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Since the dawn of their civilisations, the great races of the Five Realms of Kholdrum, Shenaru, Ela’Vethera, Lorendale, and Zhoni
have been engaged in complex relations with each other – allying and arguing, merging and dividing, loving and hating – as they
each schemed and plotted to gain the upper hand over the others.
Then the Darkness came. An army of unspeakable horrors of an ancient and forgotten race of infernal creatures awoke deep
within the earth and marched across the lands. The Darkness ravished the Five Realms with death and destruction and nearly
brought the continent to its knees. Faced with a desperate fight for their very survival, the great races put aside their differences
and united into a warband of such magnitude and strength as had never been seen before. The world trembled.
Though their great loss of life on the battlefield was nearly insurmountable, the warband’s sheer size eventually overpowered the armies of
Darkness and largely drove them back beneath the earth. Sorcerers and shamans and magi of the great races invoked binding blood magic to
start sealing the enemy away for an eternity. In the final days of battle to determine the fate of the lands, the hordes of Darkness and the great
warband clash on four remaining battle fronts that are each located near a border landmark that separate the kingdoms of the Five Realms.
The last four campaigns wage on.
Object of the Game
As a player, you control the warband armies of one of the
great fantasy races of the Five Realms. Although the great races
are currently working together in mutual defence, old habits
and rivalries are hard to break. It’s important that your kind
emerges victorious from the war with more battle prestige and
honour than your temporary and untrustworthy comrades. The
player who collects the most Victory Points of one-upmanship
for their race by the conclusion of the final battle against the
Darkness – gained by advancing your soldiers in the collective
warband, earning gold for your army captains, reconnoitring
the combat fronts with your scouts, and defeating enemies on
the battlefields – has achieved the greatest leadership glory
and is declared the winner.
The end is near. May the Maker protect us all....
Game Designer: Micah Fuller
Game Developer: Mark MacKinnon
Assistant Developer: Oliver Kutnik
Graphic Designer: Jeff Mackintosh
Illustrator: Joseph Shawcross
Cartographer: Robert Altbauer
Playtesters: Daryl Andrews, Josh Bricker, Tim Brown, Shadow C., Josh Cappel,
Luke Caswell, Daryl Chow, Robert Coad, Josh Derksen, Sean D. Evans, Patrick
Franklin, Austin Fusillier, Game Artisans of Canada, Thomas “Lynnvander” Gofton,
Doug Graham, Marc Gurwitz, Bruce Landman, Al Leduc, Paul Leeking, Alexandre
Léonard, Sen-Foong Lim, Jeff Mackintosh, Ken Maher, Yvon Maillé Jr., Dean
Martin, Rob Maxwell, Rob McElravy, Karen McLarney, Steve Mills, Tara Mills, Nick
Montgomery, Brett Nodwell, Tim Owen, Protospiel, Protospiel North, Jeremiah Rivers,
Josh Rivers, Stephen Sauer, Jack Schleick, Kevin Schnell, Ian Shaffer, Jeff Trumitch,
Francois Valentyne, Chris Wilker, Jeff Winokur, Colin Young
www.dyskami.ca [email protected]
PO Box 27005, 7 Clair Road W, Guelph, Ontario, Canada, N1L 0A6
Warband © 2015 Micah Fuller.
Rules © 2015 Dyskami Publishing Company. Produced under license.
Micah Fuller is a member of the Game Artisans of Canada.
game components
The Warband Game Board
The game board is divided into two parts:
• The map shows the Five Realms (Kholdrum, Shenaru, Ela’Vethera,
Lorendale, and Zhoni) where scouts are sent to recon as well as the
four border battlefield spaces (Threll’s Gap, Guardians of Vethera,
Lonespire Peak, and The Branches) where Enemy cards will be fought
and defeated.
• The warband roster shows the current composition of the united army,
divided into both light and heavy platoons of infantry, cavalry, and
archery, along with the honour guard platoon and war heroes space.
Each platoon (excluding war heroes) has a banner for a meeple to
indicate the platoon captain. Finally, there are also spaces for injured
units at the Medica and a countdown track to the war’s conclusion.
74 Cards
• 24 Enemy cards (worth 2, 3, or 4 Victory Points or VP)
• 20 Intel cards (4 for each of the five realms)
• 30 Redress cards
• 20 in the standard deck
• 10 in the interactive deck
106 Wooden Unit Cubes
• 20 of each colour (black, blue, red, white, yellow) for up to 5 players
• 6 brown mercenary unit cubes
38 Wooden Captain Meeples
• 7 of each colour (black, blue, red, white, yellow) for up to 5 players
• 3 brown mercenary captain meeples
100 Cardboard Die-Cut Pieces
• 10 player races boards
• Dragonfolk
• Dwarves
• Elementals
• Elves
• Giants
• Halflings
• Minotaurs
• Rockmen
• Rodentia
• Wolfaen
• 5 race action tracks in different colours
• 5 player aids
• 79 gold coins
• 39 with 1 gold value
• 29 with 3 gold value
• 11 with 5 gold value
• round tracker token
Pencil and 25-page Scoring Pad
2
Preparing to Play
Place the game board in the centre of the table and the round tracker token on the round countdown track on the space determined
by the number of players: space 8 for two players, 7 for three players, 6 for four players, or 5 for five players. Place one mercenary
captain meeple and two mercenary unit cubes (brown colour) on each of the three light platoons (infantry, cavalry, archery) on the
warband roster. Give one action track, one player aid, and three gold to each player, with the remaining gold coins placed near the
game board in the supply.
Remove the three starting Enemy cards from the deck (green backgrounds, worth 2 VP each) and randomly place them face up on
the map’s three leftmost battlefield spaces – Threll’s Gap, Guardians of Vethera, and Lonespire Peak – leaving only The Branches
unoccupied. Separate and shuffle the three card decks (Enemy, Intel, and Redress) and place them face down next to the game board.
