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The Exiled: Siege

The Exiled: Siege Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Components
  • Component Overview
    • Main Board
    • Fortification Tiles
    • Building Tiles
    • Development Cards
    • Assault Card
    • Scenarios (Attacker and Defender development trees)
    • Reference Sheets
    • Hero Sheets
    • Location Development Markers
    • Order, Special and Reaction Cards
    • Units
    • Ditch and Pit Markers
    • Gate Durability Marker
    • Round and Turn Markers
    • War Machine Tokens
    • First Player Marker
    • Damage Markers
    • Activation Markers
    • Building Works Markers
    • City Durability Marker
    • Commander Cards
  • Game Setup
  • Playing the Game
    • The Round Order
  • Development Stage
    • Assault Card
    • Phase 1: Preparation of the Development Deck by the Attacker
    • Phase 2: Preparation of the Development Deck by the Defenders
    • Phase 3: Development
  • Development Cards
    • Defenders' Development Cards
    • Attacker's Development Cards
    • Reinforcements for the Attacker
    • Deserter Card
    • Example of the Development Stage
  • Siege Stage
    • Phase 1: Preparation of the Available Card Stacks
    • Phase 2: Preparation of the Efficiency Stack
    • Phase 3: Choosing Cards for the Starting Hand
    • Phase 4: Deploying Forces
    • Phase 5: Attack
      • Combat Step
      • Passing
      • Reorganization Step
    • Phase 6: Clean-up
  • Resolving Orders in Detail
    • Fortifications
    • Types of Strength and Defense
    • Order Type – Assault
      • Reaction Cards: Cauldrons and Stones
    • Order Type – Ranged Attack
    • Order Type – War Machine Attack
      • War Machine Attack – Destroy Fortifications
      • Battering Ram Attack
    • Order Type – Blessing
    • Order Type – Special Orders
    • War Council
  • Winning Conditions
  • Full Cooperation Mode
    • Game Setup
    • The Development Stage
    • The Siege Stage
    • Resolving Orders in Detail (Full Cooperation Mode)
    • Additional Cards (Full Cooperation Mode)
  • Attacker Solo Mode
    • Game Setup
    • The Development Stage
    • The Siege Stage
    • Resolving Orders in Detail (Attacker Solo Mode)
    • Additional Cards (Attacker Solo Mode)

Introduction

In The Exiled: Siege players become the outlaws who have been given a chance to atone for their immoral crimes. In order to prove their loyalty to the ruler, they have to colonize new lands in the name of the King. They start building their City with a few inexperienced fighters and shabby buildings. By expanding fortifications, buildings and siege engines, as well as by training armies they gradually strengthen their dwelling. Unfortunately, the new land is full of aggressive natives who are ready to use any means necessary to expel the colonists. Innumerable hordes of barbarians supported by horrifying monsters and brutal war machines are eager to flood the city walls and kill the defenders to cleanse their land of foreign influence.

The goal of the Defenders is to survive all waves of enemy attacks and gain the King's forgiveness.

The goal of the Attacker is to conquer the City and chase the colonists away from his homeland.

The game can be played in two different modes: in the first mode one of the players becomes the Attacker and the commander of the natives, while in the second mode all players become the Defenders (both modes along with their differences are discussed in detail in chapter Full Cooperation Mode).

Game Components

  • Main Board
  • Rulebook
  • 5 Reference Sheets
  • 6 Hero Sheets
  • 15 Fortification Tiles (overlays for the game board)
  • 15 Building Tiles (overlays for the game board)
  • 12 Scenarios (Attacker and Defender Development Trees)
  • 27 Defenders' Reaction Cards
  • 6 Commanders Cards
  • 65 Markers, including: 10 Location Development Markers, 15 Damage Markers, 23 Activation Markers, 6 Building Works Markers, 3 Ditch Markers, 3 Pit Markers, 1 City Durability Marker, 1 Gate Durability Marker, 1 First Player Marker, 1 Round Marker, 1 Turn Marker
  • 94 Small Wooden Cubes (or miniatures, depending on version), including: 18 Man-at-arms (White Cubes/Red Miniatures), 10 Archer (Yellow Cubes/Red Miniatures), 12 Swordsman (Red Cubes/Red Miniatures), 30 Warrior (Grey Cubes/Grey Miniatures), 12 Slinger (Black Cubes/Grey Miniatures), 12 Veteran (Brown Cubes/Grey Miniatures)
  • 25 War Machine Tokens, including: 25 Large Wooden Cubes (or miniatures, depending on version), including: 3 Cauldrons Tokens, 3 Stones Tokens, 4 Catapult Tokens, 4 Ballista Tokens, 1 Battering Ram Token, 2 Siege Tower Tokens, 4 Mantlet Tokens, 4 Trebuchet Tokens
  • 12 Spider (Black Cubes/Grey Miniatures), 6 Giant (Brown Cubes/Grey Miniatures), 7 Falcon (Grey Cubes/Grey Miniatures)
  • 190 Cards, including: 24 Attacker's Development Cards, 33 Defenders' Development Cards, 1 Assault Card, 26 Attacker's Order Cards, 16 Attacker's Special Cards, 14 Attacker's Reaction Cards, 33 Defenders' Order Cards, 10 Defenders' Special Cards

Important: All markers, cubes and tokens are limited to the components found in the box. If any component is depleted at any point of the game, it cannot be replaced until some leave play and become available again.

Component Overview

Main Board

The main board shows the City and its surrounding area, including the Attacker's Camp. The game board is divided into: the 'Deployment Zone' (covering 4 Areas), the 'Foreground Zone' (3 Areas), Fortifications (5 or 7 Areas, depending on the development level), the 'City' (5 Buildings) and the 'Camp' (5 Locations). Additionally, in the corners you can find Unit Zones, the City Durability Track, the Round Track and the Turn Track.

Main board key: 1-5 City Buildings (1 Keep, 2 Workshop, 3 Barracks, 4 Library, 5 Chapel); 6 Fortifications; 7-11 Camp (7 Commander's Tent, 8 Training Grounds, 9 Engineers' Tent, 10 Monsters' Lair, 11 Saboteurs); 12 Assault Zone (3 Areas); 13 Foreground Zone (3 Areas); 14 Deployment Zone (4 Areas); 15 Defenders' Unit Zone; 16 Attacker's Unit Zone; 17 City Durability Track; 18 Turn Track; 19 Round Track.

Fortification Tiles

City Fortifications are represented in the game using special tiles, overlaying the game board. Each section of the Fortifications is shown on three separate overlays corresponding to three different development levels.

  • Wall Tile (three central Fortification Areas): the tile shows a building icon, a development level that defines the current development level of the Wall, an Area Capacity that defines the maximum number of units that can be placed on a given Area (on the tile shown, players can place up to 6 units, 1 Stones and 1 Cauldron), and a space for an activation marker.
  • Tower Tile (left and right Fortification Areas): this tile is divided into two independent Areas. The first one is for war machines (1) and the second one is for units featuring Ranged Attack Strength (2).

Building Tiles

City Buildings are represented in the game using special tiles, which overlay the board. Each Building is shown on three separate overlays corresponding to three different development levels. Each tile shows the building (Keep, Workshop, Barracks, Library or Chapel), its development level, and a space for an activation marker.

Development Cards

These cards are used in the first stage of the game to perform all actions connected with developing the potential of the City or the Camp. The Defenders' cards have blue backs, while the Attacker's cards have orange backs.

Assault Card

This card is used by the Attacker to interrupt the Development Stage and start the Siege Stage.

Scenarios (Attacker and Defender development trees)

They are necessary while playing the Full Cooperation Mode (when there is no player commanding the attacking or defending forces). Each development tree describes development mechanisms.

Reference Sheets

Each player uses his own reference sheet, which shows game statistics of all units and Fortifications, a list of available Order, Special and Reaction cards, as well as the Round Order.

