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Summary of Round Phases v1.2
Summary of Round Phases v1.2

Setup

Each player gets 7 gold, 5 timber, 7 wheat, 7 cattle, & 2 stone.

Place 1 town, 1 village, 1 army, 1 road and 4 territory markers.

Phase 1: Construction

1. Receive Gold — Gold based on settlements connected by roads to capital.

2. Check support — Pay 5 gold for each unsupported army, or remove army from board.

3. Generate resources — Roll 3 Resource Dice to determine terri- tories that generate resources based on settlements.

Trade market: 4 of one resource for 1 of another resource.

Trade market: 5 gold for 1 resource.

4. Construct — Pay building costs and place items on board. Make trades and agreements with other players.

Settlements:

Build/upgrade as often as resources allow.

Upgrade only settlements from your culture.

Build/upgrade settlements in territories you control.

Can’t build & upgrade settlement in same turn.

Only 1 settlement per territory.

Upgrade settlement only 1 level per turn.

Cannot change a settlement’s culture.

Fortifications:

Build/upgrade as often as resources allow.

Build /upgrade in territories you control with a settlement (even if it is not your culture or if Malador).

Upgrade fortification only 1 level per turn.

Can’t build & upgrade fortification in same turn.

Only 1 fortification per territory.

Roads:

Build as often as resources allow.

Must control connected territories.

Place across border between territories.

Owned by no one.

Immediately available for use.

Can’t be destroyed.

Armies:

Build in territories you control with a city or town of your culture.

Towns: 1 army per turn for a territory

Cities: 2 armies per turn for a territory

Place armies in unready state.

 

Resource Generation

 
 

Gold

Primary

Secondary

Control

0

 

1

0

Village

3

 

2

0

Town

6

 

3

1

City

9

 

4

2

 

Army Support

 
 

Number of Armies

 

Capital

1 in the territory

 

Village

1 in the territory

 

Town

1 anywhere on the board

 

City

2 anywhere on the board

 
 

Building Cost

 
 

Gold

Timber

Wheat

Cattle

Stone

Road

3

2

1

0

0

Village

4

3

3

3

0

Town

6

4

4

4

1

City

9

4

4

5

3

Walls

4

1

0

0

2

Fortress

4

2

0

0

4

Castle

6

2

0

0

4

Army

5

0

3

3

0

Provisions

5

0

0

0

0

Resupply

2

0

0

0

0

Phase 2: Event Die

Roll Event Die + 1 Resource Die.

Ignore Resource Die, draw Marauder card, and follow instructions. If can’t play card, discard and continue to Movement.0 0 Phase 2: Event Die Roll Event Die + 1 Resource Die. If you have

If you have Control of a territory (regardless of settlement) with the color of Resource Die, draw 1 Event card.If can’t play card, discard and continue to Movement. If you have a Village or higher

If you have a Village or higher on the color of Resource Die, draw 1 Event card.with the color of Resource Die, draw 1 Event card. If you have a Town or

If you have a Town or higher on the color of Resource Die, draw 1or higher on the color of Resource Die, draw 1 Event card. Event card. If you

Event card.

If you have a City or higher on the color of Resource Die, draw 1 Event card.or higher on the color of Resource Die, draw 1 Event card. Keep Event cards secret

Keep Event cards secret until you choose to play. No limit on Event cards you can have.

 

Marauders

Territories

No capital. Can’t explore. For conquered territories, controlling player rolls 1 blue Battle Die. If Flail, set- tlement is razed. Otherwise, it is captured and gains a Marauder territory marker.

Resources

Do not generate gold or resources

Armies

Always start unready. Do not have to support armies. Can have any number of armies. Can’t move into unexplored territories.

Settlements &

Can’t build or upgrade.

Fortress

Turns

Do not have turns. Controlled by players if Event Die

require drawing from Marauder deck.

Events

Do not get. But player controlling Marauders can play Event cards from his/her hand.

Combat

If current player triggers a response, the player to the

left of current player controls Marauders.

Phase 3: Movement

Move any or all ready armies.

Move each army once per turn.

Move to 1 adjacent territory or if connected by roads, move 2.

No limit on armies in a territory.

Phase 4: Exploration

If you moved army to a territory not controlled by another player or Malador, roll 1 Resource Die + 1 purple Bonus Battle Die.

If exploring more than 1 territory, chose order to resolve.

Roll for each territory.

Resolve immediately.

