Core Rules (Version 1.1 March 2020) Printer Friendly
Core Rules (Version 1.1 March 2020) Printer Friendly
1 (March 2020)
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ArcWorlde: Second Edition – Version 1.1 (March 2020)
Contents
Gentlefolk’s Code of BRAVERY - 33
Conduct - 6 MAKING A BRAVERY TEST - 33
BROKEN CHARACTERS - 33
Introduction - 7
ITEMS AND EQUIPMENT - 35
Setting up the Game - 18 ARCANITE - 36
What You Need - 18 OBTAINING ARCANITE TOKENS - 36
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Introduction
ArcWorlde is a narrative battle game where warbands, heroes and monsters are pitted against
each other in the field of combat.
There are beasts to slay, treasures to discover, objectives to capture and rival Commanders to
defeat. By using these rules, your imagination, and the wide range of ArcWorlde miniatures
available, you and your friends can play out epic tales within the eponymous fantasy realm.
However, ArcWorlde hasn’t been designed as a game that’s purely about win-at-all-costs strategy.
The core of ArcWorlde is the creation of amazing clashes for your Characters, and stories that
players will love and remember. As the Gentlefolk’s Code of Conduct states, the main objective
is having fun!
Each of your models on the board is a Character. These Characters, chosen by you, make up
your Warband, and it is up to you to name them as lovingly as you paint them. Although
ArcWorlde can be played as a one-off game, the power is also in your hands to create campaigns
of linked narrative events with your friends. That is when ArcWorlde is at its best, where each
character has a story to tell, and battles that will go down in history!
Players, it’s up to you – what adventures await you and your Warbands in this brave new world?
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D6 in ArcWorlde
As with many tabletop games, the events that unfold in ArcWorlde are determined by the
rolling of dice. In this game, we use six-sided dice, also referred to as D6.
Under most circumstances, when a die is rolled a result of 4 or more counts as a Success. If
you are lucky enough to roll a 6, you have rolled a Critical, which counts as 2 Successes. A
result of 1-3 is known as a Failure. This means the roll was unsuccessful.
Successes are used to determine the outcome of various Actions in the game. The results of
these Actions are affected by the number of Successes you roll.
There are a number of events in the game that are not determined by Successes, but these
will always be clearly marked in the rules.
Re-Rolls
Some effects in the game allow you to re-roll D6. Multiple effects may be in play at the same
time, so there may be rare instances where you may re-roll the same die many times.
D3s
In some circumstances, a D3 roll is required. To do so, roll a D6. 1-2 counts as 1, 3-4 counts
as 2 and 5-6 counts as 3.
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The Warband
The Warband is your hand-picked group of miniatures, known in ArcWorlde as Characters, that
you field in a game. These Characters are chosen from Faction Rulesets, or from the
Bestiary/Swords for Hire Rulesets.
Gold (GP)
Warbands are constructed by ‘hiring’ Characters. Each Character has a Cost, and before the
game, the players agree on the GP total they have to spend on their Warbands. Games can be
of any size, but for small games, or if you are a beginner, a 300GP game is a good place to
start.
Character Classes
Characters are divided into various classes:
Commander – The leader of your Warband. There may only be one Commander in your
Warband.
Unit – The bog-standard trooper of your Faction.
Elite – The more powerful, elite forces of your Faction.
Irregular – A more quirky Character. Expect interesting rules.
Heavy – The hardest hitting Characters of the Warband.
Beast – A Character from the Bestiary that is on a 30 or 40mm base size.
Monster – A Character from the Bestiary that is on a 50 or 60mm base size.
Titan – A Character from the Bestiary that is on a larger than 60mm base size.
Sword for Hire – An unaffiliated Character that you may add to your Warband.
Stat Cards
Each Character in ArcWorlde has a stat profile which describes how they work in the game.
This is just an overview, and will make more sense as you continue reading.
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7. HP – The amount of undefended Hits the Character can take before it is Knocked Out.
As HP is lost in the game, you may note any changes on the profile, or use other tracking
methods such as dice or tokens.
8. Traits, Items & Equipment - Certain Characters will have Traits which alter the way
they can be played on the battlefield. In addition, Characters can be given Items and
Equipment such as weapons, armour and other objects. The rules for these will either be
found in the Common Abilities or Armoury section of their Faction Ruleset.
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The Round
A game of ArcWorlde is divided into Rounds, in which players take turns to Activate all of their
Characters.
