Some time ago I decided to design my own board game. In this post you can peruse the rules of the game. I did a direct copy/paste from the word document my rules are in so some of the spacing may not look neat.

I encourage feedback or any questions/criticisms you might have to help me improve the game. The rules, like the name itself, may be subject to change in the coming weeks.

Warhold

Welcome to Warhold, a land of conflict and bloodshed. Four mighty kingdoms vie for supremacy in this land: the Human Kingdom of Light, the Elf Sacred Forest, the Dwarf Kingdom of Karak-Tor and the Orc and Goblin Kingdom of Garagban. It is upon you to help one of these kingdoms take its place as the Supreme Ruler of the land. You will be tasked with managing gold and food, fortifying and upgrading your stronghold, fighting off roaming bands of monsters and ultimately destroying your adversaries. Only the strong will survive in this game of dominance.

The Contents of this Box

What you should have in your box:

Tiles

60 Game Tiles. Each tile is split into sixteen smaller squares, these smaller squares are referred to as ‘Map Tiles’ or just ‘Tiles’. All future mention of ‘tiles’ will refer to the small squares.

Race and Monster Minis

Humans – 1 lord Uther Lighthammer, 10 pikemen, 10 crossbowmen, 6 knights, 3 onagers, 6 engineers, 6 healers

Elves – 1 Telindrial Farsight, 10 swordsmen, 10 longbowmen, 6 forest wardens, 3 trebuchets, 6 engineers, 6 healers

Dwarves – 1 Orin Stonecrusher, 10 warriors, 10 gunners, 6 boar riders, 3 cannons, 6 engineers,  6 healers

Orcs and Goblins – 1 Durbaz Bigtooth, 10 spearmen, 10 bowmen, 6 wolf riders, 3 catapults,       6 engineers, 6 healers

92 monster tokens

Stronghold, Event, Monster Reference and Unit Sheets

4 Stronghold sheets (one for each race) that detail the level of your buildings and walls within your stronghold as well as your Lord and unit stats.

1 Event sheet with Ruin Event, End of Turn Event and Defeated Monster Charts

1 Monster Reference Sheet

1 Upkeep Sheet

Dice

12 6-sided dice.

Gold, Food, Level and Wound Tokens

15 5-piece, 15 10-piece, 15 20-piece, 15 50-piece and 15 100-piece gold tokens.

50 5-piece, 15 10-piece, 15 20-piece, 15 50-piece and 15 100-piece Food tokens.

30 wound tokens

Cards

There are six different types of cards: monster, random encounter, treasure, equipment, natural disaster and glorious boon.

50 monster encounter cards

50 random encounter cards

25 treasure cards

60 equipment cards

20 disaster cards

20 glorious boon cards

Location Tiles

In addition to the above-mentioned tiles for map creation you should also have:

4 Stronghold tiles (one for each race)

2 town tiles

2 ruined town tiles

15 ruins tiles

15 bridge tiles

The Races

There are four races to choose from in Warhold. Are you an agile Elf? A powerful Dwarf? Perhaps you’re a sturdy Human or a cunning Orc. Whatever your choice your goal is to prove that your race is superior to all the others.

Each race has seven different types of units that can be trained/recruited – 4 military and 3 civilian, in addition to the lord of each race. The military units are comprised of an infantry unit, a ranged unit, a cavalry unit and a siege engine. The civilian units are comprised of workers, engineers and healers.

Unit Types

Lords:

Lords are the leaders of each race. They are powerful warriors capable of standing against several units at once. Once fully equipped they are closer to a force of natural than a mortal warrior. If your Lord falls, so does your empire.

Infantry:

Infantry units are the basic fighting unit in the game. They aren’t very strong but they can hold the line in the early game. Every empire starts with two of their infantry units and can recruit more immediately if they so desire.

Ranged:

Ranged units are not very powerful in melee combat but can add attacks to your army’s front lines from afar. Ranged units have a range of 2 when attacking and cannot be recruited until your barracks reaches level 2.