Each player chooses, either randomly or purposefully, one of the 10 available fantasy races to play, taking the associated race board
and all the game tokens (seven captain meeples and 20 unit cubes) of a chosen player colour. Players place 12 of their unit cubes on
their action tracks, covering the 12 Tax, Train, Scout, and Fight spaces for column Ranks 2, 3, and 4. Only the Rank 1: Novice column
remains uncovered on the action track.
Randomly determine the starting player, who places one of his or her unit cubes on the map in Kholdrum as a scout. As appropriate
for the number of participants, the second player places one scout cube in Shenaru, the third player in Ela’Vethera, the fourth
player in Lorendale, and the fifth player in Zhoni. The remaining seven unit cubes for each player are placed “in reserve” next to the
respective race board.
Two
Redress
Decks
Players have the choice of two
separate Redress card decks that are
tailored to different styles of play:
friendlier or nastier. The effects of the
standard deck (brown title header)
primarily target the card’s player
in a beneficial way without directly
interfering with other players. The
more aggressive interactive deck
(white title header) features card
effects that may target opponents
negatively as well as providing
benefits to the holding player. Players
should collectively decide before the
game begins whether they want to
play with just the 20-card standard
deck (two copies of 10 unique cards)
or combine 10 cards of each deck
into a single large Redress deck. See
Playing Redress Cards, page 13, for
more information.
3
Playing the Game
A game of Warband lasts for 5, 6, 7, or 8 rounds as determined by the number of players (5, 4, 3, or 2 respectively). Each game round begins with the starting player and proceeds
clockwise until all players have taken a turn. During each individual turn, a player first upgrades his or her own action track once (Phase 1) and then takes three actions in any order from
the action track (Phase 2). A player’s turn ends immediately after taking three actions and then play passes to the next player.
Each participant may also play any number of Redress cards at the appropriate times as indicated on the cards. This is usually sometime during the player’s own turn but may also be
during an opponent’s turn (see Playing Redress Cards, page 13, for more information).
After each player has taken a turn in the current round, the round is over and a new round begins. The token on the countdown track is then moved one space to the right to the next lower
number unless it is already on the final space 1. In this case, the game is over and players add up their Victory Points on the score pad to determine the winner.
Phase 1:
Upgrading The Action Track
Each player’s action track reflects their race’s diversity of warfare options and overall tactical effectiveness of those options. When gameplay begins, a total of 12 unit cubes are located on
the action track of each player, covering and locking all four actions (Tax, Train, Scout, Fight) of the Rank 2: Capable, Rank 3: Skilled, and Rank 4: Elite columns. Only the Rank 1: Novice
column is uncovered and available. The more powerful covered and locked action track Ranks are unavailable to a player until they are permanently upgraded and unlocked, representing
how the player’s race gains battlefield wisdom and influence throughout the game.
At the beginning of each turn, the player selects any one of the four actions to upgrade and removes its leftmost cube (the lowest locked and covered Rank), placing the cube in the unit
reserve area next to his or her race board. The player can now use this new reserve unit cube during a later Train or Scout action (see pages 6-7).
Example: Mark is the starting player. At the beginning of his first turn, he upgrades his Tax action by removing the cube in the Rank 2: Capable column of the Tax row and placing it in his
reserve area. This upgrade permanently increases the effectiveness of his Tax action – now gaining three gold instead of just two – as he proceeds to Phase 2. After Mark finishes taking his
three actions his turn is over and Oliver’s turn begins. Oliver upgrades his Train action instead, moving the cube in the Rank 2 column of the Train row to his own reserve area. From now on
– or until he perhaps upgrades his Train action again in a later round – Oliver can promote two unit cubes instead of just one when taking a Train action in Phase 2.
Medica. During a Fight action,
injured reserve units may be
sent to the Medica where they
remain until gold is paid to
heal and reclaim them.
Captaincy Banner. The
race with the most number of
units in each platoon places
a captain meeple here.
Platoons. Unit cubes are assigned
to the seven platoons in the warband:
light infantry, cavalry, and archery, as
well as their three heavy counterparts,
plus the honour guard.
Round Countdown Track.
When all players have taken their
turns and the round tracker token
is on space 1, the war is over.
4
Honour Guard. Heavy platoon
units can be promoted to the honour
guard where they stand with their
warband leaders and generals.
War Heroes. One of the
honour guard units is hailed as
a war hero during each Fight
action, bring battlefield glory
to his or her entire race.
Promotions. Using a Train
action to promote a unit
up through the warband
platoons (along the brown
arrows) costs one gold.
Reassignments. Laterally
reassigning a unit between
platoons (following the grey
arrows) during a Train action
does not cost any gold.
Phase 2:
Taking Three Actions
Each turn, a player takes any three actions in any order from the four action choices detailed herein – Tax, Train, Scout, Fight – and resolves them at their highest unlocked Ranks
(ie. greatest Rank not currently covered by a unit cube). If a player cannot meet the requirements to perform an action – for example, the warband does not have sufficient units for the Fight
action or the player lacks the gold for the Scout action – it cannot be selected. A player may take any action multiple times in a single turn as desired, provided the combined number of
actions equals exactly three.
Tax Action
Rank 1 = 2 gold
Rank 2 = 3 gold
Rank 3 = 5 gold
Rank 4 = 8 gold
The player takes gold from supply as indicated by the Tax Rank. Gold is needed to pay the warband captains’ wages when taking the Fight action (Step 2, page 10) and to send out scout
units when taking the Scout action (see page 7). Consequently, upgrading the Tax action gives the player the most flexibility over a balanced game strategy.
