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Keeper and Warlord Rules

As the Lord of the Hundreds, you score points by oppressing and ruling clearings with no enemy pieces. You will collect items and add them to your Hoard to increase your Command and Prowess actions and warriors. You can incite mobs to raze buildings and tokens, destroying enemy pieces and gaining items from ruins. Your special warlord piece cannot be removed except in battle, and when crafting you can choose to gain an item's points instead of the item. You can also loot items from enemies you battle in their clearings.

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Jose Maria
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0% found this document useful (0 votes)
466 views

Keeper and Warlord Rules

As the Lord of the Hundreds, you score points by oppressing and ruling clearings with no enemy pieces. You will collect items and add them to your Hoard to increase your Command and Prowess actions and warriors. You can incite mobs to raze buildings and tokens, destroying enemy pieces and gaining items from ruins. Your special warlord piece cannot be removed except in battle, and when crafting you can choose to gain an item's points instead of the item. You can also loot items from enemies you battle in their clearings.

Uploaded by

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

Keepers in Iron
Summary Special Abilities
As the Keepers in Iron, you score points by Armored
recovering relics. To do so, you will need to In battle, you ignore the first hit that you take,
delve relics out of the forests, move them to a regardless of whether you are attacking or
waystation, and then recover them. Are these defending. All you need is at least one of your
long-lost relics of your order, which you are warriors in the battle. If someone ambushes
boldly retrieving and keeping safe in the midst you, you only take one hit from the ambush, but
of this raging Woodland conflict, or are you you do not ignore any other hits you take in the
exploiting the conflict to appropriate what rest of the battle.
rightfully belongs to the Woodland animals?
Cumbersome
The Keepers in Iron are all about planning and When you move, you can only move one warrior,
timing! You will need to manage your hand rather than any number. But if you also move a
of cards carefully, so you can take advantage caravan token with your warriors, you can move
of many actions that become more efficient as up to three warriors with it.
you spend or reveal cards, such as building new
caravans and waystations, delving for relics, and Return to the Wood
recovering them. Your relics are precious. When an enemy
removes a relic—whether by battling it,
Your order is methodical and highly revolting, or other means—they score one
disciplined. At the end of your point as normal, and they score extra
turn, you will choose a mission points equal to the number of clearings
that will give you a benefit they rule matching the clearing they
on your next turn, such as removed the relic from. Then,
improving your card draw they place the relic in any
and moving and battling forest.
more efficiently.
The Keepers’ Birdsong
1st, Craft Recover
This is a standard Craft action, using both your This is how you score points for relics. You can
waystations and caravans. (You can move your choose any number of relics to recover, but each
caravans in Daylight, so you have moving crafting relic you want to recover must be in a clearing
pieces!) If you’re on the Craft mission, you draw with a waystation. Also, you must have an empty
one card for each card that you crafted, but only space on your Relics table for it that matches the
after you’ve finished all your crafting. waystation. (For example, to recover a tablet at a
mouse waystation, you need an empty tablet space in
2nd, Build the mouse or bird column.) One at a time, check if
In each clearing with any Keeper warriors, you you recover as follows.
can do one or both of these things: spend a card
matching the clearing to place a caravan token Roll both of the battle dice. If you rule at least
there, or reveal a matching card and remove a as many clearings of the waystation suit as
caravan to place a waystation there. the higher number you rolled, you recover the
relic! (For example, if you’re recovering at a mouse
3rd, Recruit waystation and rule one mouse clearing, you need to
Place one warrior at each waystation. If you have roll a 0 or 1 as the higher number.)
no waystations or caravans at all, though, place
If your roll fails, though, you can make up for
two warriors and a caravan in any edge clearing.
the difference between the roll and your ruled
The Keepers’ Daylight clearings by spending cards that match the relic.
(Following the example above, if you roll a 3-2, you
You can take up to 4 actions in any order, even would need to spend two mouse cards, or two bird
the same one multiple times. cards, or one mouse and one bird card. Expect that
you will roll lots of 2s and 3s!)
Move or Battle
This is a standard move or battle, your choice. If your roll succeeds, put the relic on an empty
(Remember, you’re Cumbersome!) If you’re on your space matching its type and the waystation suit.
Move and Battle mission, you do not spend an (You can put a relic recovered from any waystation
action if you reveal a card matching the clearing in its bird space.) There are three types of relics:
you’re moving from. tablets, figures, and jewelry.
Whenever you move (even using a card effect), Score the points that you cover up. Based on
you can move one relic with each warrior you’re what the space shows, draw one card or two
moving. (So if you’re moving three warriors, you can cards, or place one warrior immediately in the
move three relics to their desination.) clearing that you recovered from. If you collect
all four of a relic type, you score three points.
Delve
Reveal any number of cards matching a clearing The Keepers’ Evening
you rule to move that many relic tokens from
adjacent forests into that clearing. (They can come 1st, Return Revealed Cards
from the same forest or different ones!) Take any cards that you revealed during your
turn and return them to your hand, but discard
Escort any bird cards you revealed.
Remove one of your warriors from any clearing
to draw one card. If you’re on your Escort 2rd, Choose Mission and Discard Cards
mission, you draw a second card! Place your mission marker on any mission
(even the same one), and then discard down to
five cards. (You do not draw any cards in Evening.
Manage your hand carefully!)
How to Play