Cavalry:

Cavalry are the advanced fighters for each race. They are powerful mounted warriors capable of sowing destruction among their enemies – the pre-eminent late-game fighting unit and cannot be recruited until your barracks reaches level 3.

Siege Engines:

Siege engines are slow but powerful military units. Siege engines have various range and damage. They may not attack on turns in which they moved. Their primary use is helping to lay low enemy Strongholds and can only be built by engineers.

Workers

Workers mine gold and farm food, they are the backbone of your economy and necessary for bringing in resources to maintain your military units. There is no upkeep for workers.

Cost – 30/30

Engineers

Engineers upgrade walls and buildings, build siege engines and bridges (within 10 tiles of the stronghold). For each engineer you can perform one of these actions per turn.

Cost – 40/40  Upkeep – 0/10

Healers

Each healer in your stronghold can heal 1HP per turn. This is a free service. There is also a cleric in each town that can heal your units for a fee.

Cost – 40/40  Upkeep – 0/10

Special Note: Each army is limited to 10 infantry, 10 ranged, 6 cavalry, 3 siege engines, 6 healers and 6 engineers.

Attributes:

Each military unit has several attributes. Some units also have special rules. The attributes are:

Movement Points (M)

This attribute details how many movement points a unit can use each turn. Different terrain requires a different amount of movement. For example: plains and bridge tiles only require 1 movement point to traverse while mountain tiles require 3. Movement can only take place on an X-Y axis – unit may not move in a diagonal fashion.

To Hit Roll (H)

This attribute shows the minimum roll (on a D6) required to hit an opponent. If your unit has an H: 4 this means that when in combat you will need to roll a 4 or higher (some units/items will modify this roll) to hit your opponent. If you land a hit you will then have to roll a successful wound before your adversary loses a hit point. A roll of a natural 6 will always land a hit regardless of modifiers and a roll of a natural 1 will always miss regardless of modifiers.

To Wound Roll (W)

This attribute shows the minimum roll (on a D6) required to wound an opponent. Once you have rolled a successful hit you will then have to roll a successful wound before your opponent loses a hit point. If your unit has a W: 4 this means that you will need to roll a 4 or higher (some units/items will modify this roll) to wound your opponent. Once a successful wound has been rolled your adversary will lose 1 hit point. When a unit reaches 0 hit points they are slain and removed from the game. A roll of a natural 6 will always wound an opponent regardless of modifiers and a roll of a natural 1 will always fail to wound regardless of modifiers.

Attacks (A)

This is the number of attacks that your unit can make each combat round. A unit may never have their attacks lowered to less than 1.

Hit Points (HP)

This is the number of hit points your unit has. Hit points are lost in combat and can be regained in your stronghold if you have a healer or by paying the cleric in town. Once a unit reaches 0 hit points they are removed from the game.

Opponent Rolls (O)

This attribute is divided into two sections – ‘To Hit’ and ‘To Wound’. These numbers adjust an opponent’s combat rolls against you. For example, if you have O: -1/+1 you will lower the opponents ‘to hit’ roll by 1 (a 4 becomes a 3) but increase their ‘to wound’ roll by 1 (a 3 becomes a 4). All modifiers are cumulative.

Leadership (L)

Only the lord of each race has this attribute. This attribute is used to recruit wandering mercenaries to your army. Unlike other attributes, when you roll for this you will need to roll the number shown or under instead of over. For example, if you have an L: 4 you will need to roll a 4 or under for a successful leadership roll. Leadership rolls of a 6 are always a fail.

Special – XX

These are special rules that apply to the unit as detailed on your unit sheet.

Cost and Upkeep

This is the cost to recruit and upkeep the unit. Shown as ‘gold/fool’.

Special Note:

Anytime a rule states: “on the roll of a X” – this requires a natural roll of the number given. Modifiers do not affect these rolls.

