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Warriors of God notes

Object: Players control either English or French forces. Players use their leaders and
troops to earn victory points by killing and capturing enemy leaders and by controlling
areas on the map. The player with the most victory points after twelve turns wins.

Setup: Place the Victory Points, Game Turn, and Impulses Remaining markers on their
tracks.
The Hundred Years War leaders have black numbers. The Lion in Winter leaders have
white numbers. Place the chosen scenario’s leaders and troops in their starting areas.
Place the corresponding two mercenaries in each neutral area.
Each player rolls a die. The high roller selects one of the two non-aligned leaders. His
opponent gets the other. The English player wins tied rolls.
In the Lion in Winter scenario, if the English player chooses Robert of Gloucester in
England for his non-aligned leader, place an Aggressor marker for the English there.
Unless otherwise noted, contested areas begin each scenario uncontrolled.

Glossary:
Adjacent – areas that share a land border or a sea connection.
Contested Area – an area with an Area Value of 1, 2, or 3 (value 3 areas are highlighted
in red) and is either uncontrolled or controlled by one of the two sides. Control is
tracked with the round area control markers.
Neutral Area – five lighter-colored areas with no Area Value. They can’t be controlled.
Infantry – generic counters that can be exchanged for equal troop strength value.
Knights, Gunners, Longbowmen, and Mercenaries – unlike infantry, they are limited by
the counter mix.
Leaders – each leader always counts as 1 troop strength in battle.
Home Area – bears a leader’s matching emblem.
Non-Aligned Leaders – English (red) on one side, French (blue) on the other, with a
black stripe across the top. Non-aligned leaders can never command gunners or knights.
Longbow Leaders – some English and Welsh leaders have an archer printed on their
counters. They are treated as longbow troops in battle.
Leader Rank – the number of stars on a leader’s counter. A leader can command troop
strength points equal to three times his rank (which is separate from the intrinsic 1 troop
strength of the leader’s counter). Place assigned troops under the leader’s counter. The
contents of a stack are not hidden information. Troops stay with the leader until they
are eliminated or the leader dies. Only 3-star leaders may command knights [EXC: 2-
star Burgundian leaders may command Burgundian knights].
Leader Bravery Rating – the number in the lower left.
Leader Battle Rating – the number in the lower right.
Leader Arrival Number – the number in the upper left. All English and French leaders
have a different leader on each side of the counter – arriving at different turns in the
game.
The King – whenever possible, each side must have a 3-star leader as his King. The
chosen leaders receive the King markers and keep them until killed or they die.

Sequence of Play: Each turn is divided into 11 phases:

Phase 1 – Determine the Initiative Player and the Number of Action Impulses for
the Turn: Each player rolls a die.
The higher roller is the initiative player for the turn. If tied, the initiative player from
the last turn wins the roll. If tied on turn one, the English player wins the roll.
Add 2 to the losing die roll to determine the number of action impulses the initiative
player receives. The non-initiative player receives one less action impulse.

Phase 2 – Conduct the Action Impulses: Starting with the initiative player, the players
alternate action impulses until they are all used.
An action impulse can be used to move leaders, remove an enemy control marker, or
pass.

Moving Leaders: Perform one of the following as an action impulse:


• Move up to 3 leaders across a river border
• Move up to 2 leaders across a clear border
• Move 1 leader across an obstructed border
• Move up to 2 leaders across a sea connection to a friendly-controlled area
• Move 1 leader across a sea connection
A leader may not move away from an area if the number of enemy leaders in the area is
> the number of friendly leaders there (aka the Flypaper Rule). A control marker counts
as an enemy or friendly leader. So when moving out of an area, you need to leave
behind enough leaders and marker to at least equal your opponent’s leaders and marker.
If you move a leader into an area with one or more enemy leaders but no other friendly
leaders, place an Aggressor marker for your side in that area (unless the area already has
an Aggressor marker).
A leader always moves with any troops he commands.
A leader may never pick up or drop off troops, nor transfer them to another leader.

Remove an Enemy Control Marker: As an action impulse, remove an enemy control


marker if you have at least two more friendly leaders than there are enemy leaders in the
area.

Pass: Forfeit your action impulse.


Phase 3 – Resolve Battles: The initiative player decides the order of resolving battles in
each area that contains a leader on both sides. The order is not predesignated.

