Contents Introduction - Silverleaf Games LLC.

Contents Introduction - Silverleaf Games LLC.
Contents
Islands, Sea Battles and Barrage. . . . . . . . . . . . 10
Discovery Cards . . . . . . . . . . . . . . . . . . . . . . . . . 10
Start of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Turn Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Rune Blessing. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Purchasing New Units. . . . . . . . . . . . . . . . . . . . . 12
Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Combat/Diplomacy and Movement. . . . . . . . . . 13
Non-Combat Movement. . . . . . . . . . . . . . . . . . . 14
Deployment of Structures and Units. . . . . . . . . 14
Collection of Gold and Resources . . . . . . . . . . . 14
Heal Hero, Race Lord and Repair Strongholds.14
Quests and Cataclysmic Events. . . . . . . . . . . . . 14
Backer Contributions. . . . . . . . . . . . . . . . . . . . . 15
Game Variants, Credits . . . . . . . . . . . . . . . . . . . 16
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Game Pieces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Game Components. . . . . . . . . . . . . . . . . . . . . . . . 5
Game Board. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Heroes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Unit Tokens, Veterans, Undead . . . . . . . . . . . . . . 6
Battle Boards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Natural Disaster, Heroic Shield. . . . . . . . . . . . . . 8
Resources and Other Markers. . . . . . . . . . . . . . . 8
Strongholds and Fortified Strongholds. . . . . . . . 8
Ancient Ruined Strongholds and Portals . . . . . . 9
Galley and Galley Actions. . . . . . . . . . . . . . . . . . . 9
Introduction
Preface - In a mystical land, unique races and men led by powerful Heroes wage war as they struggle to restore
peace and order and avert the final cataclysm before it destroys them all.
Winning the Game - At the end of a full turn the player that has achieved the predetermined number of Victory
Points is the winner. (Short Game 10, Standard Game 13, or Long Game 15). Games can be extended to 18 or
more for a deeper more complex game. If at any time a player controls all the territories of one symbol they
immediately win the game.
Victory Points - Players can earn victory points through occupying provinces, completing quests, slaying other
Heroes or defeating the Dragon. It is important to remember that players must occupy all territories associated
with a province to gain the victory points. Provinces vary in size and can be as small as 1 isolated Race Territory
type worth 1 VP, or up to 3 adjacent race territories of the same type (mountains, forests, tundra etc.) worth 3 VP.
1
Game Pieces
Game Board
A 19” x 34” game board consisting of 36 hexagon land
territories including a Dragon’s Lair, 4 islands, 5 land
territory types, a color coded race ledger, numerous sea
zones, a Victory Track, a Dragon Experience and Hit
Point Track and a Cataclysmic Event Track.
55mm Miniatures:
1 Dragon 1 Tornado
1 Shield
Stand Up Game Pieces:
6 Heroes
4 Race Lords
4 Race Galleys
6 Strongholds 4 Fortifications 4 Privateers
2 Ancient Ruins with Portals
16 Stands
Game Markers:
6 Heroes 2 Dragon Track Markers
1 Cataclysmic Event Track Marker
6 Magic Enhancements
8 Attack / Damage
1 Tuskinhoof
1 Bloodlust
Race Coat of Arms Markers:
16 Dwarves 16 Orcs 16 Elves 16 Goblins
Human Unit Tokens:
12 Pikemen
12 Bowmen
12 Artisans
8 Swordsmen 8 Siege Engines 8 Knights
Race Unit Tokens:
16 Dwarves 16 Orcs 16 Elves 20 Goblins
43 Undead including Knights, Bowmen, Swordsmen
and Pikemen.
Resources:
13 Iron 13Stone 13Food 13Wood 11 Gems,
28 One Gold Piece Coins and 4 Five Gold Piece Coins.
73 Cards:
6 Gold Hero Cards, 4 Sets of 2 Player Aid Cards
23 Card Red Discovery Deck, 20 Card Blue Discovery
Deck and 16 Card Green Quest Deck.
Battle Boards
4 Battle Boards
4 Red Hit Point and 20 Black Experience/Veteran Pegs.
12 Dice
2 Custom Battleborn Dice and 10 Twelve-Sided Dice
(2 Green, 2 Red, 2 Yellow, 2 Blue and 2 Black).
BBL Deluxe Edition
This includes and extra set of Dice and a Dice Bag
silverleafgames.com
2
Heroes
Racash: A military strategist,
natural commander and
highly regarded leader.
His skill and preparation
before battle is legendary.
His battles are often
won before they begin.
He starts with one
regiment already
elevated to veteran
status through tactical
deployment.
Heroes are the strongest units in the game and must be
protected at all costs. They each have unique special
abilities, can wield powerful magic items and lead
massive armies. Each Hero will grow in strength and
experience as they win battles and conquer territories.
Heroes can use their diplomatic action to recruit an
allied race unit or they can wage war with their host
army. A recruited or purchased race unit can be deployed
in the Hero’s army as long as there is space, otherwise
they will stay on the board as provincial units. As Heroes
gain experience they will get more actions to wage war,
exercise diplomacy and move around the map.
Solenger: Bringer of death and
destruction. This ancient battle
lord uses the skills of dark magic
to slay his enemies and turn
them into his minions. He
thrives on corrupting what
is innocent and good. He will
turn one defeated enemy unit
into an Undead minion after
combat is concluded. The
Undead unit must match
the unit type destroyed.
Argana: A highly regarded
assassin, a master of shadows,
clever and deadly. Duelwielder, she is a threat to
any foe not prepared.
She chooses her targets
and will attack twice
verses any units aside
from enemy Heroes,
these she can only
attack once as it takes
all her skill to get close.
Towbak: A legendary fighter and
protector. He fights side by side
with his warriors, courageous,
determined and valiant with
the skill to keep himself and
units under his command
safe from harm. His faith
gives him courage and
strength during the worst
of times. He will resurrect
1 ally unit or heal himself
after each battle.
