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Buring Banners Condensed Tables v4

The document outlines the rules and phases of a strategic game involving kingdoms, units, and settlements. It details actions that players can take during their turns, including income generation, unit activation, and combat mechanics. Additionally, it defines various settlement statuses and their implications for gameplay, along with guidelines for setup and seasonal progression.

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woosdom69
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0% found this document useful (0 votes)
27 views3 pages

Buring Banners Condensed Tables v4

The document outlines the rules and phases of a strategic game involving kingdoms, units, and settlements. It details actions that players can take during their turns, including income generation, unit activation, and combat mechanics. Additionally, it defines various settlement statuses and their implications for gameplay, along with guidelines for setup and seasonal progression.

Uploaded by

woosdom69
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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Year FA Free Action.

May be performed without Finishing a Unit


Season (Spring, Summer, Autumn) (Each Season setup Arcane Study Markers) Burning Banners:
Kingdoms take Turns in Order, the Active Kingdom’s player is the Active Player Activities during a turn apply only to the Active Condensed Tables v4
Kingdom and Active Player unless otherwise noted. Layout copyright 2024
Any Player: Sell Treasure (2g) FA These Actions can happen Joseph L White
Any Player: Regenerate (pay cost) FA anytime they are applicable Activities may chosen and conducted in any order.
Income Phase An activity may be selected multiple times.
Each activity must complete before another activity is selected.
May disband Siege Engine unit Conduct Activities until each of the Active Kingdom’s Units has activated and
Army of the Night May attempt 1 Coven placement the Active Kingdom no longer wishes to play Magic Cards, Activate Hero
Abilities, Sell Treasures, or Build New Units
Eastern Empire Roll on Revolt Table
Orc or Goblin Lay Waste (Loot+Raze) to Controlled Settlements 1 4 Attack Delcared
Gain gold equal to Income Level 2 3 Begin Battle Magic Restrictions
Army of the Night Gain 1 Gold for each on-map Coven 3 2 Attacker plays Magic Cards & Hero Abilities

Revolt Table (d6)


Eastern Empire Pay Gold according to the Revolt Track 4 1 Defender & Allies play Cantrips
Orc or Goblin Pay 1 Gold per controlled Settlement or Collapse 5 1 Attacker & Allies play Cantrips
Activation Phase 6 0 Ambush may be Declared if only one side has Stealth

Active Kingdom’s Units Ready & Hero Cards Unlock Strikes inflict 1 damage from base
Ambushing Army performs a Strike
Conduct Activities (may xfer gold to allies @ 2:1) hit successes + any critical damage. Inflict Strike Damage
May not strike vs Fortified
Build a Unit FA End Battle Magic Restrictions
Non-combat Strikes:
Play a Magic Card (also see Mage) FA
Raze settlements if empty after strike damage applied
Surviving Ambush Target Strike Back
Play a Hero Power FA Monsters are eliminated but not defeated (no rewards) Inflict Strike Damage
Non-Active Players May Play Cantrips FA Normal Combat
Monster Ranges Command a Ready & Controlled Monster d8 Resolve Combat Die Rolls
Sea Monster
(sea, coast)
4 Strike Strike Target within Monster’s Strike Range d6 End Battle Magic Restrictions
Flying 3 Pass Mark Monster Finished Success/hit 5+ Side with greater # of hits Wins the combat
Mage 2 Slink Away Return Monster to the Pools, Lair becomes unexplored Crit/confirm 7+ If No hits by either side, Draw
Other 1 Activate a Ready Unit or Stack + 5+ If equal hits by each side, Tie
If only one side has Ranged in a Tie that side Wins
Move Unit/Stack inflicting 1 damage.
Fjordland Ship Movement (+2) FA Loser damage = Winner hits – Loser Hits
Take an Action with the Unit/Stack Apply Damage
Pass If attacked target hex is empty at end of attack, Determine Result or Advance
Un-besieged Settlement
Recover (pay recovery cost) Feral: wilderness Attack vs non-settlement, non-monster, attacker MAY advance into the empty hex
Coast 3
Ship Movement If Settlement Empty after Combat, MUST advance FA
Attack Vs Monster:
Port 6 Huge → NO Loot, Raze Settlement if Hostile
Attack adjacent hostile Army no terrain modifiers applied
Feral → Loot if Hero present, Raze Settlement
if Attacker wins,
Attack adjacent Empty Hostile Settlement Normal → Loot Hostile Settlement, Flip Control or Raze
Gain gold value & 1 treasure
(may not Raze Welcoming base posture Settlements)
Attack Unexplored Lair Monster defeated (flipped)
Normal → Welcoming no Loot, Flip Control
Attack enemy controlled Monster
Def
MP