Battle Step 1 – Determine the Battle Commander for Each Side: The highest ranked
leader on each side is the battle commander. If the ranking is tied, starting with the non-
initiative player, each player chooses his battle commander. The King does not have to
be the battle commander if there is another 3-star leader in the area.

Battle Step 2 – Conduct Siege (Optional): The player controlling the area may offer
siege (even if he is the aggressor). He becomes besieged. If the area is uncontrolled or
the controlling player doesn’t offer siege, skip to step 3.
A) Calculate the siege number:
1. Add 3 to the Area Value
2. Add the bravery rating of the besieged battle commander
3. Subtract the bravery rating of the besieger’s battle commander
4. Subtract the number of the besieger’s gunner troop strength (but only up to 2)
B) The besieger rolls a die.
C) If the roll is > the siege number, the besieger wins. All besieged troops are
removed and all of the besieged leaders are placed in the captured leaders box.
D) If the roll is < the siege number, the besieger loses. He must move all his leaders
(with their troops) to any adjacent area(s) as per the following:
• No more leaders can cross a border than could during an action impulse
• Leaders may not go to an area containing enemy leaders
• Leaders may not go to an area that is enemy-controlled
• Leaders may split up and go to different areas
Leaders that cannot comply are captured and their troops are removed
The siege and the battle sequence are now over for this area. Proceed to the next battle
(or phase if done with all battles).

Battle Step 3 – Conduct a Round of Battle: At least one round of battle must be
conducted as follows:
A) Each player determines the number of battle dice he can roll for this round.
This is equal to the lesser of either his battle commander’s battle rating or the
number of his non-gunner troop strength points in the area. Remember to count
each leader as one troop strength point.
In addition, if a player has longbow troops or longbow leaders in the battle he can
add battle dice equal to the lesser of either his battle commander’s battle rating or
the number of his longbow troops and longbow leaders in the area. Note that
such troops and leaders can effectively be counted twice.
B) The player whose battle commander has the higher bravery rating may add the
difference in their ratings as a modifier to all his battle dice rolls.
C) All rolls are made and resolved simultaneously. Every roll of 6+ is a battle hit.
If the aggressor doesn’t inflict any battle hits, he gets the 1st Round Missed
marker, or flips it to the 2nd Round Missed side if he already had the marker. If he
already had the marker and scored a hit, he removes the marker. See also step H
below.
D) Each player simultaneously removes a troop strength point or leader of his choice
for each battle hit he received.
A leader can’t be removed until he has no troops left under his command
(although he can be removed while troops with other leaders are still in the
battle).
The battle commander must be removed last of all.
Removing a knight satisfies two battle hits (but is still removed if it only takes
one battle hit).
Gunners can take battle hits even though they are not counted in the battle dice.
After assigning battle hits, if at least one mercenary took a battle hit, any
remaining mercenaries (regardless of origin) on that side are also removed.
E) Each player now rolls a die on the Elimination Chart for each of his leaders that
were removed, adding the leader’s rank as a modifier.
Killed leaders are set aside for VP scoring in Phase 11.
Captured leaders are placed in the enemy’s captured leaders box.
Routed leaders are placed in this turn’s routed leaders box.
F) If all leaders on one or both sides have been removed, the battle is over. If not,
continue to step G.
G) Beginning with the non-aggressor, either player may now elect to run away. If
neither runs, skip to step H.
A player who elects to run must obey the following:
• All his leaders must run to the same area
• The area may not contain enemy leaders or be enemy-controlled
• No more leaders can run across a border than could move across during an
action impulse
• Any leaders that can’t run across the border are captured and their troops are
removed
Before the leaders run away, the enemy may conduct a final battle round against
them. This is conducted like a normal round of battle except the running leaders
may not roll battle dice and the enemy adds an additional +1 modifier to his rolls.
Place a Disgraced marker on any leaders that successfully ran away.
The battle is now over for this area. Proceed to the next battle (or phase if done
with all battles).
H) Return to step A for another round of battle. However, if the aggressor began the
round with the 2nd Round Missed marker and scored no hits this round, the non-
aggressor may elect to either continue with another round (and remove the
Missed marker) or force the aggressor to run away as per step G.

Phase 4 – Determine Control of Areas: Remove any Aggressor markers.