Hero Sheets

Each of the Defenders has a unique hero sheet, which describes a given hero's background and special abilities.

Location Development Markers

These markers can be used to show a gradual development of all unique Camp Locations that allow players to use certain Development cards.

Order, Special and Reaction Cards

The Attacker and the Defenders have their own unique sets of Order cards, Special cards and Reaction cards. They are used to command units during the siege. Not all cards are available to players from the beginning of the game – many are unlocked after developing certain City Buildings or Camp Locations. Order cards have orange backs and an orange strip on their fronts, Special cards are marked in blue and Reaction cards, in green. Defenders' cards bear an eagle icon, while Attacker's cards bear a monster icon.

Units

Plastic miniatures (or wooden cubes, in two sizes in "Adventurer/Champion" version of the game) represent all available units except the War Machines. There are 9 different units in the game:

  • Men-at-arms (small, white cubes)
  • Archers (small, yellow cubes)
  • Swordsmen (small, red cubes)
  • Warriors (small, grey cubes)
  • Slingers (small, black cubes)
  • Veterans (small, brown cubes)
  • Spiders (large, black cubes)
  • Giants (large, brown cubes)
  • Falcons (large, grey cubes)

Ditch and Pit Markers

The Defenders can place a Ditch marker or a Pit marker whenever they reveal a Development card named Earthen Fortifications. A proper marker is placed on the chosen Area of the board.

Gate Durability Marker

The overlay of the central section of Fortifications shows the Gate Durability Track. The Gate Durability Level is indicated with the Gate Durability Marker.

Round and Turn Markers

These markers are used to track the game time. They are placed on proper tracks on the main board.

War Machine Tokens

These tokens represent all war machines available to players. There are 8 different types of war machines in the game: Stones, Cauldrons, Catapults, Ballistae, Battering Ram, Siege Towers, Trebuchets and Mantlets.

First Player Marker

This marker is passed between the Defenders and indicates who the First Player is.

Damage Markers

These markers are used while destroying City Fortifications to show how much damage they have sustained.

Activation Markers

These markers are used during the siege to mark all Areas, on which Order cards have already been played.

Building Works Markers

These markers are used to indicate those City Buildings, whose development was interrupted by the Attacker when he played the Assault card.

City Durability Marker

On the main board, next to the Defenders' Unit Zone, is located the City Durability Track. The City Durability Marker indicates the current City Durability Level. Once this level reaches 0, the Defenders lose the game.

Commander Cards

The Attacker has one or more Commander cards at his disposal. This number is always equal to the number of heroes taking part in the game.

Game Setup

Before starting the game, you need to take the following steps:

  1. Choosing Sides: Decide if you wish to be the Defenders (1-4 players) and/or the Attacker (0-1 player).
  2. Setting Up the Board: Place the main board in the middle of the table. Then, place on it the Level 1 Barracks tile on the board (the Defenders start with this Building). Finally, place the Level 1 Location Development Marker on the Training Grounds Camp Location (the Attacker starts with this Location).
  3. Preparing Other Components: Place all remaining Building tiles, separate card decks, all other markers, units and war machine tokens next to the board. Also, each player also takes one reference sheet. Choose from the Order Cards stack setup cards marked with "S" in the upper-right corner and place them separately.
  4. Choose Heroes and Commander Cards: Each Defender chooses one hero, takes all corresponding Special cards and places the hero sheet and cards in front of himself. The Attacker chooses as many Commander cards as there are heroes in the game and places these cards in front of himself.
  5. Starting Units: The Defenders start the game with 4 Man-at-arms and 2 Archer units. Place the starting units in the proper Unit Zone on the board.
  6. Choosing the First Player: The Defenders choose among themselves who the First Player will be. This will then be passed clockwise around the table at the beginning of each coming round. The chosen Defender places the First Player marker in front of himself.
  7. The Round Marker: Place the Round Marker on the first space of the Round Track.

Example of Game Setup (for 2 Defenders): 1. Level 1 Barracks Tile; 2. Level 1 Location Development Marker on Training Grounds; 3. First Player's Hero Sheet; 4. First Hero's Reaction Card; 5. Second Player's Hero Sheet; 6. Second Hero's Special Card; 7. Defenders' Starting Units; 8. First Player Marker; 9. Round Marker.

Playing the Game

The Round Order

Each game consists of four rounds. Each round is divided into two stages: the Development Stage and the Siege Stage. Each of these stages is further subdivided into a number of phases.

The Development Stage consists of the following phases:

  • Phase 1: Preparation of the Development Deck by the Attacker
  • Phase 2: Preparation of the Development Deck by the Defenders
  • Phase 3: Development

The Siege Stage consists of the following phases:

  • Phase 1: Preparation of the Available Card Stacks
  • Phase 2: Preparation of the Efficiency Stack
  • Phase 3: Choosing Cards for the Starting Hand
  • Phase 4: Deploying Forces (the Attacker gains 4 additional Warriors in the 2nd, 3rd and 4th round of the game)
  • Phase 5: Attack (Turn 1: Combat, Reorganization; Turn 2: Combat, Reorganization; Turn 3: Combat, Reorganization; Turn 4: Combat, Reorganization)
  • Phase 6: Clean-up

Development Stage

During the Development Stage players have time to plan and perform all actions connected with developing their City or Camp, training new units, constructing war machines and building Fortifications. A well-planned Development Stage is key to winning the game. The Development Stage consists of the following phases:

Assault Card

The Attacker includes exactly one Assault card in his Development deck. The moment this card is revealed in Phase 3, all other Development cards of the Attacker and the Defenders that have not been revealed, up to this moment are discarded, and players immediately start the Siege Stage. The Assault card allows the Attacker to decide, how much time he wishes to prepare before attacking and to confuse the Defenders as they never know what tactics the Attacker choose – did he plan a quick attack after very short and intensive preparations, or maybe he decided to slowly and thoughtfully develop his hordes?

Phase 1: Preparation of the Development Deck by the Attacker

The Attacker prepares his development deck first, keeping his choices secret from the Defenders (however, the Defenders can discuss tactics during the round in the meantime). In order to do this, the Attacker chooses any 11 Development cards and places them in one stack. Besides any Development cards he also has one Assault card, which he must include somewhere in his deck (however, this card cannot be the first card of the stack). Revealing the Assault card in Phase 3 ends the Development Stage.

Important: During the first round of the game the Attacker must place the Assault card as the last (12th) card in his stack. Thanks to this, at the beginning of the game all players have more time for preparations.

Phase 2: Preparation of the Development Deck by the Defenders

Once the Attacker is ready, the Defenders start to prepare their development deck. This deck also consists of 12 cards. If there is more than one Defender, all Defenders equally divide available cards among themselves. The First Player starts by placing all his cards in a stack, then the second players does the same etc. until all Defenders have placed their cards. The order of card placement is very important as they will be revealed one by one without any possibility to change this order.

Any player can check cards from their Development decks at any time. The next chapter contains a list of Development cards, detailing their use and effects.

Phase 3: Development

After both sides have prepared their Development decks, players start performing planned actions. The Attacker and the Defenders alternately reveal their cards and immediately perform any actions described on them. The Defenders start the Development. This phase lasts until all 23 Development cards are revealed and resolved, or until the moment the Attacker reveals the Assault card. Once the Assault card is revealed, any unused Development cards are ignored and can no longer be resolved.

Development Cards

Defenders' Development Cards

Build. The Defenders use this card to build a new City Building, or to develop (increase the level of) any existing City Building. In order to build a Level 1 Building, one such card must be played. In order to change a Level 1 Building into a Level 2 Building, players need to place 1 or 2 Build cards in a row (all Building costs are shown on the reference sheet) and after the last one is revealed, the Building can be developed. Similarly, developing to a Level 3 Building takes 2 or 3 Build cards placed one by one in the development deck. The player who placed the card being revealed, into the deck, decides how exactly this card is used.