At the start of a Round, all players must roll a D6 to determine the order of play. The player with
the highest number goes first, followed by the next highest and so on. If two players roll the
same number, re-roll until their is a winner.
Once a Character’s AP has been spent, the Character’s Activation ends. Once all of the
Characters on the board have been Activated, the Round ends and starts anew.
A standard game lasts for 5 Rounds. However, if after 5 Rounds all players feel there is still game
to be played, play another Round! Continue this until the game objectives have been completed,
or there are no more Characters of either player on the board.
Movement
Almost every Character in ArcWorlde can move about the board, whether it’s through open
ground or clambering over all that exciting terrain you’ve been longing to dig out the basement!
Movement is very simple –
Measure from the Character’s closest base edge to the point where you would like to move.
If the Character’s base fits, they can move there.
During its Activation, a Character may make a single movement up to its Movement stat in
inches for free. If a Character’s Movement stat is 5, it can move up to 5 inches.
Legging It
However, sometimes a little bit of extra speed is needed. If a Character has used its free
movement in an Activation, and has yet to make an Action, you may spend 1AP to Leg It.
To Leg It, roll a D6. The Character may move additional inches up to the value rolled. For
example, if a 4 is rolled, the Character can move an extra 4”. This can be a great way for
Characters to Charge into combat, or escape from danger!
However, there is a risk. If a 6 is rolled the Character is far too keen, and falls head over heels
onto the floor! The Character is counted as Prone (see page 24).
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If the Character succeeds in keeping its footing, you may attempt as many free Leg It rolls this
Activation as you feel brave enough to do. However, the chance of falling over increases by 1
(5+, 4+, 3+ etc) each time, so be careful!
If the Character stops to attempt an Action they cannot try another Leg It roll this Activation,
unless included in a Feat (see page 26).
Being Prone
A Character is counted as Prone if it has been knocked over or otherwise debilitated by an
Action.
When a Character is knocked Prone within their Activation, their Activation immediately
ends.
If a Character is knocked Prone, they remain Prone until they are Activated again. A
Character must spend 1AP, or sacrifice all Movement during the Activation, to dust
themselves off and stand up again.
Whilst Prone, a Character must roll two D6 on all Defence Rolls and choose the lowest
value. (see page 27 for Defending Attacks).
To show a Prone Character, either lay the miniature down on its side, or use a token if you
don’t fancy chipping your nice paintjob!
Charging
If a Character uses a Leg It roll to move into base contact with an enemy Character, this is
counted as a Charge. The Charging Character gets +1AP for this Activation.
Terrain
Terrain and scenery make a game interesting, and can greatly impact the events of the game.
There are three different types of terrain:
Open Terrain – No movement issues. This is open ground, with no obstructions.
Difficult Terrain – Any movement through this terrain is halved. This may be deep snow,
dense forest or even thick mud.
Impassable Terrain – The Character cannot normally move through it. This may be a fast-
flowing river, a sheer cliff or a swirling vortex of deadly magical energy. You know, regular
natural things.
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Scenery
Scenery in ArcWorlde is a very important part of the game. Not only does it make your gaming
board look ravishing, it also allows you as players to really make the most of the environment
when creating your adventures. Whether it is leaping from the treetops, vaulting over buildings
and structures, or even (accidentally) activating ancient portals to distant realms, the landscape
and features of the battlefield can help to get the creative story-telling juices flowing.
Such exciting actions, as well as many other amazing events in the game, are determined by Feats
(see page 26).
Feats
There are countless ways that your Characters can interact with the world. Special kinds of
movement, amazingly inventive Attacks, or even house rules you and your friends invent on the
fly to make things fun and interesting.
Luckily for you, if there is something really fun that you would like a Character to do that doesn’t
have written rules, you use the Feat mechanic to make it happen. The only limits to what Feats
can do is your imagination and the luck of the dice!
What is a Feat?
Simply put – a Feat is a custom Action that you, the player, have created. Feats can be attempted
by any Character, at any point in their Activation. There may be instances where certain rules
require pre-made Feats to occur, but these work in the exact same way.
Attempting a Feat
Before attempting a Feat, describe to your opponent(s) what you would like the Feat to be. All
Feats, and their difficulty, must be agreed on by all players before they are attempted.