Even though Warband provides an ample number of cardboard gold tokens in three denominations, it is possible to exhaust the supply. Gold availability in the game is unlimited, however,
and players can keep track of their gold on paper should the need arise.
The player’s gold coins and unassigned
unit cubes are kept in a “reserve area”
next to the race board until needed.
Each warband race has a unique ability that gives it an
advantage over the other races in specific situations.
At the beginning of the game, only
Rank 1: Novice actions are unlock for
player use. One additional higher Rank
of choice is progressively unlocked at
the beginning of each round.
The Rank effects of the four game
actions – Tax, Train, Scout, Fight – are
illustrated on the action track.
As higher Ranks are unlocked, the race’s
game actions becomes more powerful:
Tax – More gold is earned.
Train – Multiple units are moved within the
warband platoons.
Scout – Placing scouts on the map requires
less gold and multiple units can be placed
with a single action.
Fight – Fewer platoon units are required to
Fight and some captains can be bypassed
when paying wages.
5
Train Action
Rank 1 = 1 unit
Rank 2 = 2 units
Rank 3 = 3 units
Rank 4 = 4 units
Transferring unit cubes from the reserve area to the warband roster and moving them up through the platoon structure is how players meet specific combat requirements (Fight Action,
Step 1, page 9), gain captainship wage income (Step 2, page 10), and achieve war hero status and the associated Victory Points (Step 8, page 12). By upgrading the Train action track
beyond Rank 1: Novice, players can more efficiently move multiple unit cubes in a single Train action instead of taking several Train actions to achieve the same results.
The player moves unit cubes in the warband a total number of platoon spaces up to the Train Rank. For example, a player who has attained Rank 3: Skilled can move up to three unit cubes
to a combined maximum of three times total (one cube three times, three cubes a single time each, one cube twice and a second cube once). A player always has the option to move fewer
units than made available by the highest attained Train Rank if desired.
Transferring one unit from a player’s reserve to any of the three light platoons (infantry, cavalry, archery) counts as one move. Promoting a unit in a light platoon to the associated heavy
platoon (for example, archery to heavy archery) – following the brown arrows on the warband roster – also counts as one move, as does promoting a unit from any of the three heavy
platoons to the honour guard. Finally, laterally reassigning a unit between any of the three light or three heavy platoons (such as moving a unit from infantry to archery, or from heavy cavalry
to heavy infantry) – following the grey arrows on the warband roster – is also one move.
Units may not be downgraded from the honour guard to a heavy platoon, from a heavy platoon to a light platoon, or from a light platoon to a player’s reserve. Additionally, units in the
honour guard cannot be promoted with a Train action to the war heroes space, since this acclaim is only awarded during a Fight action (see Step 8: Salute War Heroes, page 12).
Laterally reassigning a unit or transferring a unit from reserve to any of the light platoons does not cost any gold, but promoting a unit from a light to a heavy platoon costs one gold per unit
as does promoting a unit from a heavy platoon to the honour guard. A player that has no gold cannot promote a unit.
After every Train action is completed, platoon captaincy may change from one race to another. See Transferring Captainship (page 13) for details.
C
B
A
A
Example
At the beginning of his turn, Oliver had upgraded his Train action track to
Rank 2: Capable.
For his first of his three actions, Oliver takes the Train action and
transfers two unit cubes
(the maximum allowed for Rank 2 Train)
from his reserve pile next to his race board to light platoons: one unit to
infantry and one unit to cavalry A . Oliver gains captaincy for both the
infantry and cavalry platoons.
6
For his second action, Oliver takes the Tax action at Rank 1: Novice to
gain two gold.
For his third and final action, Oliver takes the Train action a second
time, moving the unit cube in the infantry platoon first to the heavy infantry
platoon (at the cost of one gold) B and then to the honour guard platoon
(at the cost of a second gold) C . Captaincy remains unchanged until the
end of the second Train action C at which point Oliver loses captaincy
over the infantry platoon, but gains it over the honour guard
With his three actions complete and Phase 2 finished, play passes to the
next player.
Scout Action
The Benefits of
Scouts
Rank 1 = 5 gold to send 1 scout
Rank 2 = 4/9 gold to send 1/2 scouts
Rank 3 = 3/7/12 gold to send 1/2/3 scouts
Rank 4 = 2/5/9/14 gold to send 1/2/3/4 scouts
The player sends a number of units currently in reserve to the game board map – the maximum number is equal to the
player’s Scout Rank – by paying the amount of gold indicated above. These reserve units now support the warband
as scout units. Each scout is placed in any one of the five realms (Kholdrum, Shenaru, Ela’Vethera, Lorendale, and
Zhoni) but no more than a single scout can be placed in any one realm during a single Scout action. The player may
place more than one scout in a single realm by taking multiple subsequent Scout actions during the same turn, though.
As the battle for the Five Realms nears its frantic conclusion, embedding a scout near the front lines of the armies of
Darkness becomes more difficult to achieve and consequently more costly. The total gold cost of completing a Scout
action increases by one gold in the second last round of the game or three gold in the final round. For example,
placing three scouts with a Rank 4: Elite action normally costs the player nine gold, but it increases to 10 gold if done
in the second last round of the game or 12 gold in the final round.
These two Ela’Vethera scouts will protect the white player when defeating enemies at
the adjacent Guardians of Vethera or Lonespire Peak. The white player will never need
to send units to the Medica when defeating 3 VP or 4 VP Enemy cards and each scout
can protect against one platoon unit casualty by paying one gold/unit saved.
Sending scout units to the game board map provides you
with multiple benefits both during the game (in conjuction
with the Fight action, page 8) and when scoring at the end of
the game.
Scouts in the realms adjacent to battlefield spaces help you
avoid sending reserve units to the Medica when you Fight 3 VP
and 4 VP Enemy cards (Fight Step 5, page 10).