It is forbidden for different players to create longer sequences of cards like Build (as well as Train, Build Machines and others) in order to obtain the number of cards necessary for level 2 or level 3.

If longer development is interrupted by the Assault card, 1 or 2 Building Works markers (depending on the number of Build cards used) should be placed on the unfinished Building. This way, next round the development of a given Building can be finished using less Build cards. Any player can finish developing a Building, no matter who started its development during the previous round.

During one round each Building cannot be developed by more than 1 level.

If either building or expanding a building gives players access to a new Order, Special or Reaction cards, such cards are immediately added to proper pools of available cards.

Train. This card allows the Defenders to train new units. Each Train card features three spaces, which describe training capabilities, based on the current level of the Barracks Building.

Training on level 2 (second space of the card) requires the Level 2 Barracks and using two Train cards in a row. Similarly, training on level 3 requires the Level 3 Barracks and using three Train cards in a row.

After revealing a Train card and choosing units, those units should be placed in the Unit Zone, on the main board.

If longer training (conducted using two or three cards in a row) is interrupted by the Assault card, the Defenders can train only as many units as allowed by the currently revealed Train cards.

Earthen Fortifications. This card allows the Defenders to place one Ditch or one Pit marker on a chosen Area in the Foreground Zone. Ditch and Pit markers make it possible to add new cards to the Reaction card stack. Those cards impede enemy movement into Areas with the markers. Up to 1 Ditch marker and 1 Pit marker can be placed on one Area.

Entering an Area with a marker has no direct influence on attacking units, but allows the Defenders to activate additional Reaction cards.

Build Machines. This card allows players to construct new war machines. Each Build Machines card features three spaces describing construction capabilities based on current level of the Workshop Building.

It is resolved in the same way as a Train card. Cauldrons and Stones cannot attack or counterattack in a normal way, but they make it possible to add new cards to the Reaction card stack.

Repair. This card allows players to repair Fortifications damaged during combat. After using one Repair card, the Defenders can remove all Damage markers from one chosen section of the Fortifications.

If the card is used to repair the central Wall with the City Gate, remove all damage markers from the Wall. The Gate is also returned to its original durability.

Build Wall. This card is used to build a new Wall or to develop levels of any existing Wall sections. It is resolved in the same way as a Build card (all Building costs are shown on the reference sheet).

Build Tower. This card is used to build a new Tower or to develop the level of any existing Tower. It is resolved in the same way as a Build card (all Building costs are shown on the reference sheet).

Attacker's Development Cards

Build. The Attacker uses this card to build a new Camp Location, or to develop (increase the level of) any existing Camp Location. It is resolved in the same way as a Build card (all Building costs are shown on the reference sheet).

During one round each Camp Location cannot be developed by more than 1 level.

If building or expanding a Location gives the Attacker access to new Order, Special or Reaction cards; such cards are immediately added to proper pools of available cards.

Build Machines. This card allows the Attacker to construct new war machines. Each Build Machines card features three spaces describing construction capabilities based on current level of the Engineers' Tent Location. It is resolved in the same way as a defenders Build Machines card.

Mantlets and Siege Towers cannot attack or counterattack in a normal way, but they make it possible to add new cards to the Order, Special and Reaction card stacks.

Train. This card allows the Attacker to train new units. Each Train card features three spaces, describing training capabilities based on the current level of the Training Grounds Location. It is resolved in the same way as a defenders Train card.

After revealing a Train card and choosing units, those units should be placed in the Unit Zone on the main board.

Breed. This card allows the Attacker to breed new monsters. Each Breed card features three spaces describing breeding capabilities based on current level of the Monsters' Lair Location. It is resolved in the same way as a Train card.

Spread Disease. When this card is revealed, the next Train card revealed by the Defenders is negated.

Destroy Supply Lines. This card has a negative effect on the Defenders. Once this card is revealed, all Earthen Fortifications cards revealed by the Defenders after this card are negated.

If a Spread disease card negates a Train card reinforced by the Deserter card, the Deserter card still takes effect, enabling you to train 1 Man-at-arms.

Reinforcements for the Attacker

At the end of each Development Stage (except during the first round), the Attacker gains additional Warrior units besides any he has trained during this stage. These units represent reinforcements coming from the heart of continent. Each round (i.e. 2nd, 3rd and 4th) the Attacker gains 4 additional Warriors. They are added to the units in the Attacker's Unit Zone on the board.

Deserter Card

The Deserter card may be added to the Defenders' development deck if one of the players chose this hero at the beginning of the game. The card should be placed right over a Train card already in the development deck. Both cards are revealed simultaneously (the Attacker does not have a chance to reveal his next card between a Train card and the Deserter card). The Deserter card is an addition to the Development Deck and is beyond the limit of 12 Development cards forming the deck.

Important: The diagram showing all Building and Fortification costs can be found on the reference sheets.

Example of the Development Stage

There are three players in the game: William (Defender), Matthew (Defender) and Kate (Attacker). The second round of the game is in progress. Kate has the following Camp Locations: the Level 2 Training Grounds and the Level 1 Saboteurs. The Defenders have: two sections of the Level 1 Wall, two Level 2 Towers, the Level 1 Keep and the Level 1 Barracks.

Kate starts preparing her development deck. She decides to use the following cards: 1st Build, 2nd Train, 3rd Train, 4th Breed, 5th Breed, 6th Destroy Supply Lines, 7th Assault. She places 8th, 9th, 10th, 11th and 12th card randomly as they will not be resolved after the Assault card anyway. Then Kate places her deck of twelve cards next to the board.

Now it is time for the Defenders to prepare their development deck. William (the First Player) places six Development cards: 1st Build Wall, 2nd Build, 3rd Build, 4th Build Wall, 5th Build Wall, 6th Earthen Fortifications. Then, Matthew adds his six cards: 7th Train, 8th Train, 9th Train, 10th Train, 11th Build and 12th Build. All twelve cards chosen by the Defenders are placed together in one deck next to the board.

As the Development card decks are ready, players proceed to Phase 3. William starts revealing the cards. His first card is Build Wall. He decides to build a new section of the Level 1 Wall by placing a proper tile on the board.

Next is Kate with her first card. As this is a Build card, she uses it to build the Level 1 Monsters' Lair by placing a proper development marker on the board.

Then William reveals the second card – Build. This time it is the first Build out of two being used to develop the Barracks to level 2. After revealing the card William declares that this is the first card used to develop a Building, but he does not place a new Barracks tile on the board yet.

Next Kate reveals her second card – Train. She also informs players (like William just did) that this is the first card out of two played for one purpose.

William reveals his third card – Build. As this is the last card in the building sequence, this time right after revealing the Development card he places the Level 2 Barracks tile on the board.

Next Kate use her third card. This is a Train card ending the training sequence. This means that Kate places five Warrior units in the Attacker's Unit Zone.

Players keep revealing their Development cards and resolving them this way until Kate reveals her seventh card – the Assault card. At this point the Development Stage ends and all unused Development cards are returned to proper stacks.

Siege Stage

In the Siege Stage, the Attacker begins storming the walls of the City and tries to breach the walls, using all resources at his disposal, which were prepared during the Development Stage. This stage is divided into the following phases:

Phase 1: Preparation of the Available Card Stacks

At the beginning of the Siege Stage, players prepare decks they wish to use in the current round. In order to do this, they form three separate card stacks: Orders, Special and Reaction cards stacks. These stacks are placed separately for the Attacker and for the Defenders (all Defenders use common stacks).

Order Cards Stack. This stack is formed using all Order cards available to the Defenders or to the Attacker. It is formed of all basic cards (marked with an "S") (which do not necessitate any Buildings or Locations) and of Order cards (unlocked by building certain Buildings or Locations on proper development levels). Basic Order cards (with which players start the game) must always be included in the stack. On the other hand, any Order cards unlocked earlier can be freely added to the deck according to players' preferences and tactics. All basic and chosen Order cards are placed together in one stack. A full list of basic Order cards of the Defenders and the Attacker can be found on reference sheets and on the last page of this rulebook.