Attempting Feats cost AP. Each AP spent allows you to roll one D6 to attempt the Feat. The
number of AP spent, and therefore the D6 rolled, to attempt the Feat must be announced before
the attempt is made.
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Feat Difficulty
Every Feat must be given a level of difficulty. This is based on how difficult you think the Feat
would be for the Character to accomplish:
Easy - Requires one Success.
Medium – Requires two Successes.
Hard – Requires three Successes.
Legendary – Requires four Successes.
Examples of Feats
One of the most fun Characters during playtesting was the Forest Troll. Here are some of the
antics we got up to in our games:
Easy Feat
The Forest Troll wanted to pick up an enemy Halfling Militia and throw him 6”. We figured
that this would be an Easy Feat, as the Halfling is small and easily throw-able by a massive
Troll.
The Troll player decided to spend 2AP to roll two D6s to attempt this Feat, and got a 5 and a
1. A success! The Halfling was hurled 6”, and took 3 Hits.
Medium Feat
The Forest Troll wanted to pick up an enemy Halfling Militia in base contact, and use him as
a weapon to beat another Militia that was causing him some irritation. We thought while that
would take some skill, it wouldn’t be an impossible thing for a Troll to do, so the players
agreed on a Medium Feat.
The Troll player decided to spend 2AP to roll two D6s to attempt this Feat, and got a 6 and a
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a 1. A success! One Halfling was battered with another, and the Troll Player allocated 3 Hits
to each.
Hard Feat
There was a big old tree in the middle of our game board, and the Forest Troll attempted to
push it over onto an unlucky Halfling below. We thought that would be a pretty hard thing
for a Troll to do, so they players agreed on a Hard difficulty.
The Troll player decided to spend 3AP to roll three D6s to attempt this Feat, and got a 6, a 4
and a 2. A success! The tree toppled over onto the Halfling, and it took 9 Hits.
Legendary Feat
In one game, the Forest Troll player wanted him to climb a massive tree and belly flop onto a
group of Halflings. The players all agreed that such a mighty Attack would not only make the
targets Prone afterwards, but the Troll himself would be Prone as well. After much laughing,
we decided it would take a Legendary Feat for the clumsy Troll to pull it off.
The Troll player, pretty determined to make this happen, decided to spend 6AP to get six
D6s to attempt it. After a drum roll, the player got a 6, two 4s, a 2 and two 1s. A success! The
Troll climbed up the tree, did a mighty belly flop onto the unsuspecting Characters, and all
four took 3 Hits each
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Combat
Every great story needs conflict, and the ones found in ArcWorlde are no exception.
Combat in ArcWorlde can be split into two different types – Melee and Ranged.
Melee Combat
Melee combat is when two noble combatants slug it out hand-to-hand, until one or both of them
either run away or are Knocked Out.
Unless stated otherwise, a Character must be in base contact to Attack another Character in
Melee combat.
When a Character is in base contact with an enemy Character during their Activation, the player
may choose an Attack to use. Each Character has one or more Attacks on their stat card, each
with different Power values and potential Special Rules.
Making a Melee Attack
To make a Melee attack:
1. Choose the type of Attack you wish to make, and deduct the AP cost.
2. Roll the number of D6 that the Power stat dictates. Each Success is a successful Hit! If a
Critical is rolled, it is a Critical Hit which counts as two Hits, and may unlock Special
Rules for the Attack.
Defending Hits
If a Character has received Hits, they must attempt to defend themselves with a Defence Roll:
1. If the Character has any Armour, deduct its value from the total Hits received.
2. Roll a D6. On a Success, one Hit is defended. On a Critical, two Hits are defended
Continue rolling until all Hits are defended, or a Defence Roll is failed. Once this
happens, any undefended Hits are deducted from the target’s HP.
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Ranged Combat
Some Characters have Ranged Attacks, and can Attack a Character even when they aren’t in base
contact. Any Attack that has a range in its Special Rules counts as a Ranged Attack.
Making a Ranged Attack
Before the Attack rolls can be made, the Character must attempt an Easy Feat to aim. This roll
can be made if the Character can ‘see’ any part of the target.
Measure the distance between the attacking Character and the target. If the target is within the
range shown on the Attack’s Special Rules, they may attempt an Easy Feat to take the shot.
If successful, follow the exact same steps as Melee Combat. If unsuccessful, the shot misses.
A Character may not use a Ranged Attack if it is in base contact with an enemy Character, unless
that Character is the target of the Ranged Attack.