Oathborn Miner Work Mine for 1 Gold Notes

Remove Razed from Welcoming Settlement (2g) FA Plains 1 -


Mark Unit/Stack as Finished Forest 2
Check for Kingdom Collapse Mountain 2 Wilderness
Collapse if, All the Active Kingdom’s cities are Razed or Enemy Controlled Swamp 2
Orc or Goblin Collapse if, no control markers on map (once collapse enabled Lair X -
Arcane Study Phase (All players) Settlement Looting Settlement - Only if unoccupied

Reveal Arcane Study Marker: Glyph 3 Disciplines, Churn 1 Discipline Normal 2 Forest Settlement 1 On raze becomes Forest

Disciplines Orc/Goblin 3 Mountain Settlement 1 On raze becomes Mountain

Blessings Optionally discard Blessing, Draw Blessing to Full Strength (1) City x2 City Settlement -
Treasures Retrieve One Treasure from Owned Treasures into Hand Fortified - -1 DRM does not affect Crits
Strikes not allowed
Spells Optionally discard 1 spell, Draw Spells to Full Strength (3) Magically Fortified - -2 May not Ambush into

Advance Season Mine - -


Season (Winter) Port - - Embark/debark

Silent Tide Flows: reset Autumn Churn in Arcane Study Marker Pool Road/Bridge 1 - If only road +1MP

Drums in the Deep: Move Defeated Monsters to the Pools, Reopen Lairs Sea 1 - Allows Ship Movement

Sell Treasures if more than 2 controlled (hand + owned) Coastal - - Embark/debark

Shuffle Magic Card Decks (Spell, Blessing, Treasure) including Discards River Hexside +1
Advance Season And Year Major River Hexside +2
Major River Hex - - Allows Ship Movement
Setup Settlements
Choose Campaign Friendly to Kingdom denoted by Settlement’s Crest
Loyal
- Note Invader & Resistance sides If not Enemy Controlled, Welcoming to Friendly Side
- Note Special Rules & Victory Conditions
Settlements are Welcoming to Allies
Setup Maps Allied
May block Ally entry
- Note posture of Neutrals and Unaligned Kingdoms
- Place Control, Razed, and Abandoned Lair Markers as indicated May not be attacked by Friendly Armies
Welcoming Neutrals may be controlled without looting by
Welcoming
Setup Seasonal Display an Army ending its Activation in the hex and placing a
- Place Campaign Start and End markers Control Marker (adjust income)
- Setup Kingdom Income and Turn Order Markers Settlements with no Crest
- Setup Arcane Study Markers Neutral
Campaign Rules determine the Settlement’s Posture

Setup Draw Pools and Decks An Enemy Loyal Settlement


A Settlement with an Enemy Control Marker
- Monsters
Hostile A Hostile Posture Neutral Settlement
- Sea Monsters May not enter unless defeated by and Attack
- Treasures May not remove Razed Markers from Hostile Settlements
- Spells
- Each Kingdom’s Blessing Deck Loyal Settlements w/o Razed or Enemy Control Markers
Settlements with the Kingdom’s control marker
Controlled
Draw 3 Spell cards (i.e. Draw to Full) per player Welcoming to Kingdoms Friendly to & Hostile to Kingdoms
Unfriendly to the current Control Marker
Setup Kingdoms in Turn Order
Controlled by neither side
- Gather and place the Kingdom’s assets on its playmat
Terrain is determined by the hex base terrain
- Draw 1 Blessing for the Kingdom Razed May be freely entered
- Select Designated Setup Units Has no properties (port, City, Fortified, etc)
- Execute Opening Builds using the Gold Total OR Setup Card Armies may recover Razed Settlements if Welcoming (2g)
- Unused Gold may be retained unless otherwise stated
Mountaineering: 1 MP for Mountain
- Place Designated and Built Units on the map
Oathborne Mining
Lost City of Khazud
Kingdom’s Assets:
No Income Marker; Special Rules for Control
- Playmat May Lay Waste to Controlled Settlements
- Control Markers Orc/Goblin
Special Collapse Rules
- Units Mountaineering: 1 MP for Mountain (Goblin Only)
- Blessing Deck Covens
- Hero Counters & Hero Cards Army of the Night
Enslaved Heroes/Armies
- Monster Control Markers Revolts
- Per Kingdom Markers (Coven, etc) Eastern Empire
Imperial Collapse
Rangers: 1 MP for Forest, 1 LT Die for strikes/attacks vs
Begin Play with the first Season according to the sequence of play Fjordland Forest, 1 Lt Die Defending in Forest
Seafaring

