WARMEISTER A fantasy warfare card game for 2-6 players THE DECK All players share a common deck of 130 cards YOU WILL NEED: 5 Territory tokens for each player Damage counters for battles Gold couters may be used, or players may write down their totals, whichever is mutually agreeable A six sided dice OBJECT To win a player must be the only remaining participant with territories. Once a player loses their last territory counter, they are out of the game. SETUP Each player starts with 5 Territory tokens. Shuffle the deck, and each player draws 5 cards TURNS The turn is divided into phases: Priority Draw Revenue Warfare Supply End PRIORITY Roll a dice to determine player priority. The highest roll gets priority (reroll ties). This means that in the phases where priority is important, the player with priority goes first, with play progressing in a clockwise direction. This must be rolled for at the start of each turn. DRAW Each player may draw a number of cards equal to their number of territories in priority order. REVENUE Each player gains 1d6 gold for each territory they control. This gold may be spent to play army cards, holdings, or fortifications, which are put into play when purchased. WARFARE This is the phase in which battles are fought, players taking turns in priority order. A player may play 1 attack card and declare 1 battle, choosing one opponent as their target. No battles may be declared in the first turn. Once a battle is declared, both the attacker and defender assign any or all of their army cards in play to the battle. They must assign at least one. The defender may also assign one fortification to the battle. Players then take turns playing Battle Event cards or passing, starting with the defender. Only the defender may play Terrain cards. When both players pass in succession, then they move on to the battle. Each player rolls for each army card. Each Army card has a bonus of +1 to +5. Add the bonus to the roll, plus any other modifiers. If the total is 7 or more, then a hit is scored. Players then assign a number of damage counters to their units equal to the number of hits scored by their opponent in any combination they like. If a card has damage counters equal to their number of wounds, they are discarded. Damage counters remain on a card until the End phase. Once this has been done, both players must check for routing, starting with the attacker. The attacker must roll the dice and add the number of remaining units in their force.If they score 5+, they stay and may fight another round of combat. If not, then the attacker loses and the battle is over, their remaining units stay in play. If the attacker passes, then the defender must do the same, but they only require a 4+. Success and failure are the same as for the attacker. The Defender CANNOT flee if they are defending their last Territory. If both sides stay and fight, then roll again for each army card, assign damage and check for routing until one side flees or is destroyed. If the defender loses the battle, then they lose 1 Territory token. Also, roll for each holding regardless of who won. If a 1 is scored then the holding was destroyed in the battle. Any castles used in the battle are destroyed if the defender lost on a dice roll of 2 or less. If there were besiegers in the attacking army, then it is destroyed on a roll of 4 or less. Each player undertakes this sequence in turn. SUPPLY PLayers are able to supply 1 army card per territory. Anycards unable to be supplied are discarded. END All damage counters are removed from army cards and all players MUST discard down to 5 cards in their hand. CARDS ATTACK CARDS Card # Notes Attack 15 Allows for 1 attack. Pillage 3 Allows for 1 attack. Attacker gets +1d6 gold next revenue phase if they win. Raze 2 Allows for 1 attack. Destroy all defender's holdings if the Attacker wins. Ambush 3 Allows for 1 attack. Attacker gets first battle event. Attacker may play a Terrain card, with ill effects applying to the Defender and vice versa. Conquest 2 Allows for 1 attack. Attacker adds defender's lost territory to their own. CASTLES Card # Cost Modifiers Pallisaide 2 4 Attackers -1 Keep 2 7 Attackers -2 Fortress 1 10 Attackers -2, Defenders +1 HOLDINGS Card # Cost Notes Farm 3 2 +1 to Supply total Armoury 2 3 +1 to Hand Size Barracks 1 4 Reduce cost of Basic Army Cards by 1 (min 1) Workshop 1 4 Reduce cost of Besieger Army Cards by 1 (min 1) Mead Hall 1 4 Reduce cost of Assault Army Cards by 1 (min 1) Archery Range 1 4 Reduce cost of Missile Army Cards by 1 (min 1) Horse Breeder 1 4 Reduce cost of Cavalry Army Cards by 1 (min 1) Hunting Lodge 1 4 Reduce cost of Skirmisher Army Cards by 1 (min 1) Mines 2 4 +2 gold per turn Tavern 2 4 +1 gold per turn, +1 to Supply total Market 1 6 +3 gold per turn Wizard Tower 2 3 Increase Draw by 1 ARMY CARDS Army Cards have a number of different Types or Traits that can affect battles. Unit Types: Assault Unit gets +1 if in an attacking army Missile Unit gets +1 if in an defending army Cavalry If this unit causes a casualty, then its owner may decide which of the opponent's units suffers the damage Besieger Unit unaffected by Castle modifiers Skirmisher Unit unaffected by Terrain Modifiers General All friendly units in an Army receive +1 if this unit is part of the army If a unit has none of the above Types, it counts as a basic unit. Unit Traits: Deadly Unit causes 2 damage on a successful hit Tough Discard first damage counter assigned to this unit in a battle Raider +1 gold to next turn's revenue if this unit's side wins an attack A: Assault B: Besieger C: Cavalry D: Deadly G: General M: Missile R: Raider S: Skirmisher T: Tough Cards # Cost Bonus Wounds Notes Peasants 2 1 +1 1 Draw 1 card when this unit is recruited Goblin Stabbers 1 1 +1 1 Old Hob 1 2 +1 1 D T, Discard 1 card to play Skellington Troopers 1 2 +1 1 T Swordsmen 1 2 +2 1 Pikemen 1 3 +2 2 Roamin' Ronin 1 3 +2 1 D Dwarf Axemen 1 3 +3 1 Troll Warriors 1 4 +3 2 Ogre Bullies 1 6 +4 2 R Giant 1 7 +4 2 T, Automatically destroys 1 opponent's Holdings in battle, Counts as 2 units for Supply Gnoll Chicken-Thieves 1 2 +1 1 M Bowmen 1 3 +2 1 M Elven Rangers 1 4 +3 1 M D Dwarf Engineers 1 6 +4 2 M T, Discard 1 card to play Fanatics 1 2 +1 1 A Hairy Barbarians 1 4 +2 1 A R Troll Berserkers 1 6 +3 2 A T Theo the Minotaur 1 6 +4 2 A Wardogs 1 2 +1 1 C, Discard wardogs to destroy any force 1 card Elven Weasel Riders 1 3 +2 1 C Knights of the Golden Rooster 1 6 +3 2 C D War Mammoths 1 8 +4 3 C T Captain Tim 1 5 +2 2 G, Draw 2 cards when this card is recruited Prince Treehugger 1 5 +2 2 G M Snorri Axethrowersson 1 6 +3 2 G T Sir Bertrand of Baloney 1 6 +3 2 G C Nanoc the Barbarian 1 7 +4 2 G A Goblin Slingshooters 1 4 +2 1 S, Opponent must discard 1 card when this card is recruited Gnoll Huntsmen 1 4 +2 1 S R Elf Battle-Prancers 1 5 +3 2 S Catapult 1 3 +2 1 B Dwarf Sappers 1 4 +2 2 B Ol' Bessie 1 5 +3 2 B Fernando the Dragon 1 10 +5 3 A C D T, Counts as 3 cards for supply Siege Golem 1 8 +4 2 B A T, Discard 2 cards to play Centaur Javelineers 1 6 +3 2 S M Donkey Raiders 1 4 +2 1 C R Shaolin Monkeys 1 5 +2 2 A S EVENT CARDS Event cards designated Battle Events may only be played during a battle. All event cards are discarded after use. Cards # Notes Gutsy 2 Battle. Army does not have to roll for Rout this round Run Them Down 1 Battle. When the opposing army routs, roll 1d6 for each unit. They are destroyed on a 5+ Ran Too Far 1 Battle. Target loses 2 Territories if they lose the battle. Scaredy Cats 1 Battle. -1 to target's next rout roll Good Harvest 2 +4 gold to revenue this turn Luck 2 Re-roll any 1 dice roll Denied! 2 Cancel any 1 event card Forest 4 Battle. Terrain. Attackers are at -1 force this battle Ruins 2 Battle. Terrain. Attackers are at -2 force this battle Swamp 2 Battle. Terrain. Attackers are at -2 force and Defenders -1 force this battle High Ground 2 Battle. Terrain. Attackers are at -1 force and Defenders +1 force this battle Defensive Traps 2 Battle. Terrain. Roll 1d6 for each Attacking unit each round of the battle. Units suffer 1 hit on a 6+ Bottleneck 2 Battle. Terrain. Attacker may ony use 1/2 their assigned units in this battle (round down). The others return home. Fury 2 Battle. Target army gains +1 to their attack rolls for this round Fatigued 2 Battle. Target army gains -1 to their attack rolls for this round Asleep on the Job 2 Battle. Target card no longer fights in this battle, but still counts towards rout checks and may be assigned hits as normal Raid 2 Destroy target Holding Eartquake 1 Roll 1d6 for all of target player's Holdings. Holdings are discarded on a roll of 6+ Goblins With Dynamite 1 Destroy target Castle on a d6 roll of 4+ Recrutment Drive 2 Halve the recruitment cost of target army card Pizza & Beer 1 Supply all your army units this turn You're Fired 2 Discard target army card Busy as Beavers 1 Halve the cost of target Castle or Holding Hid in a Ditch 1 Regain 1 army card that was lost in a battle this turn. May NOT be played during a battle Reinforcements 2 Drzw 2 cards Copywright Jason Newell, 2005