Zandeef: Master hunter and lover
of women and nature. A deadeye
with a bow who leads with his
fearless war boar, Tuskinhoof.
Zandeef gets a ranged attack
during combat.
Rescued from poachers
while still a young shoat at
his mothers teat and raised by
Zandeef, Tuskinhoof refused
to leave his beloved masters side
when Zandeef attempted to release
him into the wild. Tuskinhoof will
sacrifice his own life
to save his master.
Tuskinhoof acts
like a melee unit.
Gwyn: An elite warrior, her
skill is unmatched in combat.
After her family and lands
were destroyed by invading
mercenaries, she was taken
in by a weapons master at
a very young age.
She is a graceful and
fearless fighter, during
battle she will block one
deadly ranged attack.
3
Races
The world of Battleborn Legacy is populated by five
races which inhabit distinct territories and provide
diversity and unique resources throughout the game.
Races will ally and/or attack players or other neutral
factions throughout the game. Each race has a unique
ability and gain a movement bonus through their own
territory type.
Dwarves: A hearty band happiest in their mountain
fortresses. They are strong warriors and will fight
bravely defending their lands. They enjoy singing and
mining, but most of all feasting in their spare time.
Their unique ability is Mining and they will discover
1 gem per round.
8/7 Melee Unit and their lands produce Iron
Elves: These fair folk are at one with the forests in
which they live. Talented archers, they get a first volley
strike which can be deadly to unwary armies.
They are a noble race and strive to keep nature pure and
protect it vigilantly.
Their unique ability is Nimble, giving them up to 2
movement actions through any territory type under
their control.
8/8 Ranged Unit and their lands produce Wood
Orcs: A fierce race who live in the harsh mountains
and much prefer conquering other lands rather than
cultivating their own. They are aggressive and enjoy
wrestling and betting on blood sports.
Their unique ability is Blood Lust which gives a war
band 1 additional attack after scoring a hit in battle.
7/8 Melee Unit and their lands produce Stone
Undead: A non-player race, these
mindless creatures were banished
to the barren lands many centuries
ago, however recently they have
been found roaming and raiding
neighboring lands. There is evidence
of a long dead civilization that once
was a prosperous, thriving nation.
These beings will attack on sight
and it is rumored that one day a great
leader will rise to command them.
Goblins: A furtive race living in dark, dank, desolate
territories. They form large war bands and raid regularly
for food and resources they might need. When they
aren’t hunting they enjoy playing mischievous tricks
and napping.
Their unique ability is forming a Horde. They will
receive 1 additional goblin in a location currently
controlled by goblins once per round.
Undead lands produce Gems
9/9 Skirmisher Unit and their lands produce Food
4
Game Components
The Game Board
There are 36 hexagon land territories, 4 islands, a Dragon’s Lair and 11 sea zones on the map. Four races including
the Dwarves, Elves, Goblins and Orcs control 8 unique territories each, while the non-player Undead armies control
4 Wasteland Territories.
1. Race Territory – Each race controls 8 unique territories at the start of the game.
2.Provinces – Provinces consist of 1, 2 or 3 adjacent Race Territories of the same type.
3. Sea Zones – There are 11 sea zones located on the map.
4. Dragon Lair – The Dragon miniature and its horde reside at this location.
5. Undead Territories – The Undead start the game with 4 Wasteland Territories on the map. There are ancient ruins
in two of the territories and they are marked with a graphic. These locations can be upgraded to Strongholds for 2
gold pieces.
6. Victory Point Track – Victory points earned or lost by player’s are recorded on this track throughout the game.
7. Dragon Tracks – These tracks are used to record the Dragon’s level and HP throughout the game.
8. Cataclysmic Event Track – Game turns are recorded on this track. A full game turn occurs after all players have
finished all the actions on their turn sequence card. A Cataclysmic Event will occur at the end of each game turn.
Events will grow in severity and number until; if there is no victor, the final Cataclysm destroys the world and all
players are defeated.
Heroes: A player’s Hero is the only unit that can host
Armies may have veteran units, but all provincial
forces even if they were veterans in the army will return
to regular fighting units because they no longer have
the leadership of their Hero.
an army. Once the Hero is slain the player will no longer
be able to host an army but still may fight with provincial
units. Player’s may add provincial forces to the army as
long as there is space in
the army. Player’s may
also deploy units from
the army to defend
provinces as long as
they follow the proper
movement rules.
All Heroes start the game with 3 HP, a unique ability
as described on their card and 1 action point. Heroes
and Race Lords can use their action to wage war on
neighboring enemy lands, for diplomacy or for non
combat movement. A race unit that has been recruited
using diplomacy can be enlisted into the army as long
as there is space available, if no space is available it
must remain on the territory as a provincial unit until
a space is free.
5
Heroes gain experience as they win battles by attacking
and conquering adjacent enemy territories. Move their
experience peg 1 notch on the Battle Board for each battle
they win while attacking. Heroes never gain experience
while conquering unoccupied territories
or while defending. When the Hero
gains experience, advance the peg on
their victory/level track. Once a V
is attained they elevate a regiment to
veteran units. Heroes also gain more
action points as they level, which can
be used for combat, movement or
diplomacy.
Defeating a Hero in battle: If a Hero is defeated
in battle the Hero stand-up token is removed from the
game and all magic artifacts the Hero possessed are
dropped on the territory location. The Hero Battle Board
marker is flipped over and given to the player that
defeated the Hero, earning them 1 victory point.
They may also chose one of the dropped magical
artifacts if their Hero is present, all other magical
artifacts are discarded. If both Heroes are eliminated,
or no Heroes are present after the battle is concluded
all magical artifacts will remain on the territory until
a Hero moves into the territory and claims one.
Unit Tokens are double sided and are used in the Hero’s army, or as provincial units around the map. Human units,
structures and race ally units may be purchased however all race units that reside in territories outside of the players
control are neutral until they are recruited using diplomacy. A player may only purchase units and structures available
on their unit cost card. For instance the Elf player can purchase Elves but cannot purchase Orcs, Goblins Dwarves or
Bowmen. Players can only have up to 3 Artisans on the board at a time since finding skilled labor is difficult. Players
also need to be aware that other unit types are limited and once there is no more of a particular unit in stock it cannot
be purchased until it becomes available again.