Example: The Attacker has the Level 1 Commander's Tent, Level 2 Saboteurs and the Level 3 Engineers' Tent. It means that besides 15 basic cards he adds to his Order cards stack 4 copies of Heavy Barrage, 2 copies of Battering Ram Attack, 2 copies of Destroy Fortifications, 1 copy of Saboteurs and 1 copy of Assassination. Now the stack has 24 cards. The Attacker decides that he will not need a Battering Ram Attack this round, so keeps only 22 cards.

Special Cards Stack. This stack is formed using all Special cards available to the Defenders or the Attacker. It is formed of Special cards unlocked by building certain Buildings or Locations on proper development levels. Players can choose any unlocked Special cards and add them to the stack according to their preferences and tactics. All chosen Special cards are placed together in one stack.

Reaction Cards Stack. This stack is formed using all Reaction cards available to the Defenders, or the Attacker. It is formed of Reaction cards unlocked by building certain buildings or Locations on proper development levels. Players can choose any unlocked Reaction cards and add them to the stack according to their preferences and tactics. All chosen Reaction cards are placed together in one stack.

Phase 2: Preparation of the Efficiency Stack

Now players prepare the Efficiency Stack (one stack for the Attacker and another for the Defenders). This stack contains all Development cards – 32 for the Defenders and 23 for the Attacker. Each card shows a value (1-3) in its lower part. This is the Efficiency value. Cards should be shuffled and placed face-down in separate stacks. These cards are used during combat to resolve effects of actions taken by units. Once revealed and used, each card is placed in the discard pile. When only one face-down card remains in the stack, all discarded cards should be shuffled and used to form a new efficiency stack.

Phase 3: Choosing Cards for the Starting Hand

Each player chooses cards that will form his Starting Hand, at the beginning of the Attack, in Phase 5. First the Attacker chooses his cards in secret. Then the Defenders choose cards for their Starting Hands, from the available stacks.

The Attacker can choose up to 6 Order cards, 4 Special cards and 4 Reaction cards (which gives him a maximum of 14 cards). All those cards form the Attacker's Starting Hand.

Starting from the First Player, the Defenders alternate choosing one card. The number of cards they can choose depends on the number of players in the game:

Number of DefendersOrderSpecialReaction
1 Defender644
2 Defenders522
3 Defenders421*
4 Defenders321

*the First Player chooses up to 2 Reaction cards, while the other 2 Defenders up to 1 Reaction card.

Each Defender has a separate Starting Hand with all the chosen cards. The maximum number of cards of a certain type excludes any cards from Heroes' special abilities. If the Reaction or Special cards stacks contain less cards than needed to accommodate all players, players start the siege with less cards in their Starting Hands.

All cards that were not chosen by players should be shuffled and placed in proper stacks beside the board. From this point on the Order, Special and Reaction cards stacks are kept face-down for all players.

Example of the game setup before starting the Attack (for two Defenders): 1. Order Cards Stack (common for all Defenders); 2. Special Cards Stack (common for all Defenders; if Defenders do not have enough unlocked Special cards, they do not form this stack); 3. Reaction Cards Stack (common for all Defenders; if Defenders do not have enough unlocked Reaction cards, they do not form this stack); 4. Efficiency Stack (common for all Defenders); 5. Five chosen Order cards in the first player's Starting Hand; 6. Two chosen Special cards in the first player's Starting Hand; 7. Two chosen Reaction cards in the first player's Starting Hand; 8. Special Card Pickpocket (belonging to the hero named Pickpocket); 9. Five chosen Order cards in the second player's Starting Hand; 10. Two chosen Special cards in the second player's Starting Hand; 11. Two chosen Reaction cards in second player's Starting Hand; 12. Reaction Card Witch (belonging to the hero named Witch).

Phase 4: Deploying Forces

After forming their Starting Hands, players deploy units on the board. All units found in the Attackers' Unit Zone or the Defenders' Unit Zone are available during this phase (the Attacker must deploy all available units, while the Defenders may choose not to deploy some units).

The First Player (one Defender) starts the deployment by placing units on any of the 7 Areas belonging to the Fortifications (each Level 2 or Level 3 Tower has separate Areas for war machines and for other units). The Attacker goes next and deploys his units on a chosen Area. Attacking units can be deployed on any of the 4 Areas in the Deployment Zone (the Attacker gains 4 additional Warriors in the 2nd, 3rd and 4th round of the game).

Then, the Defenders and the Attacker alternate deploying their units on different Areas. The players must place the final number of units on a given Area - once units are placed, no units can be added on a given, occupied Area.

All players should remember about the maximum number of units that can occupy a single Area (the so called Area Capacity) of the Fortifications. All Capacity values are shown on the main board. (The Capacity key on the board shows the war machine, other-unit, stones and cauldrons icons.)

Phase 5: Attack

This phase is divided into 4 turns. Each turn the Defenders and the Attacker alternate giving orders to their forces. Each turn consists of a Combat Step and a Reorganization Step.

The Attack Phase ends:

  • If the Attacker has no units on the battlefield (in this case the Attack Phase ends after resolving the next Reorganisation step)
  • When the 4th Reorganisation step ends.

Steps during each turn of Phase 5 are resolved alternately by one of the Defenders and the Attacker. The Attacker cannot choose to end the Attack. Except when passing twice (see page 14), 4 full turns must be resolved.

Combat Step

The First Player starts the Attack Phase by performing the following actions:

1. Play Order Card (give Order). The Defenders and the Attacker alternate using Order cards to command their forces on the battlefield. When a player wishes to give an Order, he takes one of the Order cards from his Hand and places it face-up on the game board so that it is visible to all players. After placing the card, the ordering player chooses units that are activated with this Order card. The ordering player also chooses the target Area, when using Move, Ranged Attack and War Machine Attack Order types.

The Order can be given to all units from the chosen Area, or the ordering player can choose to activate only some of those units. No matter the choice, after resolving the Order, an Activation Marker should be placed on the Area targeted by the Order.

For the detailed resolution of different Order cards, see pages 14-18.

2. Play Special Card. After playing an Order card the player can (but is not obliged to) reinforce it by adding a Special card from his Hand. The chosen Special card is placed face-down (so that its game text is not visible), next to the Order card it reinforces.

Example of giving an Order: The Attacker decides to play an Order card named Loose arrows (1). In order to do this he activates 3 Slinger units (2) who target a Wall Area (3). Next, he adds a face-down Special card (4) and the Defender reacts by playing a Reaction card from his Hand (5). Once all three cards are placed, the Special card is revealed and the Attacker resolves the Order according to its description on the Order card (see Resolving Orders in Detail below). The Order can be modified by both added cards. After resolving effects of all three cards, the Attacker places an activation marker on the activated Area (6).

3. Play Reaction Card. After an Order card and possibly a Special card have been played, any of the ordering player's opponents can play a Reaction card from his Hand. The chosen Reaction card is placed face-up next to the Order card played.

4. Reveal Cards. After playing all available cards, players' reveal the Special card by turning it face-up. All three cards are resolved together – first the Reaction card, then the Special card and finally the Order card. Players should resolve all effects described on those cards. If the Order card is negated (by any opponent's Reaction card or for some other reason), effects of the Special card are negated as well.

5. Resolve Order. The player giving orders, resolves the effects of his Order card. The type of Order is always shown on its card, along with all additional information and special rules pertaining to a given Order card. More information about resolving different types of Orders can be found in the chapter "Resolving Orders in Detail", on page 14.

6. Place Activation Marker. The ordering player places an activation marker on the Area containing units that were given the Order. If the Order was connected with moving units (a Move Order type), an activation marker is placed on the Area where the units ended their movement (not on the Area from where the movement started). The same goes for the Assault Order – an activation marker is placed on the assaulted Area – not on the one from which the attack originated.

