that team is free to utilize order tokens
from the common pool.
Excess Resources
During the Regroup Phase, each player may choose to keep 1
order token in their teams Order Pool and 1 Leadership card
from his hand to carry over to the next round.
Ordering Units
During their teams turn in the Command Phase, any player (but
only one player) on a team may choose to act. A teams Lord
may choose to pass at any time. After passing, no members of
that team may act for the remainder of the round.
A player can choose to play his Leadership cards only on
the commanders assigned to him, but he is free to order any
available units within that commanders ZOC, including another
players commander.
Any effects that refer to the words your or friendly are
considered to reference any player on your team. Any effects
that refer to the words your enemy or opponent are
considered to reference any of the players on the other team.
Substitute Commands
When playing a Leadership card, the player of that card may
always choose to consider it to have the printed text Order 1
unit in place of all other printed text (all other commands and
tactics are ignored).