1. Regiment Color: This color represents which regiment
3. Attack Strength: The gold number is the attack
the unit is assigned to on the Battle Board and which
color die to roll in combat.
strength for each unit. Players must roll this number
or higher on a d12 to hit an enemy unit.
Remember to include any modifiers for abilities,
Strongholds, Fortifications, Discovery Cards and
magic items while attacking.
4. Defense Strength: The light blue number is the base
defense strength for each unit. Defending players must
roll this number or higher to hit while defending.
Remember to include any modifiers.
5.Ability: Some units have a special ability. In the
bowman example, the R indicates a ranged weapon
which gives the unit a first strike volley prior to melee.
Knights have 2mv which means they can travel up to two
territories as long as the first territory is controlled by the
player.
Siege Engines have R2d which means the siege engine is
a ranged weapon damaging two units per successful hit.
Green: Ranged Units - Elves or Bowmen.
Red: Melee Units - Dwarves, Orcs or Swordsmen.
Yellow: Skirmisher Units - Goblins, Pikemen and Artisans.
Blue: Unique Units - Race Lords, Knights and Siege
Engines.
2. Race Color: This is the color assigned to race and
human units. Dwarves Brown, Elves Green, Orcs
Blue, Goblins Sage, Humans Grey and Undead Beige.
Veterans are units that have been elevated based on the
Hero’s experience. These units now gain a +1 modifier to their
attack and defensive rolls as indicated on the back of each
token. A black peg is inserted into
the hole next to each regiment that
has been elevated to veteran status.
All units in the regiment are flipped
over to show they are veterans and
their upgraded attack and defense
values indicate this.
Any veteran unit that disbands from the army is returned to
normal status and the unit token must be flipped back to indicate
its normal fighting strength, as the unit is no longer part of a
highly trained army led by a powerful Hero.
6
Undead
These loathsome
creatures roam the
world but due to
their lack of, or
better yet loss of
intelligence and
leadership they
are not as effective
as other units. They
cannot be elevated to
Veteran status. . . Yet.
The Battle Board: The Battle Board holds the army and has other functions. It acts as the player’s deployment
queue, it tracks the Hero and army stats and it is also used for army and provincial battles.
1. Regiment Tracks – Each players units are placed
will gain experience for each victory. Each V attained
allows the Hero to elevate a group of units to veteran
status. At level 2 the Hero gains a second action and
at level 3 the Hero gains a third action.
on the appropriate color coded tracks. Elves and
Bowmen are placed on the Green, Orcs, Dwarves
and Swordsmen on the Red, Goblins, Pikemen, and
Artisans on the Yellow, Lords, Knights and Siege on
the Blue and finally Heroes on the Black.
Each additional unit placed on the same color track
improves the hit chances for that specific group of units.
2. Veteran Units – Players will place a black peg in the
hole to the left of each
regiment that have been
elevated to veterans.
Units can become skilled
veterans when the Hero
has gained the experience
necessary to elevate
them. More than one
regiment can become
veterans depending on
the Hero’s experience level. Once a group of units
become veterans flip them over to their veteran face
which will indicate that they now get a bonus of +1 to
their attack/defense rolls while in the Hero’s army.
3. Hero Marker and Hit Points – Place the Hero marker
on the black space and place a red peg in the hole
beside the 3 indicating the Hero’s starting HP.
4. Hero/Level Track – This track indicates how many
battles the Hero has won while attacking. The Hero
A level 3 Hero can take 3 actions during their round
including movement, diplomacy and combat.
For example, the Hero and their army could potentially
attack 3 enemy territories during the round if they were
all adjacent.
5. Purchased Units Queue – Newly purchased units are
placed here until the deployment phase of the players
turn.
6. Provincial Battle Board – Provincial units are placed
on this side of the Battle Board when a provincial battle
is fought so modifiers can be calculated appropriately.
When the battle is resolved all remaining units are
returned to where the battle was fought on the map.
If the battle is small this might not be necessary.
3 gold. If the player has no gems it will steal 4 gold or
whatever gold is available. If the Dragon is attacked in
its lair, it will use its Dragon Breath ranged attacks equal
to its level during the first volley only and then it will
use 3 melee attacks using claw, claw, bite for all rounds
thereafter needing a 7+ to hit until it is defeated or the
attacker retreats.
The Dragon has a total of 6 hit points. If the Dragon
is defeated the player will gain 1 VP for
the territory, 1 Blue Discovery Card
and any gems and gold it has in
its treasure trove. The Dragon will
regenerate 1 HP at the end of each
game turn if wounded.
The Dragon: The Dragon will attack a Random
Territory rolling one ranged Dragon Breath attack (7+ on
a d12) against any defenders including NPC races and then
steal a gem or a gold piece if a gem is not available.
Any ranged units in the territory roll
a defensive attack against the Dragon
before it returns to the Dragon Lair with
its new loot.
The Dragon will hit on a roll of 7+ on a
d12. Each time the Dragon attacks, players
must remember to move it one experience
level on the Dragon Level track.
At level 2 the Dragon will get 2 Dragon
Breath ranged attacks needing 7+ on a a d12
to hit and steal 2 resources. At level 3 it will get
3 attacks and steal 3 resources and so on.
If there is more than 1 unit type on the territory
roll a d12 and refer to the Casualty Matrix to see
which unit is hit.
The Dragon will always steal one gem if
available and then gold. The gem and total gold
stolen will always equal the Dragon’s level so
if the Dragon is level 4, it will steal 1 gem and
7
Natural Disaster: The Tornado Other Markers
is placed on a territory determined to be
struck by a natural disaster during the
Cataclysmic Event phase of a turn.
When a Natural Disaster
hits, units may not move
in or out of the territory
during the game turn
and neither a gold
tithe or a resource
is collected.