No more Order cards can be played on units from the activated Area, until the end of turn (i.e. from the Area with an activation marker placed on it).

7. Discard Cards. After resolving an Order, its card (used or negated) are placed on the discard pile next to the Order cards stack. Once this stack is exhausted, all discarded cards should be shuffled and used to form a new Order cards stack. All used (or negated) Special cards and Reaction cards should be set aside as they will not be used again this round.

Example of discarding cards: After resolving an Order card, the active player discards the used card (1) to the Order cards discard pile. The used Special card is set aside (4). The active player draws a new card to replace the previous one (2). He does the same for the used Special card (3). If any Special cards stack or Reaction cards stack is exhausted, players can no longer draw new cards of a given type. The ordering player discards the Efficiency card drawn, while resolving the Order to the Efficiency cards discard pile (5).

8. Refill Hand. After discarding all used cards, players refill their Hands by drawing cards from proper card stacks, so that they have the same number of cards as at the beginning of the Combat Phase (if possible).

Next Orders can be given alternately until all Defenders' Areas and all Attacker's Areas have been activated (i.e. those Areas have activation markers placed on them).

It is also possible that the Defenders or the Attacker can no longer give any more Orders (because all of their Areas are activated), but some players still have units that can perform actions. In such situation all Orders are given and resolved only by this player or players who have inactivated Areas. Opponent or opponents of such players can only Pass or hinder their actions by playing Reaction cards.

Order Card and Special Card layout: an Order card shows (1) the Order type icon, (2) the card name, (3) information about the types of units that can be activated with this card, (4) a description of the card's effects, and (5) the number of dots indicating how many copies of that card are found in the game. A Special card shows (1) the card name, (2) information about the types of Orders that can be reinforced with this card, (3) effects resolved in any situation, and (4) effects resolved optionally when the assaulting Battle Group contains the mentioned unit type.

Passing

If any opponent does not wish to, or cannot give another Order, he can Pass. In such situation the passing player can discard any Order card from his Hand and draw a new one to replace it.

If both sides of the conflict Pass twice in a row, current Combat Step immediately ends and players proceed to the Reorganization Step.

If this is the fourth Reorganization Step, the Attack Phase ends and the Clean-up Phase begins.

Reorganization Step

Once all Areas are activated or all players Pass twice in a row, the Reorganisation step begins. During this step players remove all activation markers from the game board making it possible for all units to be used again. Cards in players' Hands, as well as all Order, Special, and Reaction cards stacks, remain unchanged. All surviving units belonging to the Attacker, that occupy Assault Areas are withdrawn to the Foreground Zone. If the withdrawal is impossible because of exceeded Area capacities, the Attacker must choose the exceeding units and withdraw them to any adjacent deployment Area (these units can come from Assault Areas or from Foreground Areas).

The turn marker should be advanced 1 space on the Turn Track.

Phase 6: Clean-up

During this phase players clean the playing area as described below:

  • The round marker is advanced 1 space on the Round Track.
  • All units still on the game board are placed back on their proper Unit Zones (separately for the Defenders and the Attacker).
  • All used and unused Order, Special and Reaction cards are returned to their proper stacks.
  • The First Player Marker is passed to the next Defender.
  • Cards belonging to Heroes are placed in front of players with corresponding hero sheets.
  • Efficiency cards are used to form the stack of Development cards.

Resolving Orders in Detail

Order cards are divided into 5 main types:

  • Assault
  • Ranged Attack
  • War Machine Attack
  • Blessing
  • Special Orders

Depending on the Order type different Special or Reaction cards can be assigned to it. Additionally, the sixth Order type is Move, which can be performed using any Order card played from a player's Hand.

Fortifications

Fortifications consist of 5 Areas of the main board: three Wall sections (including the one with the City Gate) and two Towers. Fortifications are the only Areas of the game board, which can be occupied by defending units. All Fortifications increase unit Defense (against all types of attacks). Additionally, they have a maximum Capacity and certain Durability against attacks of war machines belonging to the Attacker.

LevelDefense BonusCapacityDurability
No Wall (level 0)030
Level 1 Wall+143
Level 2 Wall+256
Level 3 Wall+369
LevelDefense BonusCapacityDurability
No Tower010
Level 1 Tower+123
Level 2 Tower+236
Level 3 Tower+349

If, because of the Attacker's actions, a given section of Fortifications becomes damaged (i.e. there are damage markers placed on it), each damage marker lowers the Defense Bonus of this section by 1. Defense Bonuses can never be less than 0 (they cannot be negative).

Types of Strength and Defense

Each unit is characterized by three different types of Strength it uses in combat:

  • Melee Strength
  • Ranged Strength
  • War Machine Strength

Each unit is also characterized by three corresponding Defense values used accordingly to the type of attack being defended from:

  • Melee Defense
  • Ranged Defense
  • War Machine Defense

Always use the same type of Defense as the type of Strength used in an attack. If, instead of a Defense value, a unit has a "-" mark in its statistics, it means that this unit cannot be damaged or wounded using a given type of Strength.

All types of Strength and Defense on all game components are shown with special icons. (In the text of this rulebook, the Strength and Defense icons are written by their type: the crossed-swords icon is Melee Strength, the shield icon is Melee Defense, and the same pattern applies to the Ranged and War Machine types.)

Order Type – Assault

Each Order card belonging to this type can only be given to units occupying Areas in the Foreground Zone. After being given an Assault Order, chosen units are moved under the Wall on the adjacent Assault Area. All chosen units are called a Battle Group. Once the Assault ends, all surviving units stay in the Assault Area from which they attacked.

When resolving an Assault Order, the following steps should be taken:

  1. The Attacker moves chosen units from an Area in the Foreground Zone to its adjacent Assault Area. All chosen units form a Battle Group.
  2. The Attacker counts up the Melee Strength of all units participating in the attack.
  3. The Attacker draws one Efficiency card and modifies the Melee Strength of the Battle Group according to the game text of the Order card.
  4. The Attacker chooses defending units to destroy. Their Melee Defense value must be equal to or less than the total Melee Strength of the attack. Remember that the level of Fortifications has an impact on the Melee Defense of each defending unit.
  5. All defending units that survived the attack can now make a counterattack by adding up their Melee Strength (they do not draw any Efficiency card).
  6. The Defender chooses attacking units to destroy. Their Melee Defense value must be equal to or less than the total Melee Strength of the counterattack.
  7. If all defending units from a given section of the Wall are destroyed, the Attacker lowers the City Durability by 1, places 1 Damage Marker on the section of the Wall being attacked and destroys all Cauldrons and Stones markers present there (if any).
  8. An activation marker is placed on the Assault Area.

Example of resolving an Assault Order:

  1. On the game board there is the previously played 'Storm the Walls!' Assault Order card. Players decided not to play any Reaction or Special cards.
  2. The Attacker moves previously chosen units (forming the Battle Group) to the Assault Area.
  3. Next, he adds the Melee Strength of all units from his Battle Group. This attack is made by four 1 Warrior units, which brings the Melee Strength of this Battle Group to 4 (1+1+1+1=4).
  4. According to the text of the 'Storm the Walls!' card, the player draws one Efficiency card. He gets a value 2 card. Such value does not change the Melee Strength of the Battle Group.
  5. The Defender has three 1 Man-at-arms units on the section of the Wall being assaulted. As this section was previously developed to level 2, the Melee Defense of each defending unit is increased to 3.
  6. The Attacker can destroy only one 3 Man-at-arms unit, while one unused point of Melee Strength is wasted.
  7. The Defender makes a counterattack adding up the Melee Strength of his all surviving units. Each Man-at-arms has 2 Melee Strength. This means that the counterattack is made with 4 (2+2=4).
  8. As Warriors have 1 Melee Defense, the Defender can destroy all four attacking units.
  9. Finally, an activation marker is placed on the Assault Area.