Lord of the
Hundreds
Summary Special Abilities
As the Lord of the Hundreds, you score points The Warlord
by Oppressing. At the end of your turn, the You have a special piece called the warlord. It’s
more clearings you rule that have no enemy basically a warrior (so it adds to your maximum
pieces—no warriors, no buildings, no nothing— rolled hits in battle, contributes to rule, etc.), but
the more points you get. You give no quarter. it can’t be removed outside battle (such as from
Alliance revolts, Corvid bombs, card powers, etc.),
To build your action economy, you will need to
and it can’t be placed on a card or faction board
collect items and add them to your Hoard from
(and so cannot be spent on Riverfolk services, put on
left to right. Boots, bags, and coins will increase
the Coffin Makers card, etc.).
your Command, and hammers, tea, swords, and
a crossbow will increase your Prowess. Broadly, Contempt for Trade
Command and Prowess give you more actions Whenever you craft an item, you may gain the
and warriors. item or score the listed points, not both. (So if
An effective way to put pressure on your enemies you craft a sword, you could score two victory points
and gain items is to incite torch-wielding mobs to but remove the sword from the game permanently, or
raze the Woodland, destroying enemy buildings you could take the sword.)
and tokens as well as ruins, giving you the item Looters
revealed. You can take items from other players! Basically,
you need to battle someone in a clearing you rule,
and they need to have a building in the clearing
you’re attacking. You can take any one item
you choose from their Crafted Items box, and
you score a point! However, you won’t deal any
hits to them, and they will still deal hits to you,
so try to raid them in places with few warriors!
Notably, you cannot loot the Vagabond, since
they don’t have a Crafted Items box, nor can you
loot the Lizards, since they always rule clearings
with gardens.
The Warlord’s Birdsong The Warlord’s Daylight
1st, Raze 1st, Craft
On your first turn, you won’t do anything now, This is a standard Craft action, using your
since you don’t have any mob tokens on the strongholds.
map. Later, when you do have any mobs on
2nd, Take Command Actions
the map, though, remove all the ruins as well
as enemy buildings and tokens in each clearing You can take the following actions times up to
with a mob. If you removed a ruin, take the item your Command. You can move as normal, battle
revealed and add it to the leftmost Hoard track as normal, or build a stronghold in a clearing
space showing that item. you rule if you spend a card matching the
clearing.
Once you finish removing pieces from mobs on
the map, you will roll the mob die once to spread 3rd, Advance the Warlord
it, regardless of how many mobs are on the You can advance your warlord a number of
map. Basically, it spreads like sympathy: place times equal to your Prowess. (So, if you have one
one mob token in any clearing matching the suit item on your Prowess track, you have two Prowess.)
you rolled on the mob die. It must be adjacent When you advance, you may move, and then you
to a clearing that already has a mob. A clearing may battle. For example, on your first advance,
cannot have multiple mobs. If there are no such you could move, then choose to not battle.
adjacent clearings, though, do not place a mob And then for your second advance, you could
token this turn. move again, and then battle. These moves must
2nd, Recruit include your warlord, but you can pull your
Put warriors equal to your Prowess in the warriors along with you, and these battles must
clearing with your warlord, and put one warrior be in the clearing with your warlord.
at each stronghold. (So, on your first turn, you will
put a total of two warriors in the clearing with your The Warlord’s Evening
warlord and starting stronghold. As you build more 1st, Incite
strongholds and gain more Prowess, you will recruit You can place a mob token by spending a card
more warriors.) matching a clearing where you have warriors or
3rd, Anoint your warlord. It doesn’t do anything until your
If your warlord dies, you’ll need a new one. next turn during your Raze step.
Choose any one of your warriors on the map, 2nd, Oppress
and replace it with your warlord. If you can’t— You score points based on the number of
such as if you don’t have any warriors left—you clearings you rule that have no enemy pieces at
can put your warlord in any clearing. all, as shown by the track.
4th, Choose Your Mood 3rd, Draw and Discard
Your Warlord is a fickle, cynical fellow. Here, You draw one card and then discard down to
you must choose a mood card, and it must be five, as normal. The only way for you to get more
different from the mood of your previous turn. cards is by using your Rowdy mood card.
(Because you set up with your Stubborn mood, you
cannot choose Stubborn as your mood on your first
turn.) The mood card you choose basically gives
you a special ability until you change your mood
again.
You cannot choose a mood card if you have the
item it shows in the top-left corner. (So if you have
coins, you cannot choose Rowdy!)

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