Battles of Westeros Corrected Rulebook and Scenario Project
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For the pdf file, visit this link:

http://www.boardgamegeek.com/filepage/79221/battles-of-weste...

For the open office document, geekmail me your email address.

This Geeklist is an attempt to collaborate with other fans in order to create a correct, editable and printable set of rules and scenarios for Battles of Westeros and its expansions. As many fans know, the rules and scenarios contain many errors. There is an official FAQ/Errata document that is both incomplete and essential.

As for specifics, for now, I will be the only one who can add items to the list, with the intent of maintaining order. Please PM me or post on the bottom of the list if you think that this information could be presented in a more logical and coherent fashion. Otherwise, feel free to quote and edit/rewrite any of the text blocks using the strikethrough feature and other basic editing tools, like putting your commentary in bold or italics.

Hopefully, we can get a number of active users to contribute to the project and arrive at a satisfactory resolution.

As always, if you like what you see or read, thumb it or comment and thumb it. Constructive encouragement is the rule.

*Edit* I forgot to mention that I plan to export all the text and format it within an open office document, hopefully in a document that is a multiple of 4, such as 12 or 16, in order to make it practical for those who, like me, want to print it as a booklet.
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1. Board Game: Battles of Westeros [Average Rating:7.48 Overall Rank:336]
Ian McCarthy
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Index

I would like the cover of the corrected rulebook to be a summary of play that functions both as an index to the rest of the booklet and as a reference guide for the flow of play.

Also included on this page would be a disclaimer that this is a fan document and a reminder to refer to the official published rule books for components and setup pictures and procedures.

Either I'll edit in a working copy of this index later or someone else can do that in the comments below.
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2. Board Game: Battles of Westeros: Wardens of the West [Average Rating:7.71 Unranked] [Average Rating:7.71 Unranked]
Ian McCarthy
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Rally Phase

A. Determine Advantage

The player with more Command Tokens left on his command board has advantage and will go first this round. If there is a tie, the player with the momentum (Mace) token, as specified by the scenario, gets advantage and will go first this round.
Optional: If there is a tie for advantage, the player with the faceup Gambit card wins the tie.

Note that a player who has lost one or more Commanders will likely have more unused Command Tokens and will likely thus get advantage and go first in each subsequent round.


B. Refresh Commanders

Players move all command tokens from their Commander cards back onto their Command Boards.


C. Rally Units

Players rotate all banners of controlled units so that they can see the current round color. The round color is the color of the current round on the Round Track. The color of the current round switches each round. Frequently, only the units that were not ordered during the previous round need to be rotated, as the units that were ordered will already show the color of the current round.

For example, before the first round, all flags owned by each player must be white. All the flags of the opposing units will be black. Before the second round, all of a player's unit flags must show black, matching the color of the second round on the Round Tracker.

An easy way to remember what units are active is to think of the current round color as being good. When your own units show the current round color, they are active and can be ordered. When your opponent's units show the current round color, they are inactive and cannot be ordered by your opponent.
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3. Board Game: Battles of Westeros: Wardens of the North [Average Rating:7.79 Unranked] [Average Rating:7.79 Unranked]
Ian McCarthy
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Marshaling Phase

A. Roll Combat Dice to Determine the Colors of Order Tokens

Players roll a number of combat dice as specified in the scenario. Players then add Order Tokens matching the results to their order pool. (The order pool might contain up to one leftover Order Token from a previous round).

B. Draw Scenario-Specific Number of Leadership Cards

Players draw a number of Leadership Cards, as specified in the scenario. Those cards are added to players' hands. (A player's hand may contain up to one leftover Leadership Card from a previous round).
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4. Board Game: Battles of Westeros: Lords of the River [Average Rating:7.84 Unranked] [Average Rating:7.84 Unranked]
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Command Phase (Play Alternates in Turn Order--Choose one of 3 Options. You may only order your own ACTIVE units and you may only play Leadership Cards utilizing your own (active or inactive) Commanders.)

1. Play a single or a matching pair of Order Tokens
OR
2. Play a single Leadership Card
2a. Discard a single Leadership Card
OR
3. Pass


1. Discard an Order Token, either a single Order Token of the appropriate type, or a matching pair to Order one unit anywhere on the board.

A single red Order Token can Order one red rank unit anywhere on the board. A single blue Order Token can Order one blue rank unit anywhere on the board. A single green Order Token can Order one green rank unit anywhere on the board. A single purple fist (Valor) Order Token can order one of your own units of any color on the board.

The Morale Tokens (black flags) can be played as a matching pair, like any other matching pair of Order Tokens, to order a single unit anywhere on the board, but a single Morale Token has two uses, from which a player may choose one on any given turn:
A. Play a single Morale Token to Rally a unit. When you rally a unit in this manner, rotate its flag back to the active color and reduce your morale by moving the Morale Marker one space on the Morale Track towards your side of the board.
B. Alternatively, play a single Morale Token to increase your morale on the Morale Track by moving the Morale Marker one space on the Morale Track toward your opponent's side of the board.

To Clarify, increase your morale by moving the Morale Marker away from your side of the board and decrease your morale by moving the Morale Marker toward your side of the board.

OR

2. Discard a single Leadership Card to Order one or more active units within a chosen Commander's Zone of Control (ZoC). A ZoC is a range of two hexes away from a Commander's unit. The Commander's own unit is included as part of that ZoC. When playing a Leadership Card, less than the amount of units on the card may be ordered, but at least one unit must be ordered.

In other words, a Leadership card can be used to order any active units within the chosen Commander's ZoC, including the Commander's own unit. In the case of Commander-Specific Leadership Cards, ignore the named commander at the bottom of the card. Any Commander can play any Leadership Card, as long as Command Costs are paid. If a card contains exceptions to this rule, i.e. the Leadership Card that specifies "Only for Tywin Lannister," follow the rules on the Leadership Card.

Please note that, for the purposes of playing a Leadership card, it does not matter whether the chosen Commander's Unit is active or inactive. As long as the Commander can pay the command cost, any controlled active units in that Commander's ZoC can be ordered as part of that Card's effect.

To pay Command Costs, move the appropriate number of Command Tokens from your Command Board to the chosen Commander's card. Costs for Leadership Cards are indicated on the card as images of the Command Tokens. In the case of Leadership Cards with multiple orders, at least one order must be paid for, starting with the first order at the top of the Leadership Card. Commander's may utilize as many of the separate orders as allowed by their Command Limits, i.e. that they are able and the player is willing to pay for.

Each Commander has a Command Limit, as indicated on their Commander card by the number printed within the image of the Command Token. A Commander who has a number of Command Tokens equal to his/her Command Limit may not be chosen by a player to utilize that Commander's ZoC to play any more Leadership Cards until the end of the Round.

However, when Ordering Units, no differentiation is made between Commander Units and standard Units. If a Commander's Unit is Active, it doesn't matter how many Command Tokens are on the Commander's Card. As long as it is Active, the Commander's Unit may still be ordered by an Order Token or a Leadership Card paid for by another Commander.