Shooting into Melee Combat
If shooting into Melee Combat, and a friendly Character is in base contact with the target, the
friendly Character is Hit with the Attack if the Easy Feat to aim is unsuccessful. If there are more
than one friendly Characters in base contact with the target, the nearest one to the shooter is hit.
Cover
Certain terrain features and scenery can help shield a Character from Attacks, and a Character is
counted as in cover if 50% or more of it is hidden.
If a Character is behind cover, two D6s are rolled on all Defence Roll attempts against Hits from
Attacks, and the highest value is chosen.
It should be obvious what scenery/terrain features provide cover. If anyone is being difficult,
refer them to the Gentlefolk’s Code of Conduct!
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Leaving Combat
If a Character wishes to move out of base contact with an enemy, attempt an Easy Feat. If the
Character is in base contact with more than one enemy Character, the Feat difficulty increases by
1. If successful, the Character moves as normal. If unsuccessful, the Character remains where it
is, and loses 1HP per enemy Character in base contact.
.
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Bravery
On the field of battle, the only thing keeping one from running away is the strength of one’s
nerve. Only the most courageous can hope to stand and fight against the numerous terrors of
ArcWorlde, and often combatants are seen scurrying for cover when the going gets tough!
The Bravery stat represents the courageousness of a Character, and the likelihood that their
nerve won’t break in the face of overwhelming odds, or in the actual face of a bellowing Troll.
As such, a Bravery Test must be made by a Character (even outside of their Activation) when:
A friendly Character is Knocked Out within 3”.
An effect of a Spell or Attack causes them to make one.
When they come within 3” of an enemy Character with the Fearsome Trait.
Broken Characters
When a Character’s nerve fails in battle, they attempt to run away as far and as fast as possible.
When a Character becomes Broken, even outside of their Activation, immediately move them a
distance equal to their Movement stat towards the nearest board edge, or the nearest piece of
terrain that could give them cover, whichever is closer.
Broken Characters must stay at least 3” away from the cause of the Bravery Test, such as the
origin of a Spell, the spot where their friend was Knocked Out, or a Fearsome Character.
If a Broken Character is unable to keep 3” away from the cause of the Bravery Test, they
become Prone as they cower in terror.
However, if a Character becomes Broken within their Activation, a wily player may opt to use a
Feat to devise a daring escape, if they have enough AP to do so!
If a Character is Attacked whilst Broken, they always count as Prone for their Defence Rolls,
regardless of if they aren’t.
Rallying a Broken Character
When a Broken Character is Activated, take a Bravery Test. If this is failed, they move their full
Movement again towards, or beyond the nearest board edge.
Leaving the Game Board
If a Character’s movement takes them beyond the edge of the game board, they have left the
game. They are removed, and are counted as being Knocked Out.
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Arcanite
Arcanite is a substance found throughout ArcWorlde and is thought to be gems of pure
solidified magical energy.
Arcanite is a valuable resource in ArcWorlde and is represented in the game by Arcanite Tokens.
Arcanite Tokens can be used to achieve special effects and can really turn the tide of a fight if
spent at the right moment.
Tokens can be placed on the battlefield for Characters to collect as part of a scenario, or are
obtained by defeating magical creatures. It’s up to you how many Tokens you have on the board,
or how they are obtained. Let your imagination go wild!
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Magic
Magic is a very real presence in ArcWorlde. Many beings have the ability to bend raw arcane
energy to their will, and use powerful Spells on the battlefield.
Characters that can use magic are known as Mages, and can cast all manner of Spells. Magic in
ArcWorlde is controlled in the game by the mystical and mysterious Tarot Deck; a pack of
particularly special cards that represent the fickle winds of fate.
You may use the official ArcWorlde Tarot Deck in your games, but a bog-standard pack of
playing cards will also do the job.
Casting Spells
Each Faction Ruleset has a Lore – a collection of Spells that their Mages can cast. Some
Characters, particularly Swords for Hire (see page 44), may have their own unique Lores, but
these will be included in their stat profile.
Each Mage can attempt to cast a single Spell per Activation by spending 2AP. However, Mages
may cast additional Spells by spending Arcanite Tokens (see Arcanite on page 36). Spells
powered by Arcanite Tokens do not cost any AP – the power comes from the Arcanite itself!
To cast a Spell:
Nominate the Spell the Character would like to cast. The Level of this Spell is the total number
required to cast the Spell.