Reaction Cards: Cauldrons and Stones

If, as a result of using a Cauldrons or Stones Reaction card, the Defenders destroy all enemy units taking part in a given Assault, the current Order's resolution is immediately stopped. The Assault card along with any Special card that reinforced it are considered used and if they have any additional effects, these effects are negated.

Order Type – Ranged Attack

Each ranged attack can only be given to units that show a Ranged Strength symbol. The player giving this type of Order can choose any number of units from one Area. All chosen units are called a Battle Group.

When the Attacker resolves a Ranged Attack Order, he should take the following steps:

  1. The Attacker adds the Ranged Strength of all units participating in the attack.
  2. The Attacker draws one Efficiency card and modifies the Ranged Strength of the Battle Group according to the text of the Order card.
  3. The Attacker chooses which defending units to destroy. Their Ranged Defense value must be equal to or less than the total Ranged Strength of the attack. Remember that the level of Fortifications has an impact on the Ranged Defense of each defending unit. All units being targeted by a card effect must be in the same Area.
  4. An activation marker is placed on the Area occupied by the activated units making the attack.

Any Ranged Attack made by the Defender is resolved in the same way. The Defenders can only make Ranged Attacks using units that occupy Tower Areas.

Example of resolving a Ranged Attack Order: 1. On the game board there is the previously played Ranged Attack card named "Storm of arrows". Additionally, the Attacker decided to play a Special card named Ruse. 2. Next, the player adds the Ranged Strength of all units from his Battle Group. This attack is made by five 1 Slinger units, which brings the total Ranged Strength of this Battle Group to 5 (1+1+1+1+1=5). 3. According to the game text of the "Storm of Arrows" card, the player draws one Efficiency card. He gets a value 3 card. Such value increases the Ranged Strength of the Battle Group by two points, so that its Ranged Strength = 7. 4. The Defender has three 1 Man-at-arms units on the section of the Wall being attacked. As this section was previously developed to level 2, the Ranged Defense of each unit is increased to 3. 5. The Attacker can destroy two 3 Man-at-arms units, while one unused point of Ranged Strength is wasted. 6. Normally, an activation marker would have to be placed now on the Area with the activated (attacking) units, but thanks to the Special card Ruse played by the Attacker, the marker is not placed.

Order Type – War Machine Attack

Each War Machine Attack Order can only be given to units that have War Machine Strength. The player giving this type of Order can choose any number of war machines from one Area (they do not have to be of the same type). All chosen war machines are called a Battle Group.

When the Attacker resolves a War Machine Attack Order, he should take the following steps:

  1. The Attacker adds the total War Machine Strength of all war machines participating in the attack.
  2. The Attacker draws one Efficiency card and modifies the War Machine Strength according to the game text of the Order card.
  3. The Attacker chooses defending units to destroy. Their War Machine Defense value must be equal to or less than the total War Machine Strength of the attack. Remember that the level of Fortifications has an impact on the War Machine Defense of each defending unit. All units being targeted by a card effect must be in the same Area.
  4. An activation marker is placed on the Area occupied by the activated war machines making the attack.

Any War Machine Attack made by the Defender is resolved in the same way.

War Machine Attack – Destroy Fortifications

The Order card Destroy Fortifications is one example of the War Machine Attack Orders, but it can only be given to Trebuchets. All chosen Trebuchets are called a Battle Group. When the Attacker resolves the Destroy Fortifications Order, he should take the following steps:

  1. The Attacker adds the total War Machine Strength of all Trebuchets participating in the attack.
  2. The Attacker draws one Efficiency card and modifies the War Machine Strength according to the game text of the Order card.
  3. The Attacker counts the damage dealt to the attacked section of the Fortifications. In order to do this, he checks if the War Machine Strength is equal to or higher than the Durability of the attacked section. If it is, then he places one damage marker on this section.
  4. An activation marker is placed on the Area occupied by the activated Trebuchets making the attack.

Example of resolving the Destroy Fortifications Order: 1. On the game board there is the previously played War Machine Attack card named Destroy Fortifications. Players decided not to play any Reaction or Special cards. 2. The Attacker adds the total War Machine Strength of all Trebuchets from his Battle Group. This attack is made by two 4 Trebuchets, which brings the total of this Battle Group to 8 (4+4=8). 3. According to the text of the Destruction of Fortifications card, the player draws one Efficiency card. He gets a value 1 card. Such value decreases the total War Machine Strength of the Battle Group by one point, so that its total = 7. 4. The targeted Wall section was previously developed to level 3, so its Durability is 9. 5. As the War Machine Strength exceeds the Durability of the Wall, the Attacker places one damage marker on this Wall section. 6. From this point on, all defending units occupying the damaged Wall section decrease their Defense Bonus by 1 against all types of attacks. 7. Finally, an activation marker is placed on the Area with the activated (attacking) Trebuchets.

Note: the printed example says the total is 7 against a Durability of 9 but then says the War Machine Strength "exceeds" the Durability; the step 3 rule says "equal to or higher". The wording is kept as printed.

Battering Ram Attack

The central sections of the Wall (the one with the City Gate) additionally features the Gate Durability Track. This track is only used when the Attacker uses the Battering Ram Attack Order card (belonging to the Assault Order type).

The Battering Ram can only attack using the Battering Ram Attack card – it is useless with other Assault Order cards. The Battering Ram cannot resolve any further attacks after the City Gate has been destroyed.

The Battering Ram Attack Order is resolved as follows:

  1. The Attacker moves the Battering Ram to the Assault Area.
  2. The Attacker draws one Efficiency card and makes a Melee attack according to the text of the Order card.
  3. The Attacker counts damage dealt to the Gate. In order to do this, he checks if the Melee Strength of the Battering Ram is equal to or higher than the Level of the attacked Wall section with the Gate. If it is, then he lowers the Gate Durability by 1. If the Melee Strength is at least two times higher than the Level of the attacked section, then he lowers the Durability of the Gate by 2. The Gate Durability can be lowered by a maximum of 2 as a result of using one Battering Ram Attack order.
  4. An activation marker is placed on the Assault Area, where the attack took place.

Once the Gate Durability reaches 0, the Attacker immediately places on this Wall section a number of damage markers equal to the Wall development level (from this point on the Defense Bonus equals 0). Additionally, the City Durability is immediately lowered by 1.

No units can counterattack during the resolution of the Battering Ram Attack Order. The only way to destroy the Battering Ram is to use Ranged Attacks, War Machine Attacks and some Reaction cards, before it reaches the City Gate.

Order Type – Blessing

They are not given to any particular units – they just require placing an activation marker on the Chapel. Detailed effects of each Order of this type are described on a given Order card.

Order Type – Special Orders

All remaining orders belong to the Special Order type. They are not given to any particular units – they just require placing an activation marker on the Library or on the Keep. Detailed effects of each Order of this type are described on a given Order card.

War Council

Instead of playing an Order card, any player can choose to summon the War Council. This is a special action that allows a player to discard any cards from his Hand and replace those cards, by drawing new cards of the same type (or types). To perform this action, the Defenders need at least the Level 1 Keep. To perform the Attacker needs at least the Level 1 Commander's Tent.

While performing this action, all the selected cards from a player's Hand are shuffled back into the Order cards stack, Special cards stack or Reaction cards stack, the stacks are shuffled and then the player draws a new set of cards. An activation marker should be placed on the Keep or on the Commander's Tent after summoning the War Council. Summoning the War Council again will only become possible after resolving a Reorganisation Step.

Remember that in a game with more than one Defender, only one defending player will be able to summon the War Council during a given turn.