In this way, one may overlap multiple Commanders' Zones of Control, so that Commanders with lower Command Limits can be ordered by Commanders with higher Command Limits.

Alternatively, play a Rally All card. Rotate all banners within a chosen Commander's ZoC to the active color, which is shown by the color of the current Round on the Round Tracker.

Unless the text on a Leadership Card specifies otherwise, Leadership Cards, including the Rally All card, only affect units within a Single controlled Commander's ZoC. Unlike other Rally effects, it does not cost Morale to play the Rally All card to activate any number of units within a single Commander's ZoC.

The command cost of the Rally All card is one Command Token and it must be paid as usual, choosing one controlled Commander's ZoC in which to rally all controlled units and moving a single Command Token onto that Commander's card.

2a. (Optional) A player may discard any Leadership card to order a single unit. A command token must still be placed on a commander and the ordered unit must be in that commander’s ZOC. In this way, even a card that would normally not order any units, such as a Rally All card, may be used to order a single unit.

Tactics are located at the bottom of Commander-specific Leadership Cards. Each Commander has a unique Tactic and each of that Commander's five Leadership Card contains the same tactic.

Tactics are labeled Before Command, After Command or Before or After Command, which refers to when a player is allowed to apply the effect of the Tactics.

Tactics affect the entire board, unlike the rest of the Leadership Card and contrary to the official rulebook, as confirmed by the designer.

Each Tactic has a specific requirement that must only be met once, as the Leadership Card is first played. So, if a player has the correct Order Tokens to utilize a Tactic, those Order Tokens may be discarded for other effects and/or abilities and the Tactic may still be executed.

OR

3. Pass, i.e. play no more Leadership Cards or Order Tokens this round. Once both players have Passed, both players move on to the first step of the Regroup Phase.

Once you Pass, your opponent may continue to order units, taking multiple turns in a row, until also choosing to Pass. Your units will still Counterattack and utilize, if necessary, their Keyword abilities and your Commanders will utilize, if necessary, their Abilities, but, once you Pass, you cannot order any more units for the remainder of the round.

Brotherhood Without Banners Ally Units and the meaning of Active vs. Order

Brotherhood Units have no Banners, but are considered Blue Rank. This also means that they are always Active, as long as there is at least one Flaming Sword Token in the Brotherhood player's pool. Before the game, the player controlling at least one Brotherhood Commander takes a number of Flaming Sword Tokens equal to three times the number of Brotherhood Commanders plus 3, so 1 Brotherhood Commander would mean a starting pool of 6 Flaming Sword Tokens, 2 Commanders would be 9 Tokens and all 3 Commanders would be 12 Tokens.

Brotherhood units are Ordered just like any other unit. There is a subtle, but fundamental, difference between the terms Active and Order. Brotherhood Units are always Active, but, to Order them to move and attack, a player must still either play a Leadership Card in a Commander's Zone of Control (ZoC) or discard an Order Token to Order a Brotherhood Unit anywhere on the board, i.e. in the same manner as all Units are Ordered.

At the end of each Turn the Brotherhood player takes, if the player has ordered one or more Brotherhood Units, the player discards a single Fire Sword Token. But, as long as the player has at least one Fire Sword Token in his/her supply, each Brotherhood Unit can be thought of as having an imaginary Banner rotated to the Active side. They still must be Ordered as usual to be able to move and attack. As soon as the Brotherhood player has no more Fire Sword Tokens, then all Brotherhood Units are considered Inactive.

Fire Sword Tokens are replenished at a rate of one per Round, when Units would normally be Rallied. Rally Effects that affect one or more Brotherhood Units also replenish one Fire Sword Token per effect. If there are no more Fire Sword Tokens, then the Brotherhood Player does not get any more. However, the Brotherhood player may accumulate more Fire Sword Tokens than the starting amount.

Effects, such as the second Command Token effect listed on two of Tyrion Lannister's Leadership Cards, that would make one or more Brotherhood Units Inactive instead force the Brotherhood player to discard a single Fire Sword Token per effect. Rally effects played on Brotherhood Units do not cost Fire Sword Tokens.
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5. Board Game: Battles of Westeros: Promo Cards [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked]
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Definition of Units and Commander Units
A Unit is composed of a number of figures equal to the starting unit strength indicated on the Unit's reference card. Commonly, Infantry Units begin with a total of 4 figures and Cavalry Units begin with a total of 3 figures.

Commander Units have one standard figure replaced with a Commander figure, so that the total number of figures remains the same. The Unit retains the abilities of both the Commander and the Unit type, as listed on their respective reference cards.

A Unit's rank is determined by the color of its banner, either Green, Blue or Red. One figure carries the banner in its base. When taking hits, the figure with the banner must be the last figure removed. In the case of Commander Units, the Commander always carries the banner.

Also a Commander figure who is alone in a hex is still considered an entire Unit and can be ordered and may move and attack as normal, as well as retaining all the abilities and rules of the original Unit type.

Figures in Units or Commander Units must be moved together and Units may not be combined or split up in any way. Likewise, Units may not share or move through hexes occupied by other Units, friend or enemy.

Reduced Strength Units
An optional, but highly recommended, rule is to reduce a Unit's strength once it loses half (rounded up) of its figures. For example, both 3 figure and 4 figure Units become reduced strength once they have lost 2 figures.

Reduced strength Units roll one less die, to a minimum of one die, in combat and can retreat a maximum of 2 hexes. If the reduced strength Unit is forced to retreat beyond 2 hexes, it must instead stop and take one hit for each hex not retreated.


Ordering Units
Only Active Units, Units whose Banner shows the color of the current Round, may be Ordered. When Ordered, movement is optional, but ALL Ordered Units must move before any may attack. Both Movements and Attacks may be made in the order of the Player's choosing.

Unit Color (Rank)

A Unit's Color (Rank) may be Green, Blue or Red.

Units without banners (as found in the Brotherhood Without Banners expansion) are treated as Blue Rank Units.

Ordering Units with Order Tokens

Only a single unit may be ordered with the appropriate Order Token. That Unit is ordered in exactly the same way as when ordered with a Leadership Card, with the exception that it can be anywhere on the board, either in or out of a Commander's ZoC.

Ordering Units with Leadership Cards

All Leadership Cards, including the Rally All Leadership Card, are limited to ordering or otherwise affecting Active Units that are within a friendly Commander's ZoC. It should be remembered that the Tactics box at the bottom of certain Leadership Cards affects the entire board, contrary to what is stated in the Core Set Rulebook.

Commanders that issue Orders via Leadership Cards must be able to pay Command Costs, in the form of Command Tokens. For further explanation, see Pg. ??.

Moving Units

Check Unit Reference Cards for movement limitations. When one or more Active Units are Ordered, all movement of all Ordered Units must be completed before any Attacks are made.

Withdrawals

An Optional rule is to allow Active Units to Withdraw from oncoming Units. The designer of the game, Rob Kouba, has said that he personally does not use the optional Withdrawal rules.

Withdrawals are conducted after an opponent has finished moving all Ordered Units, but before any attacks are made. Any Active Unit that has an enemy Ordered Unit adjacent to it may Withdraw.