Draw two cards from the Tarot Deck, and place them face up on the table.
Add the numbers on the cards together. Royal cards count as 10, and Aces can be either 1 or 11.
Jokers can be any number of your choice between 1 and 11. If the total isn’t high enough,
the player may opt to draw another card from the deck. Each extra card drawn costs 1AP,
even if using Arcanite.
If the total ever goes over 21, the Spell has become Overpowered.
Overpowering a Spell is a dangerous thing – the Mage loses D6 HP and all of their AP for the
Activation. However, the Spell is still cast.
Creatures in ArcWorlde
Warbands aren’t the only ones who roam the wilds of ArcWorlde, and many dangerous beasts
call this most dangerous of realms home. From the depths of the Mildaark Forest, to the
Drakensfaal Mountains, to even terrorising the lands of civilised folk, “here be monsters” can be
applied pretty much everywhere on the map.
Creatures are a core part of the ArcWorlde game. They can be played on their own, as wild
hunting packs or lone monsters, or ‘tamed’ as part of a Faction-based Warband. There are many
Creatures to choose from - the rules of which can be found in the Bestiary Ruleset that can be
downloaded from the Warploque Miniatures website.
All Creatures in ArcWorlde are categorised into one of three groups:
Beasts – Small to medium sized creatures, whose models are provided with 30mm or 40mm
bases.
Monsters – Large creatures, whose models are provided with 50mm or 60mm bases.
Titans – Utterly huge creatures, whose models are provided on whopping 120mm bases.
Taking Creatures in your Warband
Creatures can be taken as part of your Warband as if they were part of your Faction Ruleset, so
let your imagination go wild. It could be interesting to come up with a back-story of how a
Halfling Warband tamed a Troll, or how an Imperial Captain obtained his own flock of battle-
ready Grifflings!
Creature-only Warbands
If you would like to, you may play ArcWorlde with a Warband comprised entirely of Creatures.
To do so, build your Warband using Creatures from the Bestiary. Play as a hunting pack of
Death Kiwis, a lone and angry Forest Troll, or even a mighty Dragon, where multiple Warbands
may have to team up and take you down!
Creatures may not use Items or Equipment, such as weapons or potions, unless the rules on
those objects specifically state that they can do so. It’s very difficult to hold a sword properly
with big, clumsy paws...
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Scenarios
Games of ArcWorlde are rarely about just beating your opponent in combat. The best games
utilise many other objectives and scenarios, pitting your Warbands against each other in ways
other than just knocking each other out!
Many players come up with their own scenarios, depending on their warbands or the campaign
they are playing. However, to get you started, a few examples have been included in this book.
As the game grows more and more will be added, so check out the Warploque Miniatures
website for updates.
The scenarios provided with this book are meant to be a guide to help you set up your gaming
boards. Don’t forget to include lots of terrain to make things interesting, and feel free to design
and create your own exciting scenarios to play!
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Fortifications can also be repaired. A Character in base contact may spend 1AP to restore the
fortification’s HP by 1.
Victory Conditions
At the end of the game, 1VP is awarded to each player(s) for every 20% GP of their Warband
within the area, rounded up to the nearest 20% increment.
A Warband ventures into an unknown place – what dangers, or treasures, await there?
Setting up the Board
Divide your board (roughly) into four or more equal sections. You can do this by using terrain or
scenery to mark out the areas.
Scenario Rules
The attacking player(s) deploy in base contact with the table edge. They must make their way to
the opposite edge by moving through each of the sections.
The defending player(s) Characters do not deploy at the start of the game. Instead, whenever an
attacking Character first enters a new table section, they may deploy up to d6 Characters
wherever they please in the section.
Victory Conditions
At the end of the game, 1VP is awarded to the attacker(s) for every 20% GP of their Warband(s)
that make it to the opposite table edge in the final section. 1VP is awarded to the defender(s) for
every 20% GP of the attacker(s) Warband(s) that don’t make it to the opposite table edge.
Scenario 4 – VIP
A person of great importance is being guarded by the warband. However, another wishes to
capture them, or set them free…
Setting up the Board
Before the game, decide whether the VIP is friendly to the attacking player(s), the defending
player(s) or is neutral. The VIP starts the game in the possession of the defending player(s), in
base contact with a friendly Character.