Race Coat of Arms Markers are used to indicate which
territories and Strongholds are controlled by each player.
Elf
Dwarf
Orc
Goblin
Dragon Markers: Keep track of the Dragon’s
Heroic Shield:
experience and Hit Points and are placed
on the Dragon tracks at the beginning of
the game.
Cataclysmic Event Marker:
This is used to keep track of
game turns and what cataclysmic event(s)
will be occurring. It is placed on the
Cataclysmic Event track at the start of the
game.
Magic Enhancement Marker: These are
used to indicate which units have a magical
enhancement and that a modifier
needs to be added.
Attack Marker: These are used
to indicate which territories a
player plans to attack during
their turn.
Damage Marker: These are
used to indicate damaged Strongholds,
Fortifications or Race Lords.
Blood Lust: This marker
indicates a specific Orc war
band will receive an additional attack
after scoring a hit in battle.
The
shield is passed to the first
player during the start of each
round of play determined by
player position on the Victory Track with the highest going
first and so on down the track. Refer to where the player’s
Race Coat of Arms Marker is on the victory track. If two
markers reside on the same victory point, begin with the
marker on top of the stack. The first player will always
roll for the ruin blessing at the start of the round and the
cataclysmic event at the end of the round.
Resources: There are 5 resource types that can be
collected including Wood, Iron, Stone, Food and Gems.
Each Race Territory type produces a specific resource
for example: Elven forests produce Wood, Dwarven
mountains produce Iron, Orc tundra produces Stone,
Goblin prairies produce Food, and Undead Wastelands
produce Gems.
Resources can only be collected by Artisans or by magical
means and are necessary to make purchases throughout the
game. Each player can have up to 3 Artisans working the
lands during the game. Each Artisan will collect the specific
resource type indicated on the territory.
Strongholds and Fortified Strongholds
Each player starts with one Stronghold,
they may purchase additional
Strongholds and Fortifications
throughout the game during their
purchase phase at the costs indicated
on their Unit Cost Card.
New Units can only be deployed on
territories that have a Stronghold
under the player’s control and during the Deploy New
Units phase of the players turn. If the player does not have
a Stronghold on the map they must capture one or build
a new one.
Strongholds will deflect the first two hits
taken in battle.
Fortifications can also be purchased and
added to a Stronghold and will deflect one
additional hit.
If more than 1 Artisan resides on the same territory
they will still only collect 1 resource so it is best to
keep them spread out.
Islands are rich with resources and an Artisan can collect
2 resources at these locations per turn.
Players also receive a gold tithe for each territory they
control up to a maximum of 6 gold per turn. Sometimes
kingdoms become so vast that they no longer
become economical due to
additional expenses to support
the lands. Therefore players
can never collect more than 6
gold per turn.
8
A Damage Token is added to the Stronghold for each hit
Ancient Ruined Strongholds and Portals
absorbed until the walls are breached (2 for a Stronghold or
3 if Fortified) and then damage is taken by the defenders.
Two Ancient Ruins are located in the Undead Wastelands
and can be repaired for 2 gold and will act like any other
Stronghold when fully repaired. Players can also deploy
units to these locations once they are captured.
These Ancient Ruins contain
portals and a third portal is located
in the Dragon’s Lair. Players
may move through the portals
with units or armies and teleport
to another portal. But beware,
these are ancient machines, their
technology no longer understood
and malfunctions do occur.
To determine if the transportation is successful roll a d12.
If a 1 is rolled the portal transports the units but not to the
location they wish to go, which could be fatal as they may
end up in the Dragons Lair. The Dragon is very aggressive
towards trespassers and will attack immediately if disturbed.
If a Stronghold or Fortified Stronghold is damaged apply
a damage token for each damaged sustained. Players may
pay 1 gold piece to repair each point of damage during the
repair phase of their turn. Strongholds that have suffered 2
points of damage (3 with Fortification) and have not been
repaired will not protect defenders.
Galleys: Each race has one Galley available
If a player requires additional sea transport a limited number of
Privateers are available for hire for two gold pieces per round.
at the cost shown on the Unit Cost Card,
they are used to transport a Hero and army
or up to 5 provincial units of any type
with the exception of Siege
Engines from one location
on the coast to another, or an
island. When purchased, if
the players Stronghold is in
a costal territory, the Galley
is placed in the sea zone
adjacent to the Stronghold.
If the Players Stronghold is not adjacent
to a sea zone Privateers can be hired and
rendezvous in any sea zone.
Galleys are armed with a Ballista, a huge ranged crossbow
type weapon that hurls iron shod javelins over great distances
and are ideal for attacking enemy vessels or Strongholds
and enemy units in an adjacent territory.
The only action that may be carried out twice is moving at sea
where the Galley may take both actions to move 2 sea zones.
Galley Actions: Galleys are used to move units
through the sea zones indicated on the map and can take 2
actions per turn consisting of the following:
1. Loading the Galley
3. Moving at sea
2. Unloading the Galley
4. Firing a barrage from sea
Galley’s may load and unload in the same sea zone on
the same turn.
Load the Galley and move one sea zone or move one sea zone and unload.
9
Load and unload the
Galley in one sea zone.
Move through
two sea zones.
Islands are unique because they are considered too small to be a Race Territory
however they can generate significant
resources with an Artisan working
the land. Since islands are small
land masses only a total of 3 units
may reside on the island at a time.
Strongholds and Fortifications
are not permitted on islands and
a gold tithe is not collected.
Sea Battles
Combat occurs when two Galleys occupy the same sea zone.
Galley’s have 2 HP and have a base attack/defense of 9.
Galleys with units aboard get a +1 modifier to attack/defense
rolls. Sea battles are performed the same way land battles
are fought with both players rolling their attack/defense
simultaneously; however the defending Galley can opt to flee
rather than defend during any combat round by rolling the
BBL die in place of their d12 defense roll. If the defending
Galley rolls crossed swords the Galley may move 1 sea zone
away from the attacking Galley.