To Withdraw, the Active Unit chooses one of the two hexes closest to its owner's board edge and moves there. Then, that Unit becomes Inactive, i.e. rotates its Banner to the Inactive side.

If Engaged, Withdrawing Units must suffer a Parting Blow, as usual.

Additionally, the Unit's owner must pay 1 Morale if the opposing Unit is of a higher Rank, 2 Morale if the opposing Unit is of an equal Rank and 3 Morale if the opposing Unit is a lower Rank. In the case of multiple Ordered adjacent opposing Units, reduce Morale by comparing the Withdrawing Unit's Rank to the highest Ranking adjacent Ordered opposing Unit.

Units that are Inactive or that do not have an empty hex in the two adjacent hexes closer to the Owner's board edge may not Withdraw.

Multiple Units may withdrawal during a single Turn. Also, a Withdrawal does not count as a Retreat, so it does not trigger Keyword effects, such as Pursue X.


Attacking
Attacks by multiple Units may be conducted in any Order, keeping in mind that Target Units may be forced to retreat out of Range of fellow Attackers.

To Attack, declare what Unit is Attacking and the Target. If it is Ranged, make sure that there is both Line of Sight (LoS) and sufficient Range (distance) by counting the Target hex and every hex in between, not including the Attacker's. Terrain in the attacker's hex also does not affect LoS. It is important to note that certain Units, such as Archers in the Core Set, always attack Ranged even if they are adjacent to the Target Unit, as can be seen by the lack of a melee icon on the Unit Reference Card. This means that these type of Ranged Units do not trigger Engagement, although they can be Engaged by other Melee Attackers and Flanked as usual.

When performing a melee attack, if the target is not already Engaged, place an Engagement Token. If the target is Engaged with the attacker, replace the Engagement Token to show your own House symbol. If the target is Engaged with another Unit, perform a Flanking attack, which is explained in more detail in the following section, entitled "Engagement Tokens, Parting Blows, Flanking."

Then, roll the number of Attack Dice as specified on the Attacker's Unit Reference Card, making sure to use the appropriate line for the Rank (Color) of that Unit. Remember to apply terrain limits before applying any other modifiers, such as extra dice granted by Commander Traits or Leadership Cards.

Hits are scored by comparing the color of the dice results to the color of the Target Unit. For example, when attacking a Green Unit, Green results on the dice score hits. Valor (Purple Fist) results are also scored unless there is a symbol on the Attacking Unit's card showing that valor results are not scored as hits. Typically, Ranged Units do not score hits on Valor results. Also, an exception to this rule is that Infantry do not score Valor results against Cavalry.

Morale (Flags) rolled on the attack dice, for both ranged and melee units, cause Target Units to retreat one hex per Flag. Some effects, such as Stalwart, allow Units to ignore one or more Flag results. Otherwise, retreats due to Flag results are mandatory and any retreats that cannot be performed instead cause hits, one hit per hex unable to retreat.

Coordinated Attacks
Coordinated Attacks are an optional way of combining the attack strength of several non-Ranged Ordered Units into one simultaneous attack. This can be especially effective when attempting to capture Commander Units, which generally require multiple hits in a single attack.

Remember that Ranged Units cannot participate in a Coordinated Attack. All Units involved in the Coordinated Attack must be Ordered and capable of performing a melee attack against the target Unit, as usual.

One Unit is declared the lead attacker, who will take the Counterattack, if there is one. The lead attacker is also the only Unit that gets to use all of its attack dice, Keyword abilities and/or Commander Traits. All other Units involved in the Coordinated Attack add their attack dice strength minus one to the total number of attack dice rolled against the Target Unit.

For example, a Red and two Blue Units are performing a coordinated attack against a Blue Unit in a Forest Hex. The Red Unit is declared the lead attacker. However, it is attacking into the Forest, so it will only get 2 attack dice. The same is true for the two supporting Blue Units, so they each get a base of 2 attack dice, minus one for being the support units in a Coordinated Attack, so a total of 4 dice. That number could be increased by other modifiers that increase or decrease the number of total attack dice, remembering to apply the modifiers after applying the terrain modifier.

The attack is considered a Flanking attack only if all Units involved are Flanking, i.e. the Target Unit is Engaged and none of the attacking Units are.


Retreats and Directional Retreats
Retreats, as they are explained in the Battles of Westeros rulebook are now only valid for retreats from Ranged attacks. For melee attacks, all Retreats should be treated as Directional Retreats, as per the FAQ/Errata from the designer.

When Retreating from a Ranged attack, indicated by the Ranged icon on the Attacking Unit's Reference Card, the Unit that is being forced to Retreat must move into one of the two hexes that is closer to that Unit's side of the Board, as indicated on the Battle Plan. If both of those hexes are occupied, then that Unit must take one hit per hex not Retreated.

In the case of both Retreats and Directional Retreats, if multiple hexes must be Retreated, then the Unit must Retreat in a single direction, taking hits for any hexes unable to Retreat. When Retreating, hits are treated the same as hits during an Attack and any hits applied to Commanders are cumulative with hits during an attack. Thus, a Commander may take the balance of hits during a Retreat and be captured at that time.

Directional Retreats are triggered by Morale (Flag) results during a melee attack. In this case, the Retreating Unit will be forced to retreat directly away from the Attacker, or Lead Attacker, in the case of Coordinated Attacks. This path is called the Primary Retreat Path. If that path is blocked, the Retreating Unit may retreat in a direction that is one hex closer to that Unit's side of the board, called the Secondary Retreat Path. If both paths are blocked, then the Unit must take hits as usual.

Please note that certain Units, such as Archers in the Core Set, always attack ranged and will not trigger Directional Retreats, even when attacking from an adjacent hex.

Engagement Tokens, Parting Blows, Flanking
Ranged Attacks do not trigger Engagement. Certain Units, such as Archers, utilize Ranged attacks even when attacking adjacent Units and thus will not trigger Engagement. However, those Units are subject to Engagement by enemy Units and will be Engaged and suffer Parting Blows, as usual.

Whenever a Unit attacks another Unit in melee combat, place an engagement token if there is no Engagement Token in either hex. Engagement Tokens are placed on the border between two hexes containing Enemy Units and are considered to be in both hexes. There can be only one Engagement Token in any given hex. When one or the other side is forced to Retreat, remove the Engagement Token. Retreats do not trigger Parting Blows.

Units may voluntarily Disengage, but only if they want to move away or attack another Unit. In this case, the Engaged Unit that wants to Disengage must first be Ordered. Then, remove the Engagement Token and the Enemy Unit that did not voluntarily Disengage gets a Parting Blow. The Parting Blow is a single normal attack with no Keyword Abilities or Commander Traits against the Unit that has voluntarily Disengaged. Ignore Morale results during a Parting Blow, so no Retreats will be triggered. Then, if it has survived the Parting Blow, the Unit that has voluntarily Disengaged may Move and/or Attack as usual. Remember that only voluntary Disengagement triggers a Parting Blow. Card abilities or other effects that break the Engagement will not trigger a Parting Blow.

