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Burning Banners Charts

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Topics covered

  • Treasure Management,
  • Revolt Table,
  • Hero Powers,
  • Exploration,
  • Gold Management,
  • Control Markers,
  • Hex Borders,
  • Movement Points,
  • Shashka Kingdom,
  • Critical Hits
0% found this document useful (0 votes)
368 views4 pages

Burning Banners Charts

Uploaded by

Tina Bridge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Treasure Management,
  • Revolt Table,
  • Hero Powers,
  • Exploration,
  • Gold Management,
  • Control Markers,
  • Hex Borders,
  • Movement Points,
  • Shashka Kingdom,
  • Critical Hits

COMBAT

COMBAT SEQUENCE -(9.9, 16.8) AMBUSH (9.91)


When an Army or stack declares an Attack action, it Ambush Combat Step 2. Opening Strike:
is resolved using the following sequence: The Army that initiated the Ambush performs
a strike on its opponent using its Combat
Battle Magic: Both players may play Magic Cards, Rating (9.7) If any successes are rolled, one hit
using the following sequence: is inflicted on the opponent (9.2.1). Confirmed
a. The attacker may play Magic Cards. Critical hits may inflict additional hits (9.8)
b. The defender may play Cantrips. W
c. The attacker may play Cantrips. W Battle Magic ends: Players may play Magic
Cards normally again.
Combat Step 1. Ambush Declaration: If the
attacking or defending Army has Stealth, it may Ambush Combat Step 3. Strike Back: If the
declare an Ambush (9 .9.1) . target of the Ambush survives the opponent's
strike, it strikes back, using its Combat Rating.
Combat Step 2. Resolve Dice Rolls. Both players There is no winner or loser in an Ambush.
roll dice equal to their total Combat Rating (confirm The attacker may advance into the defender's
Critical hits if any are scored (9.8)). hex if it is emptied (must advance if the hex
contains a Settlement) (9.3).
Battle Magic ends: Players may play Magic Cards
no rmally again

Combat Step 3. Combat Results: Determine the


result of the combat (win, loss, tie, draw). If there is a STR!_,Iq;S (9.7)
loser, it receives hits (9.2.1). If the attacker wins, it • A strike may not target a hex containing a
may advance into the defender's hex if emptied (must Fortified Settlement.
advance if a hostile Settlement was defeated (9.3)). • A strike is not an opposed roll (only the
player making the strike rolls dice).
• Terrain is ignored during a strike.
LOCATIONS • Strikes do a maximum of 1 hit to the target,
__________ _j
·--·--·--·-~
I\. Settlements (4.0) regardless of the number of successes rolled.
(Exception: Critical Hits (9.8) may cause
Settlement hexes have gray additional hits)
borders. A Kingdom may build
and recover its units in or adjacent
to Settlements it controls. Ambush: An Ambush, initiated by a unit
with Stealth, is resolved using the strike
,.....,,...........,..,..,,.....,......,.,.,...........,,, ·-------.-...j
I Mines (12.1.1)
mechanics (9.6).
'-·------- Strikes Outside of Combat (16.9)
Mine hexes have gold borders.
Oathborn Miners can Mine these • If a Settlement is unoccupied after a strike
hexes (see 12.1.1). Otherwise, Mines inflicts a hit, the Settlement is Razed, with no
have no effect on play.
looting.
..,._------ r-·--·--- . . . • If a Monster takes a hit: the Monster is

l-~~~ ~~·~.J eliminated and no reward is collected.


r-·--·--- ...
l~~~i~~(~:~
Lair hexes have Red Borders, Sea Lair
hexes have Blue Borders. These
terrifying locations may not be attacked
or entered by Armies in the Basic Game.
Tu~ SEQUENCE Heavy Dice (d8)
Income Phase (6.0)

Income Actions Step:


The active Kingdom may disband its Siege Engine (9.11.2).
Additionally, if active:
Army of the Night may attempt to place a Coven (12.3.2).
+
Light Dice (d6)
Eastern Empire must roll on the Revolt Table (12.4.3).
Shashka Kingdom may Lay Waste to any number of
Settlements it controls (12.2.2) .
D
Income Step:
The active Kingdom gains gold equal to its Income Level.
Additionally, if active:
Army of the Night: gains 1 gold for every Coven on the map.
Eastern Empire: pays gold as indicated on the Revolt track (12.4.4)
Shashka Kingdom: pays 1 gold for each of its Control markers on
the map or suffers collapse (12.2.3).

Activation Phase (7.0)

• The Active Kingdom's units become ready at the beginning of the phase.
• Build new units (10.1)


Activate units one at a time (7.0)
The active Kingdom's locked Hero cards unlock at the beginning o f the phase (14.5.2 ) .
q, Cant rip
• Magic Cards may be played by the active player. All other players may play Cantrips (16 .7) .

Once all building and activations are finished, the active Kingdom's turn marker is moved to the Turn
Complete box on the Turn Track. If all of the active Kingdoms' Cities are Razed or enemy controlled, the
Kingdom collapses (7.6). If a Shashka Kingdom, it collapses if it has no Control markers on the map.