If a Galley is destroyed all units on board will fall into the sea
and be devoured by the Kraken.
A Galley may fire one barrage on an enemy Stronghold or
units in an adjacent Race Territory.
Discovery Cards
Discovery Cards are awarded through magical rune
blessings and by winning battles while attacking, but never
defending. A player will be awarded one or more Red
Discovery Cards if magic is rolled during the rune blessing
phase and the player occupies one or more territories that
have the magic rune symbol.
A player can only earn one Red Discovery Card per turn
by winning one or more battles while attacking with
Provincial Forces.
Most Red Discovery Cards are tactical and are discarded
after being played. Some will give players strategic
advantages in battle while others may hinder their enemies
or help stimulate their own economy.
A player can only earn one Blue Discovery Card per turn by
attacking and winning one or more battles with their Hero.
Blue Discoveries Cards can be magical weapons, artifacts
or even new special Hero abilities. Blue Discoveries have
a lasting affect that will carry on throughout the game.
Some artifacts and magic items can be stolen so players
need to be mindful when playing them.
Quest Cards: Completing a quest will give the player 1
Victory Point. Some quests also grant the player an item
of worth. Players may complete more than one quest
during the game.
Artifacts & Magic: Artifacts are the strongest magic
items in the game and may only be used by Heroes.
Artifacts are discovered randomly throughout the game
and may change hands depending on cards played. Magic
can be in the form of armor and weapons or special
skills, traits and abilities. Heroes can carry multiple
artifacts and have multiple abilities however in combat
they must declare which Weapon and piece of Defensive
Equipment they are using. They may also use any skills
or miscellaneous items available to them.
10
Start of Play
The Hero, Race Lord and Race Galley stand-up tokens are
each inserted into a plastic stand. A red peg is placed in the
3 HP hole and a black peg is placed in the first slot of the
Hero experience track on the Battle Board.
Placement: In the order determined previously, players
first place their Stronghold and Hero stand-up token on one
of their race territories. The Hero stand-up token represents
their Hero and starting army.
A Stronghold cannot be placed adjacent to another players
Stronghold, but can be adjacent to Undead Strongholds.
Now in reverse order, each player places their Race Lord
stand-up token on a different race ally territory. It cannot
be in the same province as their Stronghold. Next players
place one race unit in each of their race ally territories
including the one their Race Lord is in, but not including
the territory occupied by their Hero and Stronghold.
Players should first familiarize themselves with the
Heroes, races and the map. Each player will select a Hero
and a race to form a Race Alliance.
Once a Race Alliance is formed players may only purchase
their allied race unit and cannot purchase the human
counterpart.
For instance the Hero allied with Goblins cannot
purchase Pikemen units because the Goblin and
Pikemen are both skirmisher units and are part of the
same regiment track on the Battle Board.
Once the Race Alliance is formed the player will not be
able to ally with any other races during the game.
Players can choose their Hero and Race Alliance using
several methods:
Random: Shuffle and fan Hero cards, each player then
chooses one.
Battle Boards
are shuffled
and placed
face down, each
player chooses
one to determine
their Race Alliance.
Die Roll: Each player roles a
twelve-sided die, the highest
roll chooses first and so on. Re-roll all ties.
Blind Bidding: Players normally start with 5 gold pieces
but receive 8 gold pieces if they wish to start
off the game by blind bidding. Blind bids are
revealed independently for Hero selection and
Race Alliance. The highest chooses first then on
down in descending order. Ties are resolved by a die roll.
Gold bid by players is returned to the game gold pool.
This is repeated for determining race and turn order. Gold
not used in bidding remains in the player’s inventory for
future purchases.
Placement and Turn Order are determined by die roll
or youngest player.
Players draw 2 Quests cards, keep one and discard the
other. Completing Quests give players an opportunity to
acquire additional points on the Victory Track.
Each player’s army is now populated on their Battle
Board. The Hero marker is placed on its space, a race
unit and an Artisan on their appropriate color coded
tracks and a Bowman, Swordsman or Pikeman on their
appropriate tracks.
Remember the race unit takes the place of their human
counterpart so for instance the Elf player places their Elf
unit rather than a human bowman on the ranged track.
Each player places a Race Coat of Arms Marker in the slot
on their Stronghold and another in the territory occupied
by their Race Lord. These are the only 2 territories the
player controls at the beginning of the game. All other
race ally territories are considered neutral until either the
players Hero or Race Lord uses their diplomacy ability to
recruit the race unit and claim the territory.
Once the Hero and Race Alliance has been selected,
each player receives the following:
•
•
•
•
•
•
•
•
Hero Stand-Up Token, Hero Marker and Hero Card
Race specific Battle Board, 1 Red and 5 Black Pegs
Race Lord, Race Galley and Race Unit Tokens
Race Coat of Arms Markers
Stronghold
2 Player Reference Cards
1 Quest Card
5 Gold Pieces and 1 Gem
11
Finally players place a Race Coat of Arms Marker by the
Victory Track.
The marker will be placed on the track if a player claimed
a single-territory province at the start of the game.
Place the Dragon Markers on the Dragon Level and Hit
Point Tracks and the Cataclysmic Marker by but not on the
Cataclysmic Event Track.
The Dragon miniature is placed on its lair in the middle
of the map with a starting hoard of 5 gold and 1 gem.
Turn Sequence
The first turn begins with the first player (previously
determined) and proceeds around the table clockwise.
Turn order for the remainder of the game will be decided
by the player who has the most victory points, followed
by the player with the 2nd most and so on. Each game turn
consists of several actions that players will carry out either
simultaneously or independently.
Place a razed Undead Stronghold with portal on the 2
wastelands marked with a ruin graphic along with 2 damage
markers on each. Place an Undead Knight, Swordsman,
Bowman and Pikeman to defend each location.
Place an Undead Bowman, Swordsman and Pikeman on
each of the 2 remaining wastelands on the map.
Shuffle the Red and Blue Discovery decks and the Green
Quest deck and place them on the board where indicated.