In the Core Set, Engagement Tokens show House Standards, Lannister or Stark. Whenever a Unit attacks across an Engagement Token, the Engagement Token is changed to that House's symbol. However, House symbols on Engagement Tokens are only relevant for a few aspects of the game. For example, if a Unit in a Building hex has an Engagement Token in its hex showing its House symbol, then it does not have Cover 1 because it has emerged from the building and Engaged the enemy across the Engagement line. In many games, it will not matter which House symbol is showing on any given Engagement Token, so it is up to the players to decide whether they want to keep track of the House Symbols on the Engagement Tokens when that information is not relevant.

A Unit that has no Engagement Token in its hex that melee attacks another Unit that has an Engagement Token in its hex is considered to be Flanking. Ranged attacks do not trigger Flanking. After rolling all attack dice, the Flanking Unit chooses one symbol and re-rolls any dice showing this symbol, once. This is optional. The initial result may be kept.

Counterattacking
A Unit that has been attacked in melee combat sometimes has the ability to respond with a Counterattack. A Ranged attack, even one from an adjacent hex, may not be Counterattacked.

Most commonly, the Stalwart Keyword Ability enables a Unit to Counterattack. Generally, this means being adjacent to two friendly Units, although certain Commanders have the Stalwart Trait and certain other effects will make Units Stalwart.

Counterattacks will not take place unless the Unit remains in the same hex after the primary attack has finished. So, if the Unit is forced to Retreat or is eliminated, then no Counterattack may take place.

Engagement does not affect the ability to Counterattack. Also, Counterattacking an Unengaged Unit does not Disengage the Counterattacking Unit. Similarly, the Engaged Counterattacking Unit does not suffer a Parting Blow.

The Counterattack is treated like a normal attack, except that no modifiers involving the phrase "when attacking" may be used. Additionally, Counterattacking Units may not use the Keywords Advance or Pursue. If using the optional rule for Reduced Strength Units, then Counterattacks would be subject to that penalty, as usual.

Causing Hits
After rolling the attack dice and completing any re-rolls, hits are caused by matching the Rank (Color) of the Target Unit with the colors rolled on the dice. Also, Valor (Purple Fist) results in a hit for all Ranks, unless there is a symbol on the Attacking Unit's Reference Card indicating that Valor results do not count as hits. Generally, Ranged Units do not count Valor results as hits. The Dogs of War special attack is a notable exception, as it is a Ranged attack that counts Valor results as hits.

One figure is removed for each hit, remembering that the figure with the Banner is the last to be removed. In the Core Set, it takes four hits to eliminate a non-Commander Infantry Unit and three hits to eliminate a non-Commander Cavalry Unit.

For example, a Blue Rank Lannisport Guard Infantry Unit rolls three dice while attacking, targeting a Red Rank Winterfell Riders Cavalry Unit. The results of the attack roll are one Morale (Flag), Valor (Purple Fist), and a Red Shield. The Valor result does not count because Infantry do not score Valor results as hits against Cavalry. The Red Rank Riders will take one hit from the Red Shield (because it matches their Rank) and thus remove one non-Banner figure. Also, because the Riders are not Stalwart (in which case they could choose to ignore one Flag), they will also be forced to Retreat one hex directly away from the attackers. The attackers cannot choose whether to apply the Morale (Flag) result. It is mandatory. The attackers will, however, be able to choose whether or not to utilize their Advance Keyword and occupy the hex just vacated by the Riders.

Capturing Commander Units
Commander Units are Ordered just like Normal Units. The non-Commander figures also take hits just like Normal Units. The main differences are that Commander Units lend their Abilities, as listed on the Commander's Reference Card, to the Unit, that they create Zones of Control in which to play Leadership Cards, and that each Commander has a Capture Rating, indicated by a number in a shield on the Reference Card, which represents a number of hits that must be delivered in a single attack to that Commander alone before his/her figure is removed.

Some important points to remember are that a Commander alone in a Hex retains the abilities of the Unit and that hits taken as part of not being able to Retreat are cumulative with hits taken during the attack roll, so a Commander may take one hit during the attack and then the balance of the hits required to capture him or her as part of not being able to fully retreat.

Also, some Units are able to take hits to trigger special Abilities. Commander figures cannot take hits to trigger Abilities, although the figures in a Commander's Unit can, as usual. An easy way to remember this is that figures must actually be removed from play in order to trigger Abilities.

Morale Track
The Morale Track is used to track Morale. When one side gains Morale, the other side loses Morale. In some games, Morale will be the tie breaker. In some games that include many Units, Routs, or Instant Wins, will be possible. In many games, however, the Morale Track will be less relevant, although some card effects and Unit Abilities trigger off Morale.

When the Morale Track Marker moves toward your side of the board, your army's Morale has decreased. If the Morale track is showing a Rout (picture of head on a Pike) on your side of the board, you lose immediately if the Morale Marker ever lands on the Rout Space. This is a rare occurrence, however, particularly because Morale refreshes during the Regroup Phase of every Round.

During the Regroup Phase, essentially at the end of every round, if the Morale Track Marker is in either colored area of the Track, it moves back to the nearest small green arrow that is closer to the middle of the Track. This usually represents a small boost in Morale for the losing side at the end of every Round. It also prevents a player from losing by the other player simply playing a Morale Order Token to shift the Morale Track Marker onto the Rout space at the start of the following Round.

Morale can be affected in several ways. Eliminating Units causes a shift in Morale. The owner of an eliminated Unit decreases morale by moving the Morale Track Marker toward his/her side of the board, 1 space for a Green Rank Unit, 2 spaces for a Blue Rank Unit, and 3 Spaces for a Red Rank Unit. There is no additional Morale loss for losing Commander Units.

Additionally, players can improve their morale by one space by playing a Morale (Flag) Order Token. Alternatively, the Flag Order Token could be played to Rally a single Unit anywhere on the board, but with the additional cost of reducing Morale by one space toward that player.

Some Cards can also affect Morale.
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6. Board Game: Battles of Westeros: Tribes of the Vale [Average Rating:7.80 Unranked] [Average Rating:7.80 Unranked]
Ian McCarthy
United States
Milwaukee
Wisconsin
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Regroup Phase

A. Resolve Status Conditions

Catapult Tokens
Certain scenarios allow players to use the Catapult Tokens that are found in the Wardens of the West expansion. Catapult Tokens are resolved before other Status Conditions.

If the Catapult Token is showing its Active side, it may be fired. If the Catapult Token is showing its Inactive side, then it is flipped over to show its Active side and may be fired during the next Round, during the Resolve Status Conditions part of the Regroup Phase.

Green Catapult Tokens have a range of 4 hexes. Blue Catapult Tokens have a range of 6 hexes. And Red Catapult Tokens have a range of 8.

To Fire, flip the Catapult Token to show its Inactive side and then count range, ignoring LoS and other Terrain restrictions, starting with any of the hexes adjacent to the owner's side of the board. Target an enemy Unit that is within Range.

Roll a single die. If the result matches the color of the firing Catapult Token, then a hit has been scored. Otherwise it is a complete miss. In this way, Green Catapult Tokens have less range, but are more accurate than Blue and Red Catapult Tokens.