Arcane Study Phase (17.0)


$HIP MOVEMENT (8.t.4)
Glyph
Depart Coastal or
Players perform Arcane Study (17.4) depending on Major River Hex:
what kind of Arcane Study marker is revealed: Movement Rating 3
Glyph: Study 3 different Disciplines. ~ Churn Depart Port or
Churn: Study 1 Discipline. Entry Hex:
Movement Rating 6

@ Study Spells:
Draw to Full Strength in Spells (player may discard
one Spell before drawing). Full Strength is 3 Spells.
LOOTING (4.8)

Study Blessings:
Loot Settlement:
~=
@
Gain 2 Gold
Draw to Full Strength in Blessings (player may
discard one Blessing before drawing) . Full
Shashka Army:
Strength is 1 Blessing per Kingdom controlled. Gain 3 Gold

@ Study Treasures:
Retrieve one owned Treasure.
Loot a City:
Gain double Gold
® = x2
ACTIONS WINTER._, (13.2.2)
An active Unit may perform one of the following Actions
When playing the Advanced Game, resolve
after it has completed its movement. ·
Winter seasons as follows:
Attack (9.0)
Attack an adjacent hostile Settlement or Army. Monsters a) The Silent Tide Flows: Place the
under enemy command and unexplored Lairs may also be Autumn Churn marker in the Autumn
attacked. space of the upcoming year (17.2). Collect
Pass: and randomize the other Study markers
Forego an action this turn.
and place one in each Study space on the
Perform Ship Movement (8.1.4)
Use Ship Movement to cross Sea, Coastal and Major River Turn track beneath a Kingdom Banner.
hexsides, and enter Major River hexes. Excess markers are placed in the Unused
Recover (10.4) Markers space.
Pay the active unit's Recovery Cost to return it to full
strength. It must be in or adjacent to an un-besieged b) Drums in the Deep: Remove all defeated
welcoming Settlement, or in a friendly Entry hex. Monsters from the map, reopening those
Work a Mine (12.1.1)
Lairs for Exploration. Removed Mon-
Gain 1 Gold. Oathborn Miner Armies only
Command a Monster (15.3) sters are returned to the appropriate
A Monster under the active Kingdom's command either Monster pools. Commanded Monsters
conducts a Strike, Passes or Slinks Away. Monsters may remain in play.
not Move. These are the only actions a commanded
Monster may perform. c) Sell Treasures: If a player holds more
than 2 Treasures (in hand or owned), sell

fRE,E ACTIONS enough of them (16.5) to bring the total


down to 2.

Free Actions may be performed by players at any time, d) Shuffle Decks: Discarded Spells and
including during movement and during an opponent's turn. Blessings are shuffled back into their
Free Actions may be performed multiple times if applicable. decks. Treasures sold by players are
shuffled back into the Treasures deck.
Place a Control Marker (4.9.2)
When an Army ends its activation in a Settlement which
is neither friendly nor allied. Increase Kingdom's Income. e) Advance Season: A new year begins.
Place a Razed Marker (4.10) Move the Season marker to the Spring
When an Army ends its activation in a hostile Settlement, space of the next year and begin a new set
and chooses not to, or cannot, place a Control marker. of Campaign seasons.
Perform Ship Movement (12.5.2)
Active Fjordland units only. Use Ship Movement as a free
action to cross Sea, Coastal and Major River hexsides, and
enter Major River hexes. A unit may only perform Ship
Movement (as a free action or as a regular action) once
MONSTE~ 1s.s)
per turn.
Remove a Razed Marker (4.10.2)
ST1'L}\gS
From a welcoming Settlement containing an active Army
(costs 2 Gold).
Loot (4.8)
When an Army enters a hostile Settlement.
Regenerate (10.4)
Recover an Army with Regenerate.
Play a Magic Card (16.7)
Play a Hero Power (14.5.1)
Sell a Treasure (16.5)
Remove a Treasure (owned or in hand) from the game.
Gain 2 Gold. A Treasure may not be both sold and played
in the same turn.
TE~IN EffECTS Settlements
Movement : 1 Movement Point to enter.
Defense: See Garrisons (9.5).

Plains Loyal Settlement


--1----~
Movement : 1 Movement Point to enter.
Settlement's Loyalry
Defense: No effect.
(Fjord/and)

/II\_ Magically
~ Fortified
-2 to Hi t

City Port Fortified


-1 to Hit
Sea and Coastal Hexes (8.1.3)
Neutral Settlement
Movement : Sea hexes may be passed through
by units with Flying or using Ship Movement. Wilderness Type
No unit may end its move in a Sea hex. Units
may be_gin and end Ship Movement in Coastal
~ Forest
Hexes (8.1.4)
~ Mountain
Wilderness Points of Interest

Lair
Movement : Prohibited.
a
Defense: No Effect.

Sea Lair
Movement : Prohibited.
Forest Mountain Swamp Defense: No Effect.
. Wilderness Wilderness W! i/derness
Movement : +1 Movement Point to enter. .Mine
Defense:+ 10.
No effect on Movement
Hexside Terrain or Defense.

Coastal Hexside (8.1.3)

Movement & Defense:


Entry Hex

Allows ownintKingdom
to build in the ex.
\tJ Ore Entry Hex

Determined by other
terrain in the hex.
Other Kingdoms may
pass through but not end
t>• Goblin Entry Hex
their move in the hex.
Sea Hexside (8.1.3)
Major River Hexes
Sea hexsides may only be crossed by units with Flying, or by Ship Movement.
Lakes may create Sea and Coastal hexsides. Major River
Hex (8.1.2)
River Hexside (8.3) A Major River hex is
one containing a
Movement: + 1 MP to cross River hexside. Major River symbol
Defense: +1 0 if attacked across a River hexside. (hexes marked here
with a star) . Units
.) Bridges indica le wliere some may use Ship
roads cross rivers. · - - - - - Movement to move
from one Major
River hex to another
(following the dashed
Major River Hexside (8.3) line in the example) .

Movement: +2 MP to cross Major River Hexside.


Defense: + 20 if attacked across a Major River Major Rivers have a dark outline (the
hexside. same thickness as !he sea coast) with
The movement cost (but not the defensive benefit) two thin lines in the middle. Normal
of river hexside@ is negated by the Road/Bridge. Rivers have two thin lines only.

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