By paying one gold/unit, these adjacent scouts can also save
your platoon units from casualties during any player’s Fight
action so you can retain them on the warband roster (Fight
Step 6, page 11).
Having the most number of scout units in any of the realms
gains you 3 VP or 4 VP at the end of the game.
You gain VP for matching your Intel cards with the realm locations
of your scout units at the game’s end (cards x scouts = VP). You
can earn up to 12 VP per region this way.
Finally, each of your scouts (and war heroes) can covert up to
three gold into one VP when scoring at the end of the game.
The blue and black players are
tied for the most number of scouts
in Lorendale. If this was the end
of the game, neither player would
have scout control over this realm
and consequently no VP would
be awarded.
This lone blue scout in Zhoni can perform
many important functions during the
game: it protects the blue player’s
units from injury and casualties when
defeating adjacent Enemy cards at The
Branches; it can award 4 VP for scout
control over Zhoni at the game’s end;
it is worth VP when paired with Zhoni
Intel cards; and, like all scouts and war
heroes, it can convert 3 gold into 1 VP.
If at the end of the game the yellow
player was holding four Kholdrum
Intel cards, she would receive the
maximum allowable 12 VP
(3 scouts x 4 Intel cards = 12 VP).
The red player has more scouts in
Shenaru than any other player. If
this was the end of the game, the
red player would receive 3 VP for
scout control over this realm.
7
Fight Action
Rank 1 = standard rules with no bonus
Rank 2 = -1 unit requirement and -1 captain wage
Rank 3 = -2 unit requirements and -2 captain wages
Rank 4 = -3 unit requirements and -3 captain wages
Marching to battle against the ancient armies of Darkness lies at the heart of Warband and occurs when a player performs the Fight action. Leading a combat charge against the enemy
brings the race prestigious battlefield glory, both directly (Victory Points earned from defeating an Enemy card) and indirectly (Victory Points earned when pairing valuable intelligence
gained through Intel cards with the realm locations of scouts on the map). See End Game Scoring, page 14, for details.
Upgrading the Fight action provides two distinct benefits that makes meeting combat requirements easier so the race can Fight more often. First, Ranks 2/3/4 allows the player to reduce
the total platoon units required to select the Fight action by 1/2/3 units (see Step 1: Check Warband Strength, page 9), which means the race can enter combat with a smaller warband.
Second, Ranks 2/3/4 allows the player to bypass paying wages to 1/2/3 captains (see Step 2: Pay Captains’ Wages, page 10), which allows the race to Fight with less gold in reserve.
After platoon captains receive their wages, the collective warband – which includes the platoon units of all player races and mercenaries and not just the player’s own – engages in
combat at three of the four border battlefields (Threll’s Gap, Guardians of Vethera, Lonespire Peak, and The Branches) simultaneously, achieving victory at one of them and defeating the
army on the field (ie. the face-up Enemy card at the selected battlefield location). The price of victory is steep, though, and unit casualties within the warband is a near certainty. Additional
reserve units may also take serious injuries and end up in the Medica if scouts were not earlier sent to recon the battlefield. Meanwhile, the undefeated enemy armies on the other two
hostile fronts raid and pillage the lands for resources and riches to fortify their horde until they confront the warband on the battlefield once again.
A player selecting the Fight action follows the 10 steps outlined in this section, in the specific order listed.
FIGHT ACTION summary
Step 1: Check Warband Strength
Step 6: Assign Casualties
Ensure the warband has sufficient units to match the combined
Enemy card platoon unit requirements, reducing requirements as
appropriate for the Fight Rank.
Pay one gold to each platoon captain. Fight Rank of 2, 3, or
4 allows the player to bypass paying the wages of 1, 2, or 3
captains of choice.
The warband suffers two unit casualties as indicated on the
defeated Enemy card. Units of the platoon captain’s race are
selected first, then other race units, chosen in a specific order: light
platoon units before heavy platoon units before honour guard
units. Each scout unit located in either of the two realms adjacent
to the Enemy card’s battlefield space can save one unit of the
same player race from casualty at the cost of one gold each. For
every saved unit, an alternate casualty target is chosen.
Step 3: Defeat Enemy
Step 7: Draw Redress Cards
Step 2: Pay Captains’ Wages
Defeat and claim one Enemy card, including any gold on the
card.
If any player race received one or two casualties, that player
draws one Redress card.
Step 4: Draw Intel Cards
Step 8: Salute War Heroes
Draw the top two cards of the Intel deck, keep one, and place
the other at the bottom of the deck.
The player who controls the current captain of the honour guard
sends one of his or her honour guard units to the war heroes space.
Step 5: Send Units to Medica
Step 9: Raid and Pillage
Move 1 (or 2) injured injured units from reserve (or warband
platoons) to the Medica when defeating an Enemy card worth
3 (or 4) VP. Each scout unit located in either of the two realms
adjacent to the Enemy card’s battlefield space will prevent one
unit from moving to the Medica.
8
Place one gold on each of the two undefeated Enemy cards still
remaining on the game board map.
Step 10: Draw New Enemy
Draw the top card from the Enemy deck and place it face up in
the border battlefield space that was empty at the beginning of
this Fight action.
Fight Step
1:
Check Warband Strength
The Fight action cannot be chosen unless the warband has sufficient specific units to march against the enemy. The combined unit cubes of all player races and mercenaries currently on
the warband roster game board must meet or exceed the combined platoon requirements indicated on the three face-up Enemy cards on the four border battlefield spaces (noting that one
of the four spaces is always empty). The type of platoon unit required (infantry, cavalry, archery, or heavy) for each Enemy card is indicated by the large middle icon; the number inside
the VP star on the card indicates the number of those platoon units. If not enough units are on the warband roster, or if the units are not in the correct platoons that match the Enemy card
requirements, the Fight action cannot be undertaken by the player. Otherwise, the combat proceeds to the next step.