If a hit is scored, calculate damage by drawing a random Catapult Targeting Token. A Green Catapult Targeting Token scores 2 hits, Blue scores 3 hits, and Red scores 4 hits.

When it is fired, the Active Catapult Token must be flipped to show its Inactive side, no matter whether it hits or completely misses.

Fire
Resolve the Effects of Fire in the Status part of the Regroup Phase in this order:

1. Apply Hits to Units in Fire
Units take hits before Fires Spread, so new Fires will not cause hits.

2. Spread Level 4 Fires

Only Level 4 Fires Spread. Fires do not increase or spread except as a result of effects or abilities.

Fire and Burn Limits
Fire Levels range from 1-4. For all hexes with a Fire Level as high as that terrain's Burn Limit, immediately apply effects as stated under "Burn Limit" for that type of terrain. Generally, this means adding a Devastation Token to that hex. To restate, apply "Burn Limit" effects to Terrain immediately, i.e. as soon as the Terrain has reached its Burn Limit. This is a change from the official rulebook that has been verified by the designer.

When a hex receives the Devastation Token, it is treated for all purposes as if it were a Plains Hex. The current Fire Level remains along with the Devastation Token.

For example, Forest Hexes have a Burn Limit of 3. If a Forest Hex that is at Fire Level 2 has 2 more levels of Fire added to it, then the Fire Level marker is immediately changed to Level 3 and a Devastation Token is added to the Forest Hex, then finally, since the devastation token means that the Forest Hex is now treated as a Plains Hex, the final Fire Level is applied, bringing it up to Fire Level 4 with a Devastation Token.

Please note that a Fire Level does not increase or decrease unless an effect or ability causes it to increase or decrease. Fires do not increase or decrease over time.

Units in Fire
During the Command Phase, treat Units in Fire Hexes as normal, with the following exceptions: They may not be Ordered to Move, Attack or be forced to Retreat from the Fire Hex. Units in Fire may be Attacked and may Counterattack as normal. However, because the Unit in Fire cannot retreat, the Unit in Fire takes any Flags as automatic hits, remembering that the Unit in Fire retains any Keyword effects, Commander Traits or other special abilities that don't cause it to move from the Hex. Units in Fire may be made Stalwart by other Friendly Units in Fire. Stalwart Units in Fire may ignore one Morale result (flag) rolled against them and Counterattack, as usual.

During the first step of the Resolve Status Effects part of the Regroup Phase, for all Units in a hex with one or more Fire Levels, eliminate one figure in that unit for each level of Fire in that Unit's hex. For the purposes of burning, Commanders count as one figure, no matter how high their Capture Value is. Commanders eliminated in this way count as captured.

It should be noted that, without special abilities, Units cannot start Fires or add Fire Levels to hexes that contain other Units and Units cannot move into or be forced to Retreat into Fire, so typically the only way that Units can be in a hex with Fire is when they get caught in Fires that spread into their hexes.

Also, it is important to note that, because Units take hits from Fire before Fire spreads, Units will generally have a full Round in which to fight a Fire in their hex before being forced to take hits for each Level of that Fire.

How to Fight Fire
An Active Unit in a hex with a Fire of any Level may be ordered and spend its entire turn fighting the Fire and may not move or attack, but rather spends its turn removing all Fire Levels in that Unit's hex.

Additionally, a Unit that is not in a hex with Fire may fight a Fire in an adjacent hex by choosing whether to move as normal and then spending its attack to fight the adjacent Fire instead of attacking an adjacent Unit. If it is not able to attack after being Ordered, such as when a Blue Rank Infantry Unit moves two hexes, then it cannot fight Fire. Units may fight Fires in adjacent hexes that contain other Units, either friend or enemy.

When fighting Fire in an adjacent hex, the Unit rolls a single attack die and the die result must be Green for Level 1, Blue for Level 2, Red for Level 3, Valor for Level 4. Otherwise, the Unit has failed to fight the adjacent Fire. In other words, rolling Red on the die will not put out a Level 1 or Level 2 Fire in an adjacent hex.

Fire Spreading
If there are any Level 4 Fires, determine the direction that all Level 4 Fires will spread by drawing a random Directional Token (numbers 1-6) and consulting the Compass printed on the Battle Plan map to find out which direction is indicated by this number.

For each level 4 fire, spread the Fire to the adjacent hex in this direction by increasing the Fire Level by one. If there is no fire in the adjacent hex, a Level 1 Fire Token is placed. Otherwise, a level 1 Fire becomes a Level 2 Fire, a Level 2 becomes Level 3, etc.

If the Burn Level of the adjacent hex into which the Fire is spreading is already at Level 4, the maximum, then the Fire does not spread. If the Fire Level of an adjacent hex is increased to Level 4, it does not cause it to spread during the current Round. Instead, it will spread in any subsequent Rounds

Fire levels cannot exceed the burn limit of the terrain. If the burn limit is None, no Fire Token can be placed in that Hex. Examples of this would be a Forest River or a Stone Bridge.

Defend Tokens
Discard all Defend Tokens on the board.

Loot (Relevant for Units with the "Looter" Keyword)
For each Unit on the board with a Loot Token on their hex, discard those tokens. These Units may then be upgraded one rank. This upgrade is optional. A Unit can only upgrade once per round, even if more than one Loot Token has been discarded for that unit.

Red ranked Units with Loot Tokens discard the Tokens without effect.

Set Formations
Choose formations for friendly Units that have Formation-type Abilities on their Unit Reference Cards. One Unit Reference Card determines the Formation of all corresponding Units on the board.

B. Score Victory Points

Both sides score end of Round Victory Points at this time. If it is also the last Round of the Game, then End of the Game Victory Points are scored, as well. These Victory Points tend to be Objective Specific, so consult the Battle Plan notes if you or your opponent is not certain how to score Victory Points.

C. Check Victory Conditions

If it's the last round of the Battle as dictated by the number next to the hourglass in the Battle Plan notes, then the player with the higher score wins.

If it is a tie, the player with the higher Morale wins the game (players gain Morale by pushing the Morale Marker toward the opposing player on the Morale Track). If Morale is even, i.e. on the middle space of the Morale Track, then the player with the Momentum Token (or, if using, the face-up Gambit Card) wins the game.

Instant Win

Many Battle Plans contain Instant Win conditions, which should be constantly monitored throughout the course of the game.

The most common of these is the Rout, which is indicated by the image of heads on pikes on the Morale Track. If the Battle Plan shows the Rout image for either army, then that army may be routed. If the Morale Marker ever reaches the Rout image on that player's side of the board, then the opposing player wins immediately.

This Instant Win of Routing another player takes precedence over other types of Instant Wins. Also, Instant Win conditions take precedence over usual victory point-based win conditions.

D. Discard Excess Resources

Players may keep one Leadership Card in hand and one Order Token. All the rest of the cards and tokens must be discarded.

E. Recover Morale

Once a player's Morale has moved into the colored border spaces on the Morale Track, that player must recover Morale at this stage, moving the Morale Marker towards the opponent to the nearest Morale Break, which is indicated by a small arrow on the Morale Track. If the Morale Marker is already on a Morale Break or remains in the Grey-bordered section of the Morale Track, then no Morale is recovered.