See the illustration on page 5 for reference.
At this time players look to see what locations they control on
the map. If they control one or more of the locations rolled,
they will receive one or more of the following rewards.
God of Arcane – Players receive a Red Discovery
Card for the first territory they control with this
rune and 1 additional card for every two thereafter.
God of Wealth – Players receive a gold coin for
each territory they control with this rune.
God of War – Players receive 1 race ally for
the first territory they control with this rune and
1 additional ally for every two thereafter. The
ally reinforcement must be placed on one of the
crossed swords rune locations. If the Hero’s army
resides in the location, the race ally may be placed in the
army if there is space.
If at any time a player controls all the territories of one
rune type they immediately win the game.
Players should follow the turn sequence on the Player
Aid Card to keep track of where they are during the turn.
(FP - First Player, AP - All Players, ITO - In Turn Order)
1. Rune Blessing
There are 3 unique ancient rune symbols on the map:
Crossed Swords for the God of War, Coins for the God
of Wealth and a Magic Scroll for the Arcane God. There
are 12 of each symbol located in random territories around
the map. During this phase of the turn, the first player rolls
the Battleborn die to determine which god bestows their
blessings over the lands. The God will activate the rune
locations based on the symbol rolled by the player.
2. Purchasing New Structures and Units
The purchasing action is carried out by all players at the
same time. During this phase players should review their
Unit Costs Reference Card to see what structures or units
they can purchase with the gold and resources they have on
hand. The Unit Costs Card also gives players any statistics
they need such as attack and defensive strength or special
abilities units have.
There is a limited supply
of units and structures
available and if more
than one player wants
to purchase a limited
item, it is determined
by turn order.
Newly purchased units
are placed in the slots, also
referred to as the queue
on the player’s Battle
Board, while larger items
such as Strongholds,
Fortifications and Galleys
can be placed on top of
the queue.
12
Trade: A player may trade resources with other players
or trade on the Black Market prior to purchasing units.
If other players are unwilling to trade, the player may
exchange any resource for 1 gold piece. Players may also
buy resources (excluding gems) for 3 gold pieces. Gems
cannot be purchased on the Black Market due to their
rarity, however players may trade gems with each other.
3. Combat/Diplomacy and Movement Actions
During this phase, players will conduct their combat/
diplomacy and movement actions individually starting
with the first player.
Attack markers are placed on all territories the player
wishes to invade and then the player moves their
army or provincial units into each territory they wish
to attack.
Units can attack a territory from several different
territories and units can move through one or more
friendly territories as long as they are accompanied by a
unit that has two or more movement points such as Heroes
with level 2 experience or more, Knights, Race Lords and
race units depending on the terrain.
The Hero and their army can make multiple attacks,
diplomacy moves or non-combat moves depending on
the Hero’s level.
At level one the Hero may only take one action (a
combat move, a diplomacy move or a non-combat
move) while level three Heroes can take three actions.
The player may also take units out of their main army and
move them as provincial units. Conversely the player may
add units to their army as long as there is space and the
movement rules are followed.
Diplomacy: A player may also move their Hero or
Race Lord into adjacent race ally territories and use their
diplomacy skill to recruit the race unit. They also lay claim
to the territory by placing their Race Coat of Arms Marker
on the territory. Any race unit recruited may go into the
Hero’s army, space permitting, or join the Race Lord in
their endeavors. If there is no room in the Hero’s army the
unit is now under the players control as a provincial unit.
13
Combat: After a battle is declared the following sequence
occurs. First, players reveal any Discovery Cards they
wish to play and determine any modifiers or carry out
any actions that pertain to the cards played. If a Hero is
participating in combat and has multiple magical weapons
at their disposal they must declare what weapon they are
wielding and what additional modifiers they receive.
Once all cards are played and items/modifiers are declared
both the attacker and defender now roll any ranged attacks
they have at the same time.
This is considered a ranged volley and only occurs once
at the beginning of battle.
Players choose the appropriate colored d12 dice depending
on what ranged units are participating in the battle. Dice
are rolled for the ranged volley and then casualties are
determined based on any successful hits. Players roll a
d12 die for each hit and refer to their Casualty Matrix
Card to see what units have been wounded or killed. Once
casualties are determined they are immediately removed
from the battle.
If a player has no
ranged units they
must wait to roll their
melee unit dice after
the ranged units roll.
The Attacker and
Defender now roll
for all melee units
participating in battle
using the appropriate
colored d12 dice.
Casualties are once
again determined
using the Casualty
Matrix and by rolling
a d12 to see what units
have been wounded
or killed. Casualties
are removed from the
battle.
After the first round
of combat is complete
and if the attacker and defender still have forces remaining,
the attacker declares if they wish to continue the battle or
retreat.
If the attacker declares that they wish to continue the battle,
both the attacker and defender roll all remaining units
simultaneously and casualties are once again determined
and removed. Combat continues until either the attacker
is victorious or decides to retreat. If the attacker retreats
the defender rolls the unique Battleborn die, if the crossed
swords are rolled they successfully hit a retreating unit.
The defender rolls a d12 and refers to the Casualty Matrix
for results.
The defender never has a retreat option.
After all combat actions are concluded the player places a
Race Coat of Arms Marker on each newly conquered territory.
Players collect one Blue Discovery Card if their Hero
won at least one battle during the turn. The player also
collects one Red Discovery Card if their provincial
units won one or more battles.
The player then moves their Hero’s experience peg 1
notch for each battle their Hero won while attacking.
Heroes never gain experience defending. The player also
updates their position on Victory Track using their Race
Coat of Arms Marker for any provinces they successfully
conquered.
Remember to adjust the Victory Track down for players
losing provinces.
4. Non-Combat Movement
Any units that did not participate in combat or diplomacy
may now move. Units move one territory, but can move
through more than one friendly territory if accompanied by
a unit that has two or more movement points such as level
2 Heroes, Knights, Race Lords and race units depending
on terrain.