First, any controlled areas become uncontrolled if they contain at least one enemy
leader.
Then, any uncontrolled areas containing a leader who is not disgraced can become
controlled by that leader’s side depending on:
• If it is not the leader’s home area, the owning player must make a die roll < the
rank of one leader in the area (his choice). Only one such roll is allowed per area
per turn. Add +1 to the roll for each mercenary troop strength point in the area.
• If it is the leader’s home area, it becomes controlled unless there are any
mercenaries in the area. If there are, the player needs to make a roll as above but
the leader’s rank is considered to be a 6.
Remove any Disgraced markers.

Phase 5 – Raise Troops and Place Mercenaries: Starting with the non-initiative
player, each controlled area automatically raises a number of troop strength points equal
to its Area Value. Do not assign these troops to leaders yet. The troop strength points
can be made up of infantry or special troops as follows:
Knights can only be raised in their corresponding areas and only one per turn per
eligible area. Either side can raise any knight. Note the definition of Leader Rank for
which leaders can command knights.
Gunners can only be raised in an area with an Area Value of 3 and only one per turn per
eligible area.
Longbowmen can only be raised in England and Wales. Unlike knights and gunners,
both longbowmen for England can be placed there on the same turn.
Return any mercenaries that were previously removed from the map to their home areas.

Phase 6 – Deploy Troops and Recruit Mercenaries: Starting with the non-initiative
player, unassigned troops can be deployed and unassigned mercenaries can be recruited.
You can deploy troops from one area you control to any other area you control as long
as the two areas are adjacent or are connected to each other by one or more areas you
control (i.e., along a string of adjacent areas you control).
Troops can never be deployed across an obstructed border.
Only the English player can deploy troops over a sea connection.
Do not assign deployed troops to leaders yet.
Unassigned mercenaries can be recruited in a similar fashion by moving them from their
home areas into an area you control as long as the two areas are adjacent or are
connected to each other by one or more areas you control (i.e., along a string of adjacent
areas you control). However, recruited mercenaries must be assigned to a leader
immediately.

Phase 7 – Dispose of Captured Leaders: If both captured leaders boxes are occupied,
the players must evenly exchange as many stars worth of leader ranking as possible. If
there are different possibilities for an even exchange, the initiative player decides.
Exchanged leaders are placed in this turn’s routed leaders box.
If you have one or more leaders in your enemy’s captured leaders box after the
exchange, you have two options for each leader (with the initiative player exercising
these options first):
A) You may pay ransom to free a leader by removing your control markers. You
need to remove an Area Value equal to (or greater than, although you don’t get
any change) the leader’s rank. Leaders are ransomed one at a time (i.e., you can’t
remove a 2-value area control marker to ransom two 1-star leaders). Ransomed
leaders are placed in this turn’s routed leaders box.
B) Your other option is to leave the leader in the captured leaders box and decide
again in this phase next turn. However, you will lose VPs in Phase 11.

Phase 8 – Determine Leader Death: Make a death check for each leader in play, in the
routed leaders box, and in the captured leaders boxes.
Use the leader’s turn of arrival number and roll a die on the Leader Death Chart for that
turn. Leaders that die are removed from play [EXC: flip over dead English and French
leaders to reveal the later arriving leader].
Troops from a dead leader remain on the map for now.

Phase 9 – Place Leaders: Six new leaders arrive each turn: two French, two English,
and two non-aligned.
Put all newly arriving non-aligned leaders and any non-aligned leaders in the routed
leaders box together. Starting with the non-initiative player, take turns selecting one of
these leaders, flipping it to your side, and placing it.
Note that if a non-aligned leader becomes King, it is possible that he may change sides
after being routed or ransomed. If this happens, remove the King marker from this
leader.
Then, starting with the non-initiative player, place all your newly arriving leaders and
any of your leaders from the routed leaders box.
A leader may be placed in any friendly-controlled or neutral area (even if it contains
enemy leaders) or in the leader’s home area (even if it is uncontrolled, enemy-
controlled, or it contains enemy leaders).
If a leader is placed in an area containing enemy leaders, place an Aggressor marker on
him unless there is already one in the area.
If a leader is placed in his home area, he immediately raises a number of infantry (only)
troop strength equal to his leader rank. These troops are immediately assigned to his
command. A non-aligned leader whose home area is neutral is assigned infantry troops
– not mercenaries.
If your side is without a King, your King marker is now placed on any friendly 3-star
leader of your choice (if available).