F. Advance Round Marker

Move the Round Marker to the next space on the Round Track.
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7. Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Ian McCarthy
United States
Milwaukee
Wisconsin
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Keyword Abilities

Advance
When performing an attack, not a counterattack, Units with the Keyword Advance can choose to move into the space just vacated by the target Unit, if the Target Unit was forced to Retreat or was eliminated. The Attacking Unit may not Advance more than one hex per turn. Units forced to stop in terrain, like Fords, may Advance out, as normal.
Aimed Shot
As long as it does not move, a Ranged Unit with this Keyword may make a special Ranged attack by discarding an Order Token to determine the number of dice. The Unit will attack as the rank (Color) of the Order Token, so it will get 4 dice for the attack if discarding a Red Order Token, 3 dice if discarding a Blue Order Token.
Call to Arms X
During setup, X is the number of warhorn tokens that are placed on a Commander or Unit Reference card with this keyword. Instead of attacking with a Unit with Call To Arms ability, players may discard a warhorn token to attempt to summon a Green rank Infantry Unit. The player performing the Call to Arms must declare a Unit from his/her primary House, remembering that Ally armies are not primary Houses. Then, roll a number of dice equal to the normal base number of figures of the unit that has been selected to be summoned. Generally, this would be 3 dice for a Cavalry Unit and 4 dice for an Infantry Unit. The summoned Unit is then brought onto the board with a number of figures equal to the combined number of Green and Blue results on the dice. If no Green or Blue results are rolled, the Unit does not come into play. The new unit can be placed Active in any legal hex adjacent to the unit that discarded the warhorn token.
For example, instead of attacking with Lord Beric Dondarrion, the player chooses to discard a warhorn token and activate the Call to Arms keyword ability. The player's primary House is Stark, so the player chooses to attempt to summon a Green rank Mormont Shieldmaiden Unit. The player then rolls 4 dice, which is equal to the base strength, or number of figures, in a Shieldmaidens Unit. Only one Green and one Blue result is rolled, so the player places a new Unit consisting of two Shieldmaidens, one of whom carries a Green Banner, in a legal hex adjacent to Lord Beric's hex. A legal hex is anywhere that the Unit could normally move into.
Collector
Whenever they eliminate a target Unit, Collector Units take trophy tokens equal to the shift in morale caused by the elimination of the target Unit. The trophy tokens are then placed on the Commander Card of the player's choice, as long as that Commander is from the same House as the Unit that Collected the trophy tokens, which can then be used to trigger abilities.
Cover X
Allows Units to ignore X number of hits per attack. If the Unit has an engagement token in its hex showing its own House, then it no longer has Cover X. This is to represent that the Unit has come out from Cover to melee attack another Unit and thus no longer benefits from the Cover.
Defender
If the Unit with Defender is Ordered and does not attack or immediately after Advancing, then it may place a Defend Token in its hex. A Unit can only have one Defend Token. The Unit will retain the Defend Token, which grants the Unit both Heavy Armor and Stalwart Keywords, until the Unit is Ordered, forced to move, eliminated, or when all Defend Tokens are removed at the end of the Round during Resolve Status Conditions. Additionally, the Unit may discard the Defend Token in order to Counterattack simultaneously against a melee attacker. Both Units may be forced to Retreat or be eliminated simultaneously, recording only the difference in Morale as a single shift, if any. If the Defend Token is discarded to make a simultaneous Counterattack, then the Defender Unit loses the Defend Token benefits of both Heavy Armor and Stalwart, the latter of which could still be granted by adjacent friendly Units, in order to ignore a Flag result.
Disarm/Deflect
Mistakenly called Disarm on the Unit Reference Card, the Deflect Keyword allows Units to discard Order Tokens to ignore hits from melee attacks. The Order Tokens discarded must match the Rank (color) of the attacking Unit. One hit is ignored per Order Token discarded. Additionally, Units that have both the Deflect and the Polearm Keywords may ignore one additional hit, if any Order Tokens have been discarded to trigger Deflect's effect. Units with the Deflect Keyword cannot Deflect other Units with the Deflect Keyword.
Disloyal
If the Morale Track Token is in the colored region of a Player, Disloyal Units controlled by that Player may flee the battlefield. During Resolve Status Conditions, roll attack dice separately for each Disloyal Unit, 1 die per Unit if Morale is Green, 2 dice if Morale is Yellow and 3 dice if Morale is Red. Remove one figure for each die result that matches the Unit's Rank (color) and one for each Morale (flag). If Units are eliminated as a result of being Disloyal, track Morale, Victory Points and other effects as usual.
Dogs of War
A special Ranged attack that can be used instead of moving or attacking normally this turn, where the attack strength is determined by rolling a single die. If the result is Green, then the Ranged attack will be with 2 dice, if the result is Blue, then the Ranged attack will be with 3 dice and then 4 dice if the result is Red. If the result is Valor (purple fist), then the targeted Unit takes one hit that cannot be ignored (so Toughness, for example, cannot prevent the hit). However, the Valor result would only count as a single hit against a Commander and so would likely not Capture a Commander. If the result is Morale (flag), then the target Unit must retreat one hex. Again, the retreat cannot be ignored, even by effects such as Stalwart. Since the Range for Dogs of War is 2-3, it cannot be used against adjacent enemy Units. However, friendly Units do not block Line of Sight (LoS), but River hexes and other blocking terrain block LoS, as normal. Dogs of War may pass Fords without restriction.
Fearsome
Units cannot disengage (move away or attack another Unit) from a Fearsome Unit. Units also must Retreat 2 hexes per Morale (flag) result from an attacking Fearsome Unit. Abilities, such as The King in the North's ability, to remove Engagement Tokens are unaffected by the Fearsome Keyword, so the King in the North can remove the Engagement Token against a Fearsome opponent.
Heavy Armor
Units with Heavy Armor defend as one Rank (color) higher than normal, so Green Heavy Armor Units are hit on Blue results, Blue Heavy Armor Units are hit on Red results and Red Heavy Armor Units ignore Valor (purple fist) results. Heavy Armor Units are affected normally by Morale (flag) results.
Hedgehog (Formation)
Formations are set before the game starts and can be changed once per Round, during Resolve Status Conditions. All friendly Units with the same Unit Reference Card share the same Formation.
The Hedgehog Formation was mistakenly called the Pike Square Formation in the Wardens of the West rulebook. The Hedgehog Formation is a defensive Formation where Pikemen form a circle with all Pikes facing outward that adds 2 attack dice during Counterattacks and Parting Blows, while subtracting 2 attack dice when attacking.
Indirect Fire
Units can trace LoS through an adjacent friendly Unit. However, range must still be counted from the attacking Unit.
Inefficient
Units may not be Rallied.
Intimidate
When attacking, Target Units of equal or lower Rank (color) lose Stalwart.
Line (Formation)
Formations are set before the game starts and can be changed once per Round, during Resolve Status Conditions. All friendly Units with the same Unit Reference Card share the same Formation.
The Line Formation makes enemy attacks that would be Flanking attacks into normal attacks, i.e. the Unit in the Line Formation cannot be Flanked. It also grants a +1 bonus attack die when attacking Infantry. However, the Unit in a Line Formation defends as one Rank (color) lower against Ranged attacks. If the Unit in this Formation is already Green Rank, then it is always hit by Valor (purple fist) results from Ranged attacks.
Looter
Whenever a Looter Unit eliminates an adjacent Unit, the Looter Unit has a Loot token placed in its hex. Only one Loot token can ever be in a hex and the Loot token is removed from the board if the Looter Unit ever moves from the hex containing the Loot token. At the End of the Round, during Resolve Status Conditions, the Loot token is discarded and the Unit in that hex upgrades to the next higher rank by replacing Green Banners with Blue Banners and Blue Banners with Red Banners. Units may only upgrade once per Round and Red Units may not upgrade.
Mountain-bred
Units may move through Crag terrain hexes as if they weren't there, as long as they move into a non-Crag legal adjacent hex. Crags moved through in this way are not counted against the Mountain-bred Unit's total movement for the turn. Also, when passing through the Crag, the Mountain-bred Unit may not stop on the Crag. Mountain-bred Units access Crag hexes just like other non-Mountain-bred Units, i.e. from adjacent Hills or Crags.
Off-balance
Units ordered with this Keyword subtract one from their attack dice if they move before they attack.
Pike Square (Formation)
Formations are set before the game starts and can be changed once per Round, during Resolve Status Conditions. All friendly Units with the same Unit Reference Card share the same Formation.
The Pike Square Formation was mistakenly called a Hedgehog formation in the Wardens of the West rulebook. The Pike Square is an offensive Formation where all the Pikemen turn their Pikes forward, granting +1 attack dice, but with the drawback that every attack against this Unit is considered Flanking.
Polearm
Units get +1 attack dice against Cavalry.
Pursue X
Units with Pursue X may move up to X hexes and conduct an additional melee attack after eliminating or forcing an adjacent Unit to Retreat. The first Hex entered during the Pursuit must be the hex just vacated by the Target Unit and at least this much movement must be completed before taking the second attack, which may be against the same Unit or a different Unit, as long as the new Target is adjacent. Pursuing Units may not re-enter any hex during the same turn and only one Pursuit may be conducted in a single turn, even if the target is eliminated or forced to Retreat during the additional attack.
Raider
After eliminating a Unit, a Raider Unit's controller may roll a single attack die and take a matching Order Token, if possible, from opponent's Order Pool and add that Order Token to his/her own Order Pool.
Riverborn
If a player has at least one Unit with this Keyword, then that player takes the Hidden Ford tokens. Units with the Riverborn Keyword may enter River hexes, but must then stop, forfeiting all remaining movement in order to place a Hidden Ford token in that hex. For the remainder of the game, the Hidden Ford token represents a Ford in the River and Units from either side may pass through, as usual. Once the player has used up all the Hidden Ford tokens, the Riverborn Units may not enter River hexes. Additionally, Riverborn Units ignore Combat restrictions of Fords and Hidden Fords and may attack immediately after placing a Hidden Ford token.
Run Down
When performing the Pursue X Keyword ability, the Unit with the Run Down ability may move through enemy Units, obeying terrain restrictions and ending movement in an empty hex. Any enemy Unit passed through suffers an automatic hit. The Unit with Run Down may still perform the additional free attack granted by Pursue X.
Scrapper
Scrapper Units may remove a figure in order to conduct a Counterattack against an enemy attacking Unit. This may be in addition to a Counterattack granted by an ability, like Stalwart.
Scorch the Earth
Units with this Keyword may add Fire levels to an unoccupied adjacent hex (as long as it has a Burn Limit) instead of attacking. The normal number of attack dice are rolled, with one Fire Level being added for each Green result on the dice.
Stalwart
An ability allowing Units to choose to ignore the first Morale (flag) result rolled against them in an attack and also to Counterattack against the same melee attack, as long as they are not eliminated or forced to Retreat. Stalwart can be granted by Keyword abilities, Card Effects or by being adjacent to two friendly Units.
Targeted Shot
Units may Target a single figure within a Unit and, for the purposes of the Targeted Shot, that figure is both reduced one level in Rank (to a minimum of Green) and must take all the results of the attack dice. The Unit is not eliminated if the Banner bearer is eliminated. The Banner simply passes to another figure. However, as Targeted Shot is likely to be used against Commander figures, if the Commander takes enough hits to be removed, the Commander will be considered Captured and the Banner will pass to another figure in the Unit, if possible. In this case, the Unit loses the Commander's Abilities and becomes, for all purposes, a normal version of the Unit.
Toughness X
Like Cover X, Toughness X grants Units the ability to ignore X number of hits per attack. Commanders with this ability grant it to the entire Unit, meaning that at least 2 hits have to happen before the Unit removes a single figure. If a hit has already been ignored by a Tough Unit that then takes additional hits from being unable to Retreat, Toughness X does not trigger again.
Volley
When making a Ranged attack, a Unit with Volley gets +1 attack dice for every contiguously adjacent friendly Ranged Unit. The contiguously adjacent Ranged Units may be in a line away from the Unit with the Volley Keyword and it doesn't matter whether the contiguously adjacent Units are Active or Inactive.
Wedge (Formation)
Formations are set before the game starts and can be changed once per Round, during Resolve Status Conditions. All friendly Units with the same Unit Reference Card share the same Formation.
Units in the Wedge Formation add one Morale (flag) result to the attack dice, as long as at least one Morale result was rolled. However, the Unit in a Wedge Formation defends as one Rank (color) lower against Ranged attacks. If the Unit in this Formation is already Green Rank, then it is always hit by Valor (purple fist) results from Ranged attacks.

