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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