Geeklist s for Battles of Westeros: Brotherhood Without Banners

Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Necro Kitty
United States
Minnesota
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Starting Bid: $10.00

BIN: $15.00

Condition: NIS, but some bowing on the lid (arrived to me this way)
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Michael Petroziello
United States
Kailua
Hawaii
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Starting Bid: $10
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Necro Kitty
United States
Minnesota
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NIS, box has a tiny bit of bowing on lid

Soft Reserve: $10

BIN: $15

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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Jason Monroe
United States
St Louis
Missouri
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Edition: FFG / English / 2011

Condition: Brand new, still sealed in original shrinkwrap. Box does have a little creasing/dishing and light tearing around a corner, but contents will be fine.

Shipping: Free to any of the 50 US States
 
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Jason Monroe
United States
St Louis
Missouri
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Lot NN: 4 items for $4 @ flgs action

Sealed
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Jayson Myers
United States
Clermont
Florida
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brand new in shrink

reserve: 5

bin: 19
 
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Alex Radcliffe BoardGameCo
United States
Charlotte
North Carolina
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Soft Reserve: $16

BIN: $22

Condition: New


SOLD!
 
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GeekList: Essen 2013 - Radar
Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Carsten Stürmer
Germany
Frankfurt
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Heidelberger
Booth: 1-B103, 1-B104, 1-B113, 1-F100, 1-F112
, bzw. beim Resteverkauf

Kaufen

Buy for < EUR 10,-

several expansions were sold cheap at Heidelberger last year
try to get this one

 
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Jean-Claude Ranise
France
Croix
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Benjamin Symons
Belgium
Leuven
Vlaams-Brabant
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Lord Beric Dondarrion, painted with Games Workshop acrylics. Slightly smaller size than the 1/72 Samurai Battles figures I posted last month.
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Original Dibbler
Germany
Aachen
NRW
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What's one damage?
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It's na-fing!
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True story, bro!
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Nicola Gambetti
Italy
Bolzano
Trento
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And plastic for the Plastic Throne!
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Life is adventure or nothing.
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This expansion has 36 plastic miniatures in the 15mm scale.
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Erik Nicely
United States
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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Ubergeek
United States
Camas
Washington
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Be Happy in your Game!
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I spent 100 Geek Gold and all I got was this lousy overtext message!
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A $20 compleatist purchase. Not sure how useful they are supplementing regular faction units but at least the price of these expansions have been more reasonable than the ones for BattleLore.
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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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Board Game: Battles of Westeros: Brotherhood Without Banners [Average Rating:7.75 Unranked] [Average Rating:7.75 Unranked]
Fabio Calzolari
Italy
S.Lazzaro di Savena
Bologna
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Fantasy Flight Games edition

Language: English
Link to Bookdepository
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