The highest attained Fight Rank of the player that selects this Fight action reduces the total platoon units required by -1, -2, or -3 units, with no reduction available at Rank 1: Novice. The
player can decide which of the platoon unit Enemy card requirements to reduce up to the Fight Rank.
Each unit in the three heavy platoons (heavy infantry, heavy cavalry, heavy archery) can either meet the Enemy cards’ heavy requirements (represented by the shield icons) or light platoon
requirements (represented by the crossed swords, gauntleted mace, or bow icons) but not both at the same time. Honour guard units, war heroes, scouts units on the Five Realms game
board map, units in the Medica, and units still in reserve do not count towards any Enemy card requirements.
Warband Strength Example #1
Current Player Race Has Fight Rank 1
The warband meets the Enemy card requirements:
2 Cavalry two red units in light cavalry
3 Archery one blue unit and two brown mercenary units
in light archery
4 Infantry one yellow and one black unit in light infantry
plus two yellow units in heavy infantry
Warband Strength Example #2
Current Player Race Has Fight Rank 4
The warband meets the Enemy card requirements:
Fight Rank 4 reduce platoon requirements by three (one
cavalry and two heavy)
3 Infantry one yellow and one black unit in light infantry
plus one yellow unit in heavy infantry
3 Cavalry two red units in light cavalry (reduced from
three total)
4 Heavy
one yellow in heavy infantry and one white in
heavy cavalry (reduced from four total)
9
Fight Step
2:
Pay Captains’ Wages
3:
Defeat Enemy
4:
Draw Intel Cards
5:
Send Units to Medica
The player must pay one gold to each and every current platoon captain on the warband roster that belongs to opponent races, to a maximum of seven captains. The player does not pay
for his or her own captains. Wages for mercenary captains (brown meeples) are paid to the general gold supply.
With a Fight Rank 2: Capable, the player bypasses paying the gold wage of any one captain of choice. At Rank 3: Skilled, the wages of any two captains of choice are bypassed,
increasing to any three captains of choice at Rank 4: Elite.
Fight Step
The player selects any one of the three face-up Enemy cards on the game board map to defeat, removes it from the map, and places it next to his or her action track. All gold on the Enemy
card, if any, now belongs to the player. The other two Enemy cards remain on their respective battlefields. At the end of the Fight action, the defeated Enemy card is turned face down and
kept hidden from the other players. At the end of the game, the player is awarded the Victory Points indicated for all face-down Enemy cards in his or her possession.
Fight Step
The player draws the top two cards of the Intel deck and places one of the two cards at the bottom of the deck (player’s choice). The player places the other card face down next to his or
her action track, keeping it hidden from the other players. The player’s choice of card typically aligns with where the player’s scout units are currently located – or will likely be located in
the future – on the Five Realms map, since Victory Points are earned by matching Intel cards with scout locations (see page 14). If only one Intel card remains in the draw deck, the player
receives that card; if the Intel draw deck is empty, no Intel card is awarded to the player.
Fight Step
If the defeated Enemy card is worth 3 Victory Points, the player must move one of his or her units from reserve to the Medica (indicating that a unit was injured during the battle). If the Enemy
card is worth 4 Victory Points, two reserve units are sent to the Medica. No units are sent to the Medica when defeating a 2 VP Enemy card. If the player does not currently have any units in
reserve, he or she must instead send units from the warband platoons or war heroes space to the Medica whenever possible (player’s choice which of his or her platoon units to send).
Each of the player’s scout units currently located in either or both of the two realms adjacent to the border battlefield from which the Enemy card was taken prevents one reserve unit from
receiving injury and moving to the Medica. For example, if the player had one scout unit in Lorendale and defeated a 4 Victory Point Enemy card at The Branches, only one reserve unit is
sent to the Medica instead of two. If the Enemy had been worth 3 Victory Points instead, the scout would have prevented the single reserve unit from moving to the Medica. Similarly, if the
player had a total of two or more scouts located in Kholdrum and Shenaru, no reserve units would ever be sent to the Medica when defeating Enemy cards at Threll’s Gap, regardless of
the Victory Point values of the Enemy cards (since two scouts can always protect the one or two reserve units that could have possibly been injured).
A player can heal and reclaim injured units in the Medica at any time during his or her own turn at the cost of two gold per unit. Healed units are immediately returned to the player’s
reserve. Players lose 2 Victory Points for each unhealed unit that remains in the Medica at the game’s end.
Victory Points. The number in the star
icon indicates the number of Victory Points
awarded for defeating this Enemy card.
This number also equals the platoon unit
requirement number when checking warband
strength during a Fight action (Step 1, page
9). For this example, 3 Victory Points are
awarded for defeating this Enemy card.
Additionally, this card adds 3 infantry platoon
units to the total combined unit requirements
of all three face-up Enemy cards on the Five
Realms map when taking a Fight action.
Casualties. The icon pair indicates
which of the three light platoon types
– infantry, cavalry, or archery – will
be assigned two unit casualties (Step
6, page 11). This example Enemy card
targets two cavalry unit casualties.
Scouts. The number of cubes here
indicates how many reserve units
may be injured and sent to the
Medica during a Fight action (Step
5, above). This is always one unit
for a 3 VP Enemy card or two units
for a 4 VP Enemy card. One or two
scouts located in realms adjacent
to this Enemy card’s boarder
battlefield space can prevent the
one or two reserve units from being
sent to the Medica.
Platoon Requirement. When
paired with the number in the VP
star icon, this symbol represents the
type of platoon units required when
checking warband strength during
a Fight action (Step 1, page 9) –
infantry, cavalry, archery, or heavy.
This Enemy card requires 3 infantry
platoon units.