Order Type – Move

The Move Order type is the only Order that does not require playing any particular card. If a player decides to Move his units, he can play any Order card from his hand. The original purpose of this Order does not matter and its game text and effects are ignored. Instead, the player resolves the movement of the chosen units. Remember that this Order is played on the target Area of the movement, not their Area of origin. It is possible to Move units from different adjacent Areas using one Move order under the condition that all movement will end at the same destination.

As a result of a Move Order units are moved by 1 Area in any direction to any adjacent Area. Defending units can only be moved left or right between sections of the Fortifications. Attacking units can be moved between the Deployment Zone and the Foreground Zone, as well as within those zones. Remember that the maximum number of units that can occupy a single Area is limited by the Capacity of this Area. Moving units into the Assault Zone is only possible when giving the Assault Order type.

Units chosen for a Move Order cannot start their movement from an Area that has previously been activated (i.e. an Area with an activation marker placed on it). Catapults, Ballistae, Trebuchets, Cauldrons and Stones cannot be moved.

Example of movement from a single Area: The Attacker decides to move the Warriors occupying an Area inside the Deployment Zone. After playing an Order card (and possibly a Special card, as well as letting the Defenders play a Reaction card), he moves 3 chosen Warrior units (1) to the adjacent Area in the Foreground Zone (2). He then places an activation marker on the target Area, where the movement ended (3).

Example of movement from different Areas: The Attacker decides to move Warriors and Slingers occupying two adjacent Areas. After playing an Order card (and possibly a Special card, as well as letting the Defenders play a Reaction card), he moves 3 chosen Warrior units (1) and 3 Slinger units (2) to the adjacent Area in the Foreground Zone (3). He places an activation marker on the target Area, where the movement ended (4).

Winning Conditions

The Attacker wins if:

  • at any point of the game the City Durability is reduced to 0, or
  • all defending units are destroyed and the Attacker performs an Assault with his units.

The Defenders win the game if: in the Clean-up Phase of the fourth round of the game the City Durability equals 1 or more.

Full Cooperation Mode

This game mode enables all players (1-4) to become the Defenders, while there is no player acting as the Attacker.

In the full cooperation mode the Defenders perform all actions in the same way as in the standard game mode (i.e. with a living person playing as the Attacker). The following changes should be introduced in some elements of the game pertaining to the Attacker:

Game Setup

  1. Players together choose one Scenario to play. Scenarios are divided according to their difficulty level i.e. the first Scenario should be the least challenging for the players.
  2. The Attacker does not place a Location Development Marker on the Training Grounds Camp Location and chooses no Commander cards. The Defenders still use hero sheets as normal.

The Development Stage

  1. The Attacker does not develop any Sites in his Camp – they are not used in this game mode.
  2. Instead of choosing a Development card for the Attacker, players should randomly draw one of the three development trees available to this Attacker, as shown on the chosen Scenario sheet. The development trees are assigned to each game round – three development trees for each round. Randomly choosing a development tree is performed after the Defenders have prepared their development deck (i.e. the Defenders preparing their development deck do not know, which development tree will be chosen by the Attacker). Each development tree describes, after which the Defenders' development card the Assault begins. It also informs about the number of units which should be placed in the Attacker's Unit Zone and about the starting deployment of those units. Additionally, the development tree shows a list of Order cards that the Attacker will have at his disposal during the Siege Stage.
  3. The Attacker's Development cards are only used to prepare his Efficiency stack during the Siege Stage. They have no other use when playing the full cooperation mode.

The Siege Stage

  1. The Attacker uses all Special and Reaction cards mentioned in the Attacker Development Tree. All Special and Reaction cards are placed next to one another so that their game text is visible to all players.
  2. At the beginning of the Deploying Forces Phase all units belonging to the Attacker should be deployed as described in the Scenario. The Defenders then deploy their units.
  3. Instead of choosing Order cards for the Attacker's Starting Hand, each time players must follow the steps described below:
    • First, the Assault Order is resolved by all units occupying the Foreground Zone in the following order: an Assault from the Areas 5, 6, 7. If the Battering Ram occupies Area 6, the Battering Ram Attack should be resolved.
    • Next, the Move Order is resolved by all units without a [icon] icon. Additionally, Ballistae and Trebuchets also forfeit movement. Moves are resolved in the following order: from the Area 1 to the Area 7, from the Areas 2 and 3 to the Area 6 (moving from both Areas as if resolving one Move Order), from the Area 4 to the Area 5.
    • After resolving all Assaults and Moves, the Ranged Attack Order (Loose Arrows) is resolved in the following order: from the Areas 1, 2, 3 and 4.
    • Finally, the War Machine Attack Order (Heavy barrage) is resolved in the same order as the Ranged Attack Order.
    • Once all Areas are marked as activated, it is assumed that the Attacker passes.
  4. Any Special cards or Reaction cards should always be used, if it is possible, based on their game text. The detailed description of the cards can be found further on.
  5. If, during an Assault or Move phase, not all units can participate in the resolution of a given Order (for example because of being stopped by a Ditch card or the Capacity of a given Area), the Order should be resolved by the attacking units featuring the highest attribute.
  6. When resolving combat for the Attacker, units of the Defenders are removed starting from the strongest ones (i.e. featuring the highest [icon] value). It means that Swordsmen are destroyed first. If a Swordsman cannot be destroyed because of insufficient wounds dealt by the Attacker, Archers are destroyed next, followed by Men-at-arms.

Resolving Orders in Detail (Full Cooperation Mode)

Assault. Players resolve an Assault using all units of the Attacker from a given Area, according to standard rules.

Ranged Attack and War Machine Attack. Players resolve a Ranged Attack or a War Machine Attack using all units of the Attacker from a given Area, according to standard rules. The target of the Ranged/War Machine Attack is chosen randomly using Efficiency cards. First; players check if Towers or Walls are targeted with this attack. A value 2 Efficiency card indicates Walls, a value 1 card indicates the right Tower and a value 3 card - the left Tower.

If a Wall section is targeted, players use another card to decide, which Wall Area will be attacked. A value 1 card indicates the right Wall section, a value 2 card indicates the central Wall section, while a value 3 card indicates the left Wall section.

If there are no defending units on a given Area of the Fortifications or there are only war machines present on a given Area, such Area cannot be targeted with a Ranged/War Machine Attack. War machines of the Defenders can never be targeted using a Ranged/War Machine Attack.

Additional Cards (Full Cooperation Mode)

Some Scenarios enable the Attacker to use certain Special or Reaction cards or additional Order cards. Each time it is explicitly stated on a given Scenario sheet. Unless any specific Scenario rules state otherwise, use the rules described below when resolving such cards:

  • Evasion – this card should be used automatically when any units of the Attacker are targeted by a Ranged/War Machine Attack.
  • Planks – this card should be used automatically when any units of the Attacker enter an Area with a Ditch marker or a Pit marker.
  • Mantlets – this card should be used automatically when any units of the Attacker are targeted by a Ranged/War Machine Attack and they occupy an Area with a Mantlet token. If the Attacker has both an Evasion card and a Mantlets card at his disposal, the Mantlets card should always be used first.
  • Morale Break, Aerial Attack, Demolish and Immobilize – these cards should be used automatically when any units of the Attacker resolve an Assault Order. If the Attacker has a few different types of cards at his disposal, he should use them in the following order: 1) he uses a Demolish card, 2) use an Aerial Attack card, 3) use an Immobilize card, 4) use a Morale Break card.
  • Siege Tower Attack – this Order card should be used instead of an Assault Order only when a given Area of the Foreground Zone contains a Siege Tower token.

If any Order, Special or Reaction card used by the Defenders forces the Attacker to choose his units, such units should be chosen starting from the weakest ones (i.e. featuring the lowest [icon] value).