Phase 5: Combat 9. Determine results — See who wins & if battle ends. Army
Phase 5: Combat
9. Determine results — See who wins & if battle ends.
Army Readiness
If attacking more than one territory, attacker decides order. Attack-
ing player can’t withdraw until the Results round.
Set Condition
Effects
 If all attacker armies in the territory are removed, defender wins
and battle ends.
Defending player can wage battle or withdraw:
Ready
Can move, attack, withdraw.
 Can only withdraw if army is ready and if player controls an
adjacent territory.
At the end of everyone’s turn
(round).
 If all defender armies in the territory are removed (or militia has
taken damage allowed for the settlement) and if attacker armies
remain, attacker conquers territory. All attacking armies become
unready. Battle ends.
Unready
 Withdrawn armies move to territory and become unready.
 If attacking a Maladorian territory, player to the left decides
whether to withdraw (and where to) or wage battle.
 If defender only has settlement that is not of the attacker’s
culture, its militia automatically wages combat.
When created.
After moving, attacking, or
withdrawing (attacker or
defender). Ready armies that
survive battle remain ready.
No effect on battle.
Cannot withdraw (defender).
Cannot be resupplied.
 If all defender and attacker armies are removed (or militia has
taken damage allowed for the settlement), defender retains con-
trol. If only militia remains, remove all its Damage Counters.
Battle ends
 If an undefended settlement’s culture matches that of the
attacker, the settlement does not summon a militia. The
attacker liberates the city & replaces territory marker with
his/her own.
Militia Combat
Battle Dice
Damage
Defend
Counter
 If defender and attacker armies remain, attacker can withdraw or
continue battle. To withdraw, move all attacker armies to their
origin territory, change to Unready, and retain their damage
counters. To continue, start with battle offering. Defender can
withdraw or wage battle. If waging battle, play another battle
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
Phase 6: Resupply armies
 Get 1 Battle Bonus Die for each army difference.
Town
2
2
3
 Existing hits on armies are ignored.
Resupply any ready armies in territories with a town or city that the
City
3
2
3
 Recalculate at start of each battle round.
player controls or in a territory connected by roads through territories
you control.
2. Roll attack — Attacker rolls 4 red Battle Dice + Bonus Battle
Dice (if won). Counter number of Warhammer icons. Ignore
other results.
Fortification Dice for Defense
 Costs 2 Gold per army.
Bonus Fortification Dice When Defending
3. Roll defense — Defender rolls 2 blue Battle Dice + grey Fortifi-
cation Dice + Bonus Battle Dice (if won). Counter number of
Shield icons. Ignore other results.
 Removes all Damage Counters per army.
Update economic ledgers to determine gold & resource generation based
on changes during your (or another player’s) turn.
Walls
1
4. Distribute damage to defender — For each Warhammer hit that
is not negated by a Shield, place a Damage Counter under an
army.
Fortress
2
Achievement Points
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
 If no armies, assign Damage Counters to settlement.
Generate resources, support armies, resupply armies.
Cultures doesn’t change.
City
3
5. Counterattack — Defender rolls 4 blue Battle Dice + Bonus
Battle Dice (if won). Armies with 3 Damage Counters still par-
ticipate in counter attack. If attacking only with Militia, roll 3
blue Battle Dice + Bonus Battle Dice (if won). Counter number
of Flail icons. Ignore other results.
Raze Settlement
Remove settlement & fortification.
Collect resources.
Can’t raze territories with no settlements.
Warlord of Arowyth (7+ territories)
1
Heavily Fortified (5+ levels of fortifications)
2
Empire (Capital city + 3 levels of captured settlements)
2
Gold & Resources for Razing Settlements
6. Negate counterattack hits — Attacker rolls 2 red Battle Dice +
Bonus Battle Dice (if won). Counter number of Shield icons.
Ignore other results.
Master Merchant (24+ Gold generation)
1
Gold
Timber
Wheat
Cattle
Stone
7. Distribute damage to attacker — For each Flail hit not negated
by a Shield, place a Damage Counter under army.
Village
2
1
1
1
0
Fortification Dice — The defender uses these
Town
5
3
3
3
0
 No army may receive more than 3 Damage Counters.
when Defending. (See Step 3.) Defender uses
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
3 Damage Counters.
Red Battle Dice — Attacker rolls these.
Attacker scores hit with a Warhammer
(Step 2). Attacker uses the Shield to
negate Counterattack hits (Step 6).
Blue Battle Dice — Defender rolls these.
Defender scores hit with a Flail (Step 5).
Attacker uses the Shield to negate Attack
hits (Step 3).
Bonus Battle Dice — The attacker or defender
use these if they have the superior army. (See
Step 1.) Attacker scores with a Warhammer
(Step 2). Defender scores a hit with a flail
during Counterattack (Step 5). Attacker and
defender use the Shield to negate hits
(Step 3 or 6).