Infantry
Cavalry
Archery
Heavy
10
Fight Step
6:
Assign Casualties
The defeated Enemy card indicates which platoon type (infantry, cavalry, archery) will suffer two casualties. These casualty units are immediately returned to the respective players’ reserve
areas (mercenary casualties are removed from the game). Each scout unit currently located in either or both of the two realms adjacent to the border battlefield from which the Enemy card
was taken can optionally save one (and only one) specific platoon unit of the same player race from casualty at the cost of one gold each. When a scout saves a specific unit, an alternate
unit becomes the casualty instead. A player makes the decision whether or not his or her scout will save its fellow platoon unit immediately when the unit is chosen as a casualty target as
outlined below.
Two casualty targets are chosen in order according to the chart below, starting at Level 1 and proceeding to Level 6. Do not proceed to the next level of the chart to determine the next
casualty targets unless there are no available targets at the current level (either because there are no units available in the platoon indicated or because the units located there have been
saved by scouts). If two units have not been selected as casualties by the end of Level 6, no further unit casualties are assigned.
Level 1: Units located in the indicated light platoon that belong to the same race as the current light platoon captain
Level 2: Units located in the indicated light platoon that belong to a race selected by the current light platoon captain
Level 3: Units located in the indicated heavy platoon that belong to the same race as the current heavy platoon captain
Level 4: Units located in the indicated heavy platoon that belong to a race selected by the current heavy platoon captain
Level 5: Units located in the honour guard that belong to the same race as the current honour guard captain
Level 6: Units located in the honour guard that belong to a race selected by the current honour guard captain
Platoon captaincy may change from one race to another after assigning casualties. See Transferring Captainship (page 13) for details.
Assigning Casualties Example
G
H
I
A
B
C
D
E
F
Level 1: If red player has no scouts in adjacent realms to protect
units, red player suffers two red light cavalry casualties,
AA and B .
Level 1: If red player has one scout in an adjacent realm, it
would have no effect to pay 1 gold to protect red
unit A because red units B and C would be targets
instead.
Level 2: If red player instead has two scouts in adjacent realms
and pays 2 gold to protect both red units A and B ,
the first casualty would be the unprotected red unit C .
Since the red player is captain, she selects whether
yellow player or blue player is the next target for the
second casualty.
Level 2: If blue player is selected as the target but he has one
scout in an adjacent realm and pays 1 gold to protect
blue unit F , the remaining yellow player automatically
becomes the next casualty target.
Level 3: If yellow player also has two scouts in adjacent realms
and pays 2 gold to protect both yellow units D and E ,
the next casualty target is blue player unit G because
he is the heavy cavalry captain.
Level 4: If blue player has a second additional scout in an
adjacent realm and pays 1 gold to protect blue unit
G too, as captain, he selects whether black player or
red player is the next target for the remaining second
casualty.
Level 4: If red player only had two scouts in adjacent realms
as indicated earlier, blue player would likely select her
as the next target. Consequently, red unit H would be
the second and final casualty. In hindsight, perhaps
red player might not have wanted to protect both light
B since she has lost the more
cavalry red units A
B and C
H.
advanced heavy cavalry unit H
Defeated Enemy Card
Two Cavalry Casualties
11
Fight Step
7:
Draw Redress Cards
8:
Salute War Heroes
9:
Raid and Pillage
Redress cards are reparations awarded to players who lose platoon units to casualties during combat. Beginning with the current active player and proceeding clockwise, each player who
controls a race that received one or two casualties during this Fight action draws one (and only one) card from the top of the Redress deck and places it face down next to his or her action
track (keeping it hidden from the other players).
If at any time all the Redress cards are drawn from the deck, shuffle the discard pile and reuse those discarded cards as the Redress draw deck. In the unlikely event that both the draw deck
and discard pile are empty, no further Redress cards may be drawn until cards are returned to the discard pile (and then shuffled to make a new draw pile as normal).
Fight Step
The player who controls the current captain of the honour guard sends one of his or her honour guard units to the war hero space. That unit remains a war hero until the end of the game
when it adds to that race’s battle glory (ie. each war hero is worth Victory Points). Captaincy of the honour guard may change from one race to another after this step is completed. See
Transferring Captainship (page 13) for details.
Fight Step
The two undefeated Enemy cards still remaining on the game board map raid and pillage the nearby lands for resources and riches to fortify their horde. Place one gold on each of these
Enemy cards.
Fight Step
10:
Draw New Enemy
As the last step, the player draws the top card from the Enemy deck and places it face up in the border battlefield space that was empty at the beginning of the Fight action – not the empty
battlefield space that was just recently vacated when the selected Enemy card was defeated.
If the new card drawn results in all three Enemy cards showing the same unit requirement platoon type (all infantry, all cavalry, all archery, or all heavy) – regardless whether the Enemy
cards are worth 2, 3, or 4 Victory Points – the three Enemy cards are shuffled together and placed at the bottom of the Enemy card draw deck. Three replacement cards are drawn from
the Enemy deck and placed in the same battlefield locations as the replaced cards, starting with the leftmost battlefield and proceeding to the rightmost. Any gold tokens that were on the
previous three cards before they were discarded remain on the map in the same battlefield locations and are now placed on the newly drawn cards instead.
If the Enemy draw deck is empty and there are consequently no new Enemy cards remaining to replace the defeated card, no further Fight actions can be performed by any player for the
remainder of the game.
Gameplay Tips
Once you are familar with the Warband rules and perhaps have played a game or two, consider the tips below to enhance
your strategic gameplay choices.
1. Combat is a vital component of Warband. Unless you take the Fight action several times during the game, it is highly
unlikely that you can win. By Fighting, you’ll not only gain VP for defeating Enemy cards, but also receive valuable Intel
cards that pair with your scout units to give even more VP.