Deploy New Structures and Units
At this time the player place newly purchased Strongholds
or fortify existing Strongholds in territories they control,
make sure to take a Race Coat of Arms Marker and place
it in the slot on the top of the Stronghold to identify which
player controls it.
New units must be placed in a territory with a player’s
Stronghold present. Newly purchased Galleys are
deployed in any adjacent sea zones.
Collection of Gold and Resources
The player collects all resources earned at the end of their
turn. They receive one gold tithe for each territory under
their control up to a maximum of six gold per round. There
is a limitation to how much a kingdom can actually earn
before it becomes too costly to safe guard distant lands.
They also receive one resource for each territory where
their Artisan is farming, chopping trees, mining etc.
Note that if multiple Artisans reside in the same
territory they will only produce one resource.
5. Heal Hero, Race Lord and Repair Strongholds
During this phase of the turn, all players may choose to
pay one gold piece to heal one HP of damage their Hero or
Race Lord has sustained. They may also repair all damage
sustained to Strongholds and Fortifications. Repairs cost
one gold for each damage taken.
6. Quests
During setup players will have acquired one quest card.
During game play players must reveal completed
quests once accomplished, move their Race Coat of
Arms Marker on the Victory Track and acquire any
quest bonuses accordingly.
7. Cataclysmic Events
Cataclysmic Events occur on Random Territories. The
territory is determined by the first player rolling the
Battleborn Legacy (BBL) die and a d12, matching the
Rune Symbol on the BBL die and the number on the d12
with the territory on the map as shown.
After all players have completed their turn the first player
either places the Cataclysmic Event Marker on the first
space on the Cataclysmic Event Track, or moves it one
space down. The Event indicated on the Track then occurs.
Dragon Raid: The Dragon will attack a Random Territory
rolling one ranged Dragon Breath attack (7+ on a d12)
against any defenders including NPC races and then steal
a gem or a gold piece if a gem is not available. Any ranged
units in the territory roll a defensive attack against the
Dragon before it returns back to its lair with the new loot.
After the raid has concluded move the Dragons experience
marker to level 2. During the next raid the Dragon will
get 2 ranged Dragon attacks and steal 2 resources. The
Dragon will continue to level and get stronger every time
it attempts to raid until it reaches full maturity at level 4.
Natural Disaster: A Random Territory is devastated by
a Natural Disaster. Units may not move in or out of the
territory during the following game turn and neither a gold
tithe or a resource is collected.
At the end of the next turn the Natural Disaster Miniature
is removed from the board and the Cataclysmic Event
Marker moves one space down on the Cataclysmic Event
Track.
Undead Uprising: The Random Territory is attacked
by forces of the Undead. During an Undead Uprising,
3 Undead units including an Undead Bowman, Undead
Swordsman and Undead Pikeman will attempt to take
over a random territory. If the territory is already occupied
by Undead place an Undead Knight reinforcement on the
territory. The player or NPC units that control the territory
must fight the Undead. Begin combat with another player
rolling on behalf of the Undead. If the territory is captured
by the Undead, make sure to update the victory tracks if
a province is lost.
Events will continue at the end of each turn and progressively
get more difficult until ultimately if there is no winner by
the end of turn 7 the final cataclysm occurs and destroys
the world. At this time all players lose the game.
During the Quest phase players receive a Quest Card, if
they accomplished their quest they keep it. Players that did
not complete quests chose which Quest Card to discard.
14
Backer Contributions
Our Kickstarter backers were a huge part of making this project possible and we thank you all. A select few took the opportunity to be a permanent
part of the game by naming and creating background biographies for important elements of this game such as Race Lords, Knights, Siege Engines
and Undead Knights. The Race Lords and Knights are on the sides of the game box and below are the Siege Engines and Undead Knights.
We hope you enjoy them as much as we did.
The Beefeater of the Chalfonts: The Twin Knights, Sir
Peter and Sir Giles ruled the Chalfonts for many years
and their Yeoman armies were held in great regard, the
siege engines crews were especially so. It was said that
the brothers sister, Lady Patricia, herself a devout
vegetarian, would feed the men huge quantities
of red meat before a battle and it was not long
before the cry “Bring up the Beefeater” went
out when one of the Chalfont siege engines
was needed to crush an enemy. Jill Trowbridge Hughes - Round Lake IL
Heather’s Ire is the enemy’s penance: She sat helpless
during her family’s destruction. Heather, the Desert
Flower, used the remainder of her days to study the art
of war, weapons and machines. Both Heather and her
beloved lands would never again be helpless or forget
Michael Hough - Rosamond, CA
the pain.
The Belligerent: A truly a fear inspiring siege engine. Its
unstable chaotic crew and the bewailing racket it makes while
firing its deadly projectiles induces terror in the enemy ranks
and even causes allies to feel uncomfortable.
Jack Herman - Gurnee IL
Bethian Pike: The pike-men of Bethian
were widely known for forming
nearly impregnable defenses
against any heathenish vultures
attempting to conquer their lands. Their mighty
trebuchets would rain death, while their long,
sturdy, pikes thwarted any enemy advance.
The surrounding forest and rocky creek bed
provided some of the best resources for these weapons in all the region.
Matt Crawford - Wellsburg, West Virginia
Grave Digger: William Qui, a great warrior who fought with
distinction until his leg was taken in the battle of Broken
Dreams. Once recovered he took command of the ancient
Siege Engine named Grave Digger. Because of his many
successes, he was named after the Qui, an ancient race
of giants who reigned death and destruction down on
enemies in the form of great boulders.
William Whitehead- Nazareth, Pa
Kyle’s Shadow: As he stood on the
smoldering rampart of his family castle, his shadow played
across the charred remains of the mighty oak planted by his
ancestors long ago. He vowed to avenge the death of his
parents and loved ones - building a terrifying behemoth
from the timber of the great hardwood.
Steve Stigler - Greyslake, IL
The Messenger: Ethan crafted his fortress killing weapon
using all the wisdom of his family’s generations of knowledge.