Terrain

Building
-Blocks Line of Sight (LoS).
-All Units must stop when entering. No movement restriction on Retreating Units.
-Units in a Building have Cover 1 (ignore 1st hit of each attack), unless there is an Engagement Token in the Building hex showing their Primary House Symbol.
-Ranged attackers firing out of a Building roll a maximum of 2 dice before modifiers. This includes Dogs of War, who roll a base number of 2 dice, no matter whether they roll Red, Blue or Green to determine their attack strength.
-Burn 4 (At Burn level 4 keep Fire level and add Devastation Token, treating Building hex as Plains hex.)

Crag
-Blocks LoS -Elevated
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated), except from adjacent Hill or Crag. Units must move into and out of Crag via adjacent Hills or Crags.
-No melee combat into or out of Crag, unless opposing Unit is also on either an adjacent Crag or adjacent Hill hex.
-Ranged attackers firing from a Crag hex have their maximum Range increased by one. Also, Terrain and Units do not block LoS, although Elevated terrain still blocks LoS, as usual.
-Ranged attackers firing into a Crag hex have their maximum Range decreased by one.
-Cannot Burn

Devastation
-Treat as Plains
-Devastation does not change Fire Levels. Generally, it is simply added to a hex along with the Fire Token as soon as the Burn Limit is reached, although certain types of terrain, like Wooden Bridges, "burn out" and have their Fire Levels removed when they are devastated.