2. Taking two Fight actions in a single turn is a rare opportunity that you shouldn’t pass up.
3. Beware the cost of the Fight action when the roster is filled with opponent platoon captains. Weigh the VP benefits of
lost gold (3 gold = 1 VP) vs. defeated Enemy card VP + Intel card with scouts VP.
4. Take advantage of your race’s special ability as often as feasible.
5. Captaincy generates income for you and reduces your Fight cost, so don’t ignore the warband roster.
6. Don’t help you opponents too much by flooding your units onto the warband roster. You may conveniently be setting up
the next player’s Fight action.
7. Remain flexible with your strategy so you can take advantage of unexpected tactical openings when you see them.
12
Transferring Captainship
Each of the seven warband platoons (both light and heavy platoons of infantry, cavalry, and archery, along with the honour guard) will be overseen by one platoon captain (represented
by a wooden meeple) whenever there are mercenary or player unit cubes on that specific platoon space. Platoon captaincy may be gained or changed from one race to another (or to the
mercenaries) at six different times during the game:
• After a Train action is fully completed (but not during a Train action)
• After sending platoon units to the Medica during a Fight action
• After assigning casualties during a Fight action (but never during Fight Step 6)
• After honour guard units are hailed as war heroes during a Fight action
• After anyone plays a Redress card that moves units to, from, or within the warband roster
• After a player uses a special race ability to move units to, from, or within the warband roster
When any of the above six conditions are met, the race with greatest number of units in each of the seven platoons (including the honour guard) is awarded captainship and either places
a meeple in the captain space if currently unoccupied or replaces the current captain’s meeple with one of its own. The replaced meeples of former captains are returned to their respective
players for future reuse; replaced mercenary meeples are placed aside in case the mercenaries regain captainship during a later game action. The captain meeple is removed and not
replaced if there are no unit cubes in the platoon.
Captaincy is retained by the current race if they are tied with an opponent for the most units. If there is a tie between two or more opponents for the greatest number of units – and the current
captain is not one of the tied players – the current captain (or active player taking his or her turn if the current captain is a mercenary) selects which of the tied opponent races will gain captaincy.
Playing Redress Cards
Throughout the game players may have the opportunity to draw Redress cards whenever they suffer unit casualties during Fight actions (see Step 6: Assign Casualties, page 11). Participant
may play any number of Redress cards at the appropriate time (as indicated below), which is usually sometime during the player’s own turn but may instead be during an opponent’s turn.
Redress cards are placed in a face-up discard pile next to the draw deck after they are played and their abilities used. Any unused Redress cards still held by the players are discarded
without benefit once the final round of the game is completed.
Each Redress card gives the player one of three abilities when played:
• The player gains one gold. For this benefit, the Redress card can be played at any time during the player’s turn.
• The player Trains one of his or her reserve or platoon units exactly once, paying the gold cost if promoting the unit as normal (see Train Action, page 6). For this benefit, the Redress
card can be played at any time during the player’s turn.
• The player gains the ability written on the Redress card and follows its instructions. For this benefit, the Redress card must be played at the time indicated on the card.
If the ability of a Redress card contradicts, changes, or adds to any game rule, the text of the Redress card takes precedence. Players may ignore Redress card abilities whenever following
the instructions proves impossible.
Gameplay Tips
(continued)
8. Don’t start sending out scouts until you have a few Intel cards to guide their positioning.
9. Since Scouting becomes more costly in the final two rounds of the game, don’t wait until the very end to send out your
scouts either.
10. “Free” gold has tremendous value, so a 2 VP Enemy card with gold on it may be worth more to you than a 4 VP Enemy
card with none.
11. Redress cards are valuable so don’t be afraid to lose units to casualties to gain them.
12. The special abilities of Redress cards can give you a significant advantage when played at the right time, but sometimes
sacrificing the card for +1 gold or +1 unit Train is worthwhile too.
13. Sometimes it’s worth taking two Scout actions to place two units in the same realm compared to just taking a single
Scout action to place two units in different realms.
14. Since no VP are awarded when two or more players are tied for scout control in the realms, position your scout units
strategically and be careful you don’t leave openings for ties with your opponents.
13
end GAME
scoring
Once the last player has taken his or her turn in the final round (every
player has acted in the final round and the token on the countdown track
is currently on space 1), the game is over and players use the score pad
to add up their Victory Points (VP) earned in the seven categories below.
The race that has gained the most number of Victory Points – and has
thus achieved the greatest leadership glory in the final battle against the
Darkness – is declared the winner, with ties broken first by the total number
of Enemy cards defeated (number of cards, not amount of VP) followed by
the final amount of gold owned.
Enemy Cards Defeated
Enemy cards each player defeated and claimed during Fight actions are
worth 2, 3, or 4 VP each as indicated on the Enemy card.
War Heroes
Players gain 2 VP for each of their units currently in the war heroes space.
Captains
Players gain 1 VP for each of their captains on the warband roster game
board at the game’s end.
Converted Gold
Scout units and war hero units on the game board can each convert exactly
three gold from the players’ reserves into 1 VP. Excess unconverted gold is not
worth any VP.
Scout Control in the Five
Realms
The player who has the most number of scout units in each of the five
realms at the game’s end gains either 3 VP (for the most scouts in Shenaru,
Ela’Vethera, or Lorendale) or 4 VP (for the most scouts in Kholdrum or
Zhoni) for each realm. If two or more players are tied for the most number of
scout units, no Victory Points are awarded to any player.
Matching Intel Cards With
Scout Locations
Players are awarded Victory Points for matching Intel cards with the realm
location of their scout units at the game’s end. For each realm in which a player
has scouts, multiply the number of units by the number of matching Intel cards
to determine the number of Victory Points. For example, three scout units in
Shenaru matched with two Shenaru Intel cards is worth 6 VP (3 x 2 = 6). Intel
cards for a realm that does not currently hold any of the player’s scout units is
not worth any VP. Each player can earn a maximum of 12 VP for each realm,
but the combined VP total earned over all five realms can exceed 12 VP.
