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Battles of Westeros Rule Summary

Setup
Form command decks: 10 House Cards + 5 Commander Cards for each Commander
In all phases: 1st Player acts and then 2nd Player before moving to next phase
Rally Phase
Advantage = Most Command Tokens on Command Board (Ties go to player with Momentum)
Player with Advantage goes 1st
Refresh = move Command tokens from Commanders to Command Board
Rally = Rotate banners so current round (black or white) facing respective players (resets units)
Marshall Phase
Order Tokens = each player rolls dice and draw tokens per scenario
Leadership Cards = each player draws cards per scenario
Command Phase
Alternate beginning with Player 1. Use Order Token, Leadership Card, or Pass.
Once Player passes, no more actions from that player
Order Token: Order any unit based on color. Gauntlet = any color. Flag = Increase Morale by 1
or Decrease Morale by 1 and Rally any unit. May use 2 of same token to order any unit. Discard
token.
Leadership Card: Order fresh units in any commander ZOC (2 hexes). Pay command costs.
Regroup Phase
Discard any Leadership or Order tokens except 1 if desired
Recover morale: Move morale marker to closest break point in color range (small arrow) if not
on a break point already
If morale on Rout: Other side has instant win
Notes
All units ordered must move first and then attack after all moves
Pay command costs from leadership cards by moving command tokens from Command Card to
Leader Card. Tokens cannot exceed leadership limits. Tactics optional.
Commander Commit Abilities are 1x per battle. Flip commander afterwards.
Movement: No half-hex moves. Cannot move through others units. If engaged, enemy gets
free attack
LOS: LOS blocked by units and some terrain.
Melee: Place engagement token. If attacker engaged elsewhere, remove that token. If
defender engaged elsewhere then it is Flank Attack (attacker may re-roll all of 1 die symbol)
Combat: Determine dice. Hit on color. Hit on valor unless noted otherwise. Flags retreat 1 hex.
Counterattack for stalwart defenders (no when attacking bonuses). No valor hits from
infantry against cavalry.
Engagements: If engaged, ranged units can only attack unit engaged with. Units must disengage
to attack other units. Parting Blow for disengagement = attack and ignore Flags or morale effect
Retreats: Directly backwards. Ignore non-impassable terrain. Failure converts Flags to hits.
Leader capture: After all other figures with leader removed, inflict hits = Capture Rating
Morale Track: Adjust morale for unit losses (Green = 1, Blue = 2, Red = 3) or Flag tokens

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