Both the weapon and its missiles were Messengers of Doom
for whoever opposed this Mercenary for hire. Ethan’s great
grandfather made potions from Elvin herbs and forest
fauna and fought in the great wars. His grandfather was
an alchemist refining ore into purest metals and then
blending them into alloys of warfare. His father
studied the healing arts and was entrusted by the
Islanders of Galvanstonia to construct storage and
oversee the food stores for the Woodland Elves.
John Messenger- Grayslake, IL
Stonegash: This brutal device was originally designed
to smash and crush the battlements of the sturdiest
Strongholds, but recently it was modified to launch
numerous large jagged stones that hurl through the air
and cause deep gashes and wounds to even heavily
armored enemies upon impact.
Stacy Stonecipher - Mundelein, IL
Reliq Mortis the Baron Forsaken:
The Powers of the Great Dark have a favored weapon:
Temptation, and a favored pastime: Irony.
In a time long past and a kingdom long dead, Reliq was
an ambitious young lord with powerful rivals, whose
houses had stood in the way of his family’s ambitions for
generations. Reliq succumbed to Temptation in the form of the promise that
he would ‘live to see all his rivals fall’…thereupon, he reaped the Irony of
unending un-life; wherein he has witnessed his rivals, his bloodline, and
his kingdom fall away into the ashes of lost history.
Mike Heckman – St. Louis, MO
Clofinmad the Short: Once a high ranking officer he
had succumb to extreme depression after the loss of his
long standing friend Francis. He spent the rest of his days
deep in the forest away from society. Only after his death,
and the years of unrest thereafter did he leave to exact his
vengeance on those who took the life of his best friend
and partner. Alexbarker116
15
Yentruoc the Scourge of the Shallows:
From a family of scholars, Yentruoc’s intelligence
was thought to be a threat to the rulers of her
kingdom. Yentruoc was eventually accused of
witch craft. She was soon captured, brutally beaten
and then tossed into the shark infested shallows of
Moon Bay. It is rumored that during a waning moon she rises from
the shallows to exact revenge on those that wronged her.
Courtney Whitehead- Morgantown, WV
Sir Nicholas Scott, Warden of the March: Nicholas
was thought to be fair minded and just. With a hefty
two-handed Claymore that he could easily wield with
one hand, he was a formidable foe. Set upon by a band
of robbers enacting a vengeance, Nicholas and his
bride-to-be Sonia, were slain but before his death he
begged for a chance at justice. None know by whom
his wish was granted but many are aware and fear the
Joseph W. Scott- Barre, MA
resulting nightmare.
Game Variants
3 Player Game: Each player will choose a Hero and
race to play just like in a four player game. Placement
and set up is the same as the standard game with players
alternating placement of Strongholds / Hero armies and
Race Lords. The race that wasn’t selected will be a
neutral faction. The neutral faction will have 2 race units
occupying each of their territories. Player’s each roll a
d12 to determine who places the neutral factions Race
Lord. This race will not actively instigate combat, but will
defend their lands if attacked.
2 Player Game: Each player chooses 2 Heroes and 2
races to play. Placement and set up is the same as the
standard game with players alternating placement of
Strongholds/Hero armies and Race Lords. Turn order is
decided by how many victory points each race has at the
start of the turn, similar to the standard game. Victory is
achieved by adding together the victory points from both
race factions the player controls and meeting or exceeding
the victory point goal for the game, usually 15 or more.
Provincial units from both races under the players control
can share the same territory but only one race may claim
ownership of the territory. This is determined by which
Race Coat of Arms Marker the player chooses to place on
the territory, but can be exchanged if the player wishes.
Friendly units can move through territories controlled
by either faction the player is playing. Resources can be
traded between races but cards can never be traded.
2 verses 2 Game: This game is identical to a standard
game however Victory is achieved by adding each teams
total Victory Points. The combined points must meet or
exceed the goal decided at the beginning of the game.
Teams can share resources but never Discovery Cards.
Provincial units can consist of units from each team
member but only the player that controls the territory
commands the units. A player may relinquish a Stronghold
or units to a team member as long as the team member
has a unit in the territory. If units moved or preformed an
action before being relinquished they cannot perform any
other actions again until the next turn. For instance both
players from the same team cannot activate the same unit
on the same turn.
Credits
Game Concept: Eric J. Bartlett
Game Designers: Eric J. Bartlett and John R. Hughes
Graphic Design: John R. Hughes
Artists: Jose Vega, Lorraine Schleter and Konrad Langa
Creative Advisors: Jack Herman, Brian Cohen and
Bruce Nyugen
Web Design: Jarrett Garcia
Editing and Voice : Jill Trowbridge Hughes
Game Reviews: Cody Carlson and Lance Myxter
Video Sound: Dan Primm
Intro Music: Mike Reed
Game Masters: Jack Herman, Brian Cohen,
Shelden David and Jarrett Garcia
Questions and Comments contact us at silverleafgames.com
Publisher:
© Silverleaf Games LLC.
silverleafgames.com
Game Testers: Eric Bieche, Mike Heckman, Jesse Smith,
Stacey and Jon Stonecipher, Steve Stigler, Simon Vasey,
Davad M. Davad, John Messenger, Brian Keenan, Kevin
Hicks, Tom Kennedy, Will Smith, Isreal Mateos, Pete
Jackson, Chas Swedberg, The Vanderhoef Brothers, Dave
Cassel, Paul Gohmann, Brian Leonard, Ed Sagritalo,
Chris and Melissa Williams, Michael Fuchs, to all our
friends at Unique Gifts and Games and the kind GenCon
and Nexus Game Fair demo players.
Special thanks to all of our wonderful Kickstarter backers!
They are incredibly generous and have been very helpful
and patient throughout the process.
We can’t thank our families and friends enough for all of
your love and support!
In memory of my beloved identical twin brother, Derek
M. Bartlett. Our hope is that more players will experience
the immense enjoyment and social interaction that board
games provide. “Until next time keep on gaming and more
importantly have fun!”
Manufacture:
16
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