Fire
-Does not Block LoS
-For complete Rules, see Fire Rules in the section Regroup Phase under Resolve Status Conditions.

Forest
-Blocks LoS, but Units may fire into or out of a Forest hex.
-Units must stop when entering, may still attack and may Advance or Pursue X out of Forest.
-No movement restriction on Retreating Units.
-Restricts attacks both into and out of Forest hex to 2 dice, before modifiers.
-Burn 3 (At Fire Level 3, keep Fire Level and place Devastation Token immediately, treating Forest hex as Plains hex.)

Forest River
-Blocks LoS
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated)
-Cannot Burn

Forest Road
-Blocks LoS
-Units may move one additional hex as long as all normal movement is on Road hexes. Units need not start on a Road, as long as the first move is onto a Road, and may then take their one extra move either on or off a Road.
-Units may add one additional hex of movement to the Keywords Advance or Pursue X, as long as all additional movement stays on a Road. Units need not start on a Road, as long as all movement, including the additional move, stays on a Road.
-Burn 3 (At Fire Level 3, keep Fire Level and place Devastation Token immediately, treating Forest Road hex as Plains hex.)

Ford
-Does not Block LoS (Dogs of War are not affected by Fords)
-Infantry must stop when entering, but may Advance out of Ford.
-Cavalry moving through Ford have movement reduced by one, may end movement in Ford without movement reduction and Pursue X out of Ford.
-No movement restriction on Retreating Units.
-Units moving into or through Ford may attack as usual, although Units in a Ford Counterattack with a maximum of 2 dice, before modifiers.
-Cannot Burn

Hidden Ford
-Exactly the same as Ford, except that they are initially placed on the board by Units with the Riverborn Keyword Ability.
-Hidden Fords may not be placed in Lake hexes.

Hills
-Blocks LoS
-Units move normally into and through Hills hexes.
-Max 3 dice rolled against Unit in Hills hex, unless attacker, either Ranged or Melee, is also in Hill hex.
-Ranged Units on Hills do not have LoS blocked by Units.
-Cannot Burn

Lake
-Does not Block LoS (Dogs of War may not be sent across Lake)
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated)
-Cards that affect Rivers also affect Lakes. However, Riverborn Units may not place Hidden Fords.
-Cannot Burn

Marshes
-Does not block LoS (Dogs of War are not affected by Marshes)
-Units must stop when entering, may still attack and may Advance or Pursue X out of Marsh.
-Units in Marsh may only be Ordered either to Attack or Move 1 hex, not both.
-Units in Marsh lose Stalwart.
-Ranged attackers add one to their attack dice when targeting Units in Marsh hex.
-Cannot Burn

Outpost
-Blocks LoS -Elevated (Dogs of War may not be sent into or out of Tower)
-Units must stop when entering Outpost, but may still attack and may Advance or Pursue X out of Barracks (No melee combat in Tower).
-Units entering Outpost must immediately choose either Barracks (Building) or Tower (similar to Crag, except impossible to Retreat) and place the Outpost Position Token in Outpost hex.
-Units in Barracks have Cover 1 (ignore 1st hit of each attack), unless there is an Engagement Token in the Barracks/Outpost hex showing their Primary House Symbol.
-Ranged attackers firing out of Barracks roll a maximum of 2 dice before modifiers. This includes Dogs of War, who roll a base number of 2 dice, no matter whether they roll Red, Blue or Green to determine their attack strength.
-Cavalry Units may not enter Tower.
-No melee combat into or out of Tower.
-Ranged attackers firing from a Tower have their maximum Range increased by one. Also, Terrain and Units do not block LoS, although Elevated terrain still blocks LoS, as usual.
-Ranged attackers firing into a Tower have their maximum Range decreased by one.
-Units may not Retreat from Tower, so Morale (Black Flag) results on attack dice are treated as hits.
-Burn 4 (At Burn level 4 keep Fire level and add Devastation Token, treating Building hex as Plains hex.)

Palisade
-Blocks LoS
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated)
-May have special rules associated with specific Battle Plan.
-Burn 4 (At Burn Level 4, remove from the board.)

Plains
-Does not block LoS
-The basic Terrain printed on the Core Set board sides, no effect on movement or combat.
-Burn 4 (No need to place Devastation-otherwise, no special effect beyond normal rules for Fire.)

River
-Does not Block LoS (Dogs of War may not be sent across River)
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated)
-Cannot Burn

Road
-Does not block LoS
-Units may move one additional hex as long as all normal movement is on Road hexes. Units need not start on a Road, as long as the first move is onto a Road, and may then take their one extra move either on or off a Road.
-Units may add one additional hex of movement to the Keywords Advance or Pursue X, as long as all additional movement stays on a Road. Units need not start on a Road, as long as all movement, including the additional move, stays on a Road.
-Burn 4 (At Fire Level 4, keep Fire Level and place Devastation Token immediately, treating Road hex as Plains hex.)

Siege Tower
-Blocks LoS
-Impassable (Cannot move into and Retreating Units must stop and take hits for each hex not Retreated)
--May have special rules associated with specific Battle Plan.
-Burn 1 (At Burn Level 1, remove from the board.)

Stone Bridge
-Does not block LoS
-Treat as Road hex, except that Units cannot Advance or Pursue X onto Stone Bridge.
-Cannot Burn

Tent
-Does not block LoS
--May have special rules associated with specific Battle Plan.
-Burn 1 (At Burn Level 1, remove from the board.)

Wooden Bridge
-Does not block LoS
-Treat as Road hex, except that Units cannot Advance or Pursue X onto Wooden Bridge.
-Burn 3 (At Burn Level 3, remove from the board.)
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8. Board Game: Battles of Westeros: House Baratheon Army Expansion [Average Rating:8.19 Unranked] [Average Rating:8.19 Unranked]
Ian McCarthy
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Scenarios

As many know, there are numerous misprints throughout the Battle Plans. This item will attempt to collect and list every know error. I'm also thinking of adding a few notes about Battle Plan number 1 being normally heavily in favor of Stark.
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9. Board Game: Battles of Westeros [Average Rating:7.48 Overall Rank:336]
Ian McCarthy
United States
Milwaukee
Wisconsin
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Battles of Westeros Complete Corrected Rules Edition 6:

Please add corrections and/or other editing related comments to this item.

Edition 6 changes:

Clarifications based upon correspondence and new question threads
Skirmish rules walkthrough/clarification
Multiplayer Rules from Baratheon Expansion
Other Baratheon additions to various sections
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10. Board Game: Battles of Westeros [Average Rating:7.48 Overall Rank:336]
 
Ian McCarthy
United States
Milwaukee
Wisconsin
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Skirmishes
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11. Board Game: Battles of Westeros: House Baratheon Army Expansion [Average Rating:8.19 Unranked] [Average Rating:8.19 Unranked]
Ian McCarthy
United States
Milwaukee
Wisconsin
flag msg tools
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Multiplayer, or Alliance Battle
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