Scenario Rules
This scenario is based around a non-combat Character, the VIP. They cannot be Knocked Out,
and move by Legging It until they fail. However, they do not become Prone.
If the VIP is in base contact with a Character, they share any movement and they may only leave
base contact if the Character is Knocked Out, becomes Prone or allows them to leave.
The attacking player(s) must try to get the VIP in base contact with one of their Characters.
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If the VIP is friendly to the attacking player(s), if unaccompanied at the end of an Activation
they Leg It towards the nearest attacking Character. This may happen multiple times in a Round.
If the VIP is friendly to the defending player(s), if unaccompanied at the end of an Activation
they Leg It towards the nearest defending Character. This may happen multiple times in a
Round.
If the VIP is neutral, if unaccompanied at the end of an Activation they Leg It towards the
nearest board edge, staying as far as possible away from all Characters. If they reach the board
edge, they escape and are removed from play.
Victory Conditions
5VP is awarded to the player(s) in possession of the VIP at the end of the game. If the VIP is
unaccompanied, then no VP is awarded to anyone!
Scenario 5 – Hunters
In this part of the world live creatures with wonderful pelts that fetch a lofty price. However,
another warband has trespassed on your hunting grounds!
Setting up the Board
Place three or more Prey on the board, outside of any deployment zones.
Scenario Rules
If the Prey are on 30mm bases they have 6HP, if on 40mm bases they have 9HP, if on 50mm
bases they have 12HP and if on 60mm bases they have 20HP.
Prey move randomly around the board. At the start of each Round roll a D6 for each Prey to see
in which direction they move:
Backwards 2D6”
Left 2D6”
Right 2D6”
Forwards 2D6”
Diagonally Forwards Left 2D6”
Diagonally Forwards Right 2D6”
If Prey comes into base contact with a terrain feature, piece of scenery, the board edge or a
Character, they stop their movement.
The objective is to hunt the Prey, and obtain their hides. To skin Prey, it must first be Knocked
Out. If Prey is Knocked Out, leave them on the board. Prey may be skinned by attempting a
Medium Feat.
If successful, the Character is now in possession of a Pelt, which is a normal Item.
Victory Conditions
1VP is awarded to each player per Pelt they have in their possession at the end of the game.
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Victory Conditions
1VP is awarded to the defending player for every 20% GP of their warband still on the board at
the end of the game. 5VP is awarded to the attacking player if they manage to Knock Out every
defending Character.
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Victory Conditions
At the end of the game, 1VP is awarded to each player(s) for every 20% GP of the enemy
warband they Knock Out, rounded up to the nearest 20% increment.
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Glossary
Action – An act that is made by a Character in the game.
Action Points (AP) – Points that, when spent, allow Actions to occur in the game.
Activate/Activation – When a Character is being controlled by the player.
Attack – The D6 rolls required to engage in combat with an enemy.
Beast – A Character from the Bestiary that is on a 30mm or 40mm base.
Bestiary – A list of creatures that aren’t allied to a particular Faction.
Character – A miniature.
Combat – The Action of attacking and defending.
Critical – When a 6 is rolled to Attack, on a Defence Roll or a Feat attempt. This counts as
two Successes.
Defence Roll – The D6 rolls required to stop Hits from deducting HP.
Faction – An army list used to make a Warband.
Failure – When 1, 2 or 3 is rolled on a D6 to Attack, on a Defence Roll or a Feat attempt
Feat – A special dice roll to attempt a range of Actions in the game. Can be Easy, Medium,
Hard or Legendary.
Health Points (HP) – The number of undefended Hits a Character can take before it is
Knocked Out.
Hit – When a Success is rolled on a D6 when attempting to Attack.
Knocked Out – When a Character’s HP is reduced to 0, and it is removed from the game.
Melee – Hand-to-hand combat that requires the Characters to be in base contact (unless stated
otherwise).
Monster – A Character from the Bestiary that is on a 60mm base.
Power – The number of dice rolled when making an Attack.
Prone – When the Character has been knocked to the ground.
Ranged Attack – An Attack that doesn’t require the Character to be in base contact.
Spell – A magical Attack that uses the ArcWorlde Tarot Deck to determine its success.
Success – When a 4+ is rolled on a die when attacking, defending or attempting a Feat.
Sword for Hire – A Character taken from the Swords for Hire Ruleset.
Titan – A Character from the Bestiary that is on a 120mm base.
Warband – Your group of playable Characters on the game board.
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