Unit Properties, Abilities, and Characteristics


May Cast Spells/Blessings. The Mage doing the casting is the Caster at the instant the magic card is used.
Mage
(The Mage’s Location is the origin of the Magic Effect for Range Determination)
1 Hit only
Fragile
May not be recovered
1 Hit remaining
Weakened
May be Recovered by meeting Recover Conditions and playing the cost indicated.

May enter any hex at a cost of 1 MP


May not end movement in a prohibited hex
Flying May not end movement in a hex containing another Army
May not enter a hex where the Enemy Army has Flying or Ranged
Blocks Flying Unit movement into its hex

Wins Ties in Combat inflicting 1 hit if the enemy Army does not have Ranged
Ranged
Blocks Flying unit movement into its hex
Burning Banners: Condensed Tables v4
Layout copyright 2024 Joseph L White

Stealth May declare an Ambush in Combat if the Enemy Unit does not have Steath

Regenerate As a Free Action, may pay the indicated Cost to Recover in any hex other than a Besieged Settlement
May be built in Wilderness hexes adjacent to a Coven (Army of the Night)
May not Loot; May not place Control Markers; No Reward from defeating Monsters; May not use Ship Movement
Feral
Razes Hostile Settlements on entry
Stacking with a non-Feral Hero negates the above 2 lines of restrictions
May not use Ship Movement
Huge Razes Hostile Settlements on entry without looting. May not end movement or a Season in a Welcoming
Settlement. May be built in a Controlled but must move out by the end of the Season in which it is built.
This page is a work in progress. It is trying to define the status/state/behavior of settlements without overloaded terms or any design change.
Note: All definitions are written with respect to the point of view of a Side/Player. Each Side in a Campaign applies these rules from its own point of view.

May not be attacked. May be entered. At the end of its Activation an Army may place a control marker in an Uncontrolled Welcoming Settlement in its
Welcoming
hex. Razed Welcoming Settlements may be rebuilt by an Army as an Action + 2g

Hostile May be Attacked, Looted, Razed according to the rules for those activities. May change Control if an Attack is successful.

Allied Welcoming to the Side with which they are Allied. Player Controlled Allied Settlements may deny entry to Friendly Armies

Loyalty is to the Kingdom determined by Crest Markings. Loyalty does not change. Friendly Control Markers can not be placed on Loyal Settlements
Loyal
Loyal Settlements without an Enemy Control Marker are considered to be both Friendly and Controlled by their Kingdom. Always Welcoming.

Neutral Settlements without Loyalty Crest Markings. Posture determined by the scenario.

Friendly Controlled Settlements, Allied Settlements, Kingdom’s Armies, Allied Kingdoms’ Armies. May not be attacked.

Enemy All Hostile Settlements and opposing Kingdoms’ Armies. Enemies may be attacked.

The combination of Hostile Settlements with a Control Maker and Loyal Settlements without an Enemy Control Marker. Controlled Settlements are
Controlled
Welcoming. (Enemy Controlled Welcoming Settlements are Hostile and may be attacked (recaptured…) )

Uncontrolled Any Settlement that is not Loyal and has no Control Marker. May be Welcoming or Hostile.

Razed Treat as though there were no Settlement in the hex except that a Welcoming Settlement may be rebuilt by an Army in the hex as an Action + 2g

Burning Banners: Condensed Tables v4


Layout copyright 2024 Joseph L White

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