Medica Units
Players lose 2 VP for each unhealed unit that remains in the Medica at the
game’s end.
Final Scoring Example
For this example scoring, assume the game ends with the Five Realms map
as seen on page 7 and the warband roster as seen on page 9. The players’
Enemy cards, Intel cards, and final gold amounts are shown to the right.
14
Red Yellow Black Blue White
9
11
18
8
11
0
0
2
0
4
1
1
1
1
1
2
0
0
3
0
3
4
0
4
3
6
12
5
4
6
0
-2
-2
0
0
21
26
24
20
25
RACE ABILITIES
Dragonfolk
Dwarves
When Dragonfolk receive a
Redress card, they draw two cards,
keep one, and discard the other.
Once per action, when Dwarves
Train at least one unit from a light
to a heavy platoon, they can
transfer one unit from their reserve
to any light platoon immediately.
Elementals
Elves
Once per turn, Elementals can
ignore the requirement to send
their units to the Medica during
a single Fight action.
When Scouting, Elves reduce their
total action cost by two gold.
Giants
Halflings
Whenever the Giants take
a Fight action, the warband
Fights as though one additional
mercenary unit is present in any
light or heavy platoon of the
Giants’ choice.
When Taxing, Halflings gain one
additional gold.
Minotaurs
Rockmen
Minotaurs can protect any number
of their units from casualties for one
gold each (with or without adjacent
scout units), but cannot protect units
in the honour guard.
At the end of any player’s Train
action, Rockmen take over
captainship whenever they have
the same number of units as the
current captain in any heavy
platoon.
Rodentia
Wolfaen
At the beginning of their turn,
Rodentia can look at the top three
cards of the Enemy deck and
rearrange them if desired.
Immediately after an opponent
plays a Redress card, Wolfaen
can discard any one of their own
Redress cards and replace it with
the one just played.
ALSO AVAILABLE
Fortify your warband army against the Darkness with
10 new battle-ready races from across the Five Realms.
Arborials
Mantai
Centaurs
Panthera
Cyclopes
Phibians
Dark Elves
Raccs
Fae
Tengu
15
FIGHT ACTION summary
Step 1: Check Warband Strength
Ensure the warband has sufficient units to match the combined Enemy card platoon unit
requirements, reducing requirements as appropriate for the Fight Rank.
Step 2: Pay Captains’ Wages
Pay one gold to each platoon captain. Fight Rank of 2, 3, or 4 allows the player to bypass
paying the wages of 1, 2, or 3 captains of choice.
Step 3: Defeat Enemy
Defeat and claim one Enemy card, including any gold on the card.
Step 4: Draw Intel Cards
Draw the top two cards of the Intel deck, keep one, and place the other at the bottom of the
deck.
Step 5: Send Units to Medica
Move 1 (or 2) injured injured units from reserve (or warband platoons) to the Medica when
defeating an Enemy card worth 3 (or 4) VP. Each scout unit located in either of the two realms
adjacent to the Enemy card’s battlefield space will prevent one unit from moving to the Medica.
Step 6: Assign Casualties
The warband suffers two unit casualties as indicated on the defeated Enemy card. Units of
the platoon captain’s race are selected first, then other race units, chosen in a specific order:
light platoon units before heavy platoon units before honour guard units. Each scout unit
located in either of the two realms adjacent to the Enemy card’s battlefield space can save
one unit of the same player race from casualty at the cost of one gold each. For every saved
unit, an alternate casualty target is chosen.
Step 7: Draw Redress Cards
If any player race received one or two casualties, that player draws one Redress card.
Step 8: Salute War Heroes
The player who controls the current captain of the honour guard sends one of his or her
honour guard units to the war hero space.
Step 9: Raid and Pillage
I’m Mark MacKinnon, founder of the Dyskami
Publishing Company. I dedicate the production of
Warband: Against the Darkness to my dear friend
and graphic designer, Jeff Mackintosh. Without
knowing I could rely on Jeff’s exceptional graphic
design experience once again, I would never
have ventured back into the gaming industry as a
board game publisher in 2013.
As we were wrapping up Warband for press in
October 2014, Jeff was diagnosed with Stage IV
Glioblastoma Multiforme (GMB) – a terminal form
of brain cancer. And suddenly the world changed.
Jeff had emergency surgery to remove the
tumour, followed by six weeks of radiation and
chemotherapy treatment as the first step in a
rigourous programme to manage the effects of
cancer. In February 2015, Jeff told me it was
important for him to finish his work on Warband
because he fiercely believed in the game and was
passionate about perfecting its look and feel.
As I write this dedication on the day before we
send Warband to the printer, I think back fondly of
the night I met Jeff in a Columbus, Ohio nightclub
in 1999 during the Origins Game Fair. We
connected instantly and I promptly offered him a
job in my small RPG company because I knew he
would go on to do great things. And he certainly
did, winning many accolades from his industry
peers. But I think the best thing Jeff created in all
those years was an extraordinary friendship with
me and my family.
Jeff is one of a kind and I love him dearly. With
this publication of Warband, I celebrate Jeff’s
zest for life and wish him the best for what I hope
will be many years to come. Thank you for all the
wonderful memories you have given me, Jeff.
Place one gold on each of the two undefeated Enemy cards still remaining on the game
board map.
Step 10: Draw New Enemy
Draw the top card from the Enemy deck and place it face up in the border battlefield space
that was empty at the beginning of this Fight action.
16
PO Box 27005, 7 Clair Road W,
Guelph, Ontario, Canada, N1L 0A6
Version 1.0. First printing – March 2015
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