Phase 10 – Dispose of Leaderless Troops: Starting with the non-initiative player, any
unassigned troops may be assigned to leaders in the same areas. This includes
mercenaries in their home area.
Remember that a leader can only command up to three times his rank.
Remember that only 3-star leaders can command knights, with the exception that 2-star
Burgundian leaders can command Burgundian knights.
Remember that non-aligned leaders can never command gunners or knights.
After both players are done, any remaining unassigned troops are removed from the
map.
Note that a player could end up commanding unassigned troops that were raised or
deployed by his opponent.

Phase 11 – Adjust the Score: Victory points are scored as follows:


Control of an area with an Area Value of 3 2 VP
Control of England (French player only) 1 VP extra
Control of Ile de France (English player only) 1 VP extra
Control of an area with an Area Value of 1 or 2 1 VP
Enemy 3-star leader killed in battle this turn 2 VP
Enemy King killed in battle this turn 1 VP extra
Enemy 1-star or 2-star leader killed in battle this turn 1 VP
Enemy leader in your captured leaders box 1 VP per star
Adjust the VP Track by the difference in the players’ VP scores in favor of the player
with the higher total.
If either player has 30 VPs at the end of this phase, he immediately wins.
Otherwise, the player with the most VP after the last turn wins. If the VP Track is at 0
after the last turn, the game ends in a draw.

Errata: All references to placing four mercenary troops in the neutral areas should
instead state two mercenary troops.
For any contradictions between examples or the player aid card and the rules, follow the
rules.
Phase 1 – Initiative and Impulses One knight per turn per eligible area.
High roll gains initiative (ties going to last One gunner per turn per eligible area.
initiative). Impulses are 2 plus lower roll (1 Return any removed mercenaries to their areas.
plus lower roll for non-initiative player).
Phase 6 – Deploy Troops and Recruit
Phase 2 – Action Impulses Mercenaries
Move leaders, remove an enemy control marker Non-initiative player first, deploy unassigned
if you have 2 more leaders than opponent in troops and recruit unassigned mercenaries.
that area, or pass. Place aggressor markers. You can’t deploy across an obstructed border.
• Move up to 3 leaders across a river border Only the English can deploy across sea
• Move up to 2 leaders across a clear border connections.
• Move 1 leader across an obstructed border Mercenaries are assigned to a leader.
• Move 2 by sea to a friendly-controlled area
• Move 1 leader across a sea connection Phase 7 – Captured Leaders
Exchange if possible, otherwise ransom/rot.
Phase 3 – Resolve Battles
1. Determine battle commanders Phase 8 – Leader Death
2. Conduct siege (optional) Roll for all including routed and captured.
(3) + (Area Value) +/- (Bravery difference)
3. Conduct a round of battle Phase 9 – Place Leaders
a) Determine battle dice Non-initiative player first, alternate choosing
b) Determine bravery modifier and placing non-aligned leaders.
c) Resolve rolls simultaneously Non-initiative player first, place your leaders.
d) Remove losses Place in a friendly-controlled, neutral, or home
e) Removed leaders roll on the area (raising troops equal to rank in home area).
Elimination Chart If available, place your King on a 3-star leader.
f) Battle over if all leaders on one side
have been removed Phase 10 – Assign/Remove Troops
g) Non-aggressor first, players may run Non-initiative player first, assign unassigned
away. If so, battle ends after final battle troops. Remove remaining unassigned troops.
round against fleeing leaders. Leaders can command up to 3 times their rank.
h) Return to step (a) for another round 3-stars needed to command knights [EXC: 2-
unless aggressor has missed 3 times. star Burgundians for Burgundian knights].
Non-aligned can’t command gunners/knights.
Phase 4 – Determine Control of Areas
Remove Aggressor markers. Phase 11 – Adjust the Score
Control lost if occupied by an enemy leader. Control an Area Value of 3 2 VP
Non-disgraced leaders can roll for control of Control England (French) 1 VP extra
non-home areas (mercenaries adding +1 each). Control Ile de France (English) 1 VP extra
Gain control if home area [EXC: mercenaries]. Control an Area Value of 1 or 2 1 VP
Remove Disgraced markers. Enemy 3-star leader killed 2 VP
Enemy King killed 1 VP extra
Phase 5 – Raise Troops and Place Enemy 1-star or 2-star killed 1 VP
Mercenaries Enemy leader in captured box 1 VP per star
Non-initiative player first, each controlled area
raises troops equal to its Area Value.