Example of Assault in Full Cooperation Mode (as printed): 1. The Assault Order is resolved by the units from the Area 7 in the Foreground Zone. After moving 3 Warrior units and 1 Veteran unit on the adjacent Assault Zone, the Attacker resolves his attack. 2. Using rules for the standard attack the players draw one Efficiency card. The card's efficiency is 2, therefore the Melee Strength of the attacking Battle Group does not change. 3. Additionally, the Attacker has the following Special cards at his disposal: an Aerial Attack and a Morale Break. According to the rules concerning additional cards, in this situation the Attacker should use the Aerial Attack. 4. The Attacker adds the Melee Strength of all the units in the Battle Group. 3 Warrior units (1 each) and 1 Veteran unit (4) are participating in this attack. As a result, the Battle Group's Melee Strength is counted as follows: 1+1+1+4+1 (thanks to the bonus from the Special card) = 8. 5. The Defenders have 2 Man-at-arms units (1) and 1 Swordsman unit (2) on this section of the Wall. As the section was developed earlier to level 2, the Melee Defense of all defending units is increased by 2. 6. The Attacker starts removing the defending units starting from the strongest ones - the Swordsmen. The Melee Strength of the Battle Group was 8, so 1 Swordsman (4) and 1 Man-at-arms (3) should be removed. 1 unused wound is lost. If the Melee Strength of the Battle Group was 3, then the Swordsman would be safe and 1 Man-at-arms unit would have to be removed. 7. After resolving the attack the Defenders can perform a counterattack. The Melee Strength of the only surviving unit of the Defenders is 2. The Defenders choose to remove 2 Warrior units. 8. Finally, an activation marker is placed on the Assault Zone, from which the attack originated.

Attacker Solo Mode

It is possible to play the solo game mode, in which a single player chooses to become the Attacker.

In the Attacker solo mode the Attacker performs all actions in the same way as in the standard game mode (i.e. with a living person or people playing as the Defenders). The following changes should be introduced in some elements of the game pertaining to the Defenders:

Game Setup

  1. The player chooses one Scenario to play.
  2. The Defenders do not place any Buildings on the board, while the number and unit types are described in the chosen Scenario sheet.
  3. Neither Commander cards nor Hero sheets are chosen by the Defenders or the Attacker – they are not used in the Attacker solo mode.

The Development Stage

  1. The Defenders do not develop any buildings in the City. They are not used in this game mode.
  2. Instead of choosing Development cards for the Defenders, the player should proceed according to the development tree shown on the chosen Scenario sheet. Each development tree states the order and type of actions taken by the Defenders.
  3. The Defenders' Development cards are only used to prepare their Efficiency stack during the Siege Stage. They have no other use when playing the Attacker solo mode.
  4. The Defenders do not take any actions during the Development Stage of the first round. They only start developing from the second round as described in the Scenario sheet.

The Siege Stage

  1. The Defenders use the following Reaction cards: Stones, Cauldrons, Ditch and Pit. All the Reaction cards listed above are placed in a row so that their game text is clearly visible to the player. These Reaction cards should always be used if it is possible as based on their game text. The detailed description of the cards can be found further on.
  2. At the beginning of the Deploying Forces Phase of the first round all units belonging to the Defenders should be deployed as described in the Scenario. The Attacker then deploys his units. During the following rounds, any units of the Defenders are deployed as described below:
    • Archers are divided into 2 equal parts and placed on the Towers. If their number is odd, the surplus Archer should be placed on the right Tower.
    • Next, Swordsmen are divided into 3 equal parts and placed on the Walls. If there are any Swordsmen left, the first surplus Swordsman should be placed on the central section of the Wall, while the second one - on its right section.
    • Man-at-arms are deployed last according to the same rules as Swordsmen.
    • If a given section of the Wall or a Tower cannot contain all units that should be deployed there, any units left should be placed on an adjacent section (or on the other Tower). If all sections of the Fortifications are already full, all remaining units should be returned to the Defenders' Unit Zone.
  3. Instead of choosing Order cards for the Defenders' Starting Hands, each time the player follows the steps described below:
    • First, the Move Order between three sections of the Wall is resolved. If any section contains at least 2 units more than an adjacent section, a number of units should be moved, so that both sections contain an equal number of units (or until the difference is reduced to 1). Swordsmen always move first. If there are no Swordsmen on a given Area, Man-at-arms should be moved. Units start moving from the central section to the left section and then from the central section to the right section. Then, they move from the left section to the central section and from the right section to the central section (if necessary).
    • After resolving all Moves, the Ranged Attack Order (Loose Arrows) is resolved using all units from the left Tower and then using all units from the right Tower.
    • Next, the War Machine Attack (Heavy barrage) is resolved using all war machines from the left Tower and then using all war machines from the right Tower.

Resolving Orders in Detail (Attacker Solo Mode)

Ranged Attack. The player resolves a Ranged Attack using all defending units, from a given Area, according to standard rules. First, an Area with any ranged units is targeted, followed by an Area with the strongest units of the Attacker (their Ranged Strength should be added up). When resolving combat for the defenders, units of the Attacker are removed starting from the strongest one, then the next strongest, and so on (i.e. featuring the highest [icon] value). If an Area to be targeted by the Ranged Attack contains no units possible to destroy, the target should be changed. If more than one Area fulfills the same targeting condition (for example a few Areas contain ranged units), the particular target should be chosen randomly.

War Machine Attack. The player resolves a War Machine Attack using all war machines of the Defenders from a given Area according to standard rules. First, an Area with any Ballista or Trebuchet units is targeted, followed by an Area with the Battering Ram and then followed by an Area with any ranged units. If none of the conditions described above are fulfilled, the player chooses an Area with the strongest group of units of the Attacker (their War Machine Strength should be added up). All other rules are the same as when resolving a Ranged Attack Order.

Additional Cards (Attacker Solo Mode)

  • Ditch and Pit – these cards should be used automatically when any Attacking units enter an Area, with a corresponding marker. In case of a Ditch card, stop the weakest units first (i.e. featuring the lowest [icon] value).
  • Stones and Cauldrons – these cards should be used automatically when an area with a corresponding token becomes the target of an Assault. If the same Area contains both types of tokens, Cauldrons are used first. Units to be destroyed are chosen in the same way as when resolving a Ranged Attack Order.

During the game the Defenders have access to a number of Reaction cards. All these cards are placed next to the board, but their actual use depends on how Cauldron and Stones tokens or Ditch and Pit markers are arranged on the board. Unless any specific Scenario rules state otherwise, use the rules described above when resolving these Reaction cards.

Example of Defenders' Movement in the Attacker Solo Mode (as printed):

  1. The Defenders have 1 Man-at-arms unit (in white) on the left Area of the Wall, 2 Swordsman units (in red) and 1 Man-at-arms unit on the central Area and 3 Swordsman units and 2 Man-at-arms units on the right Area of the Wall. The player checks if any Moves should be resolved.
  2. First, he checks if the central Area of the Wall contains at least 2 more units than its left Area. In this case the rules require the player to move 1 Swordsman unit so that the left Area of the Wall contains as many units as the central Area.
  3. The activation marker is placed on the left Area. The Attacker may play his Order card now.
  4. Next, the player follows the same steps to check the right Area of the Wall. In this case there is no need to Move any units as the central Area does not contain more units than the right Area.
  5. Moving units to the right would not be possible because this Area has already been activated.
  6. The last thing to do is to check the situation of the right and the central Areas of the Wall. The right Area contains 5 units, while the central Area only 2 units. 1 Swordsman unit must be moved so that the right Area contains 4 units and the central Area – 3 units.
  7. Finally, an activation marker is placed on the central Area. Once the marker is there, the Attacker may play another Order card. After its resolution the Defenders may start resolving their potential Ranged Attack.
  • Order Type – Move
  • If any attacking units survive until the end of any round, they are removed from the game anyway. They are never redeployed during the following round (unlike when playing against a living Attacker).
  • Finally, check once more if any Move Order is necessary (if possible).
  • After the player has resolved all actions described above, it is assumed that the Defenders pass.
  • At the end of the round all units of the Defenders should be returned to the Defenders' Unit Zone.