Humans

Humans are the most common inhabitants of Warhold. Their kingdom is named The Kingdom of Light. They are an average race with few strengths or weaknesses when compared to the other races. They are sturdy, competent fighters and builders. The base line stats for the game are centered around Humans.

Special Ability: Drill Formation – If a human unit begins the turn with two adjacent allies it gains +1 Movement Point (M) for the turn.

Lord Uther Lighthammer

Uther was a curious and light-hearted child while growing up in his father’s stronghold. However, when Uther was only 9 years old his father was slain in battle against the Dwarves of Karak-Tor. From that moment onward the cheerful laughing child vanished and was replaced by a son dedicated to avenging his father. He has trained himself to become one of the strongest leaders in the land and defends his people with a burning desire to protect any of them from losing a parent the way that he did. His large stature gives him a distinct advantage in combat, allowing him to attack from angles others are incapable of.

Uther Lighthammer:  M: 7, H: 4, W: 3, A: 8, HP: 5, O: -1/0, L: 4

Special – Long Reach: May attack on a diagonal

Pikemen

Pikemen are the infantry unit for humans. They are a dependable, low-upkeep unit.

Pikemen: M: 5, H: 4, W: 4, A: 4, HP: 2, O: 0/0,

Special – Long Reach: May attack on diagonal

Cost – 40/40  Upkeep – 10/10

Crossbowmen

Crossbowmen are the ranged unit of the humans. With their unwieldy, yet powerful, crossbows they can wreak havoc among the enemy ranks.

Crossbowmen: M: 5, H: 5, W: 3, A: 3, HP: 2, O: +1/0

Cost – 50/50  Upkeep – 15/10

Knights

Knights are the elite cavalry of the humans. Sturdy and strong they can move quickly across the map to engage the enemy. They have higher hit points and attacks than the basic troops but also have a higher upkeep.

Knights: M: 7, H: 4, W: 3, A: 5, HP: 3, O: -1/0

Cost – 80/80  Upkeep – 25/20

Onager

Onagers are the siege engines of the humans. In effect an improved catapult these machines can inflict devastating damage in a large area.

Onager: M: 4, H: 5, W: 2, A: 1, HP: 3, O: +2/-2

Special – Siege Engine: This unit may not move and shoot on the same turn. Range 3. Wounds inflicted count as 3. When next to a Stronghold that Stronghold’s walls are reduced by 1 level to a minimum of 0. Multiple units with this rule stack. Siege engine attacks ignore modifiers and special rules that affect To Hit and To Wound; a siege engine will ALWAYS hit on its To Hit and To Wound stats.

Special – Spread Shot: The onager may choose to fire a ‘spread shot’ instead of a regular attack. A spread shot has the same To Hit (H) and To Wound (W) as a normal shot but will hit every unit (including friendly units) in adjacent and diagonal tiles from the target in a 3×3 grid. The center target (there must be an enemy unit targeted) must be within 3 tiles of the onager. Each unit hit from a spread shot only suffers 1 wound instead of 3. Only roll once for To Hit and To Wound – either every unit is hit or none are.

Cost – 70gold  Upkeep – 20/0

Elves

Elves are an agile, forest-dwelling race that prefer to remain isolated from the other races in their kingdom within the Sacred Forest. They have nothing but contempt for the other races and view anyone who isn’t an elf as inferior to themselves. They have an especially deep hatred for Dwarves and view them as the most loathsome of the races.

Special Ability: Forest Walkers – All Elves only spend 1 Movement Point when moving on forest tiles.

High Warden Telindrial Farsight

Telindrial, like his father before him and his father before him became a forest warden when he came of age. He guarded the borders of the Elven kingdom and repelled any interlopers. In time his deeds propelled him to the highest office and he soon found himself the leader of the wardens, and as such he took command of the Elven army. Shortly after assuming the role of High Warden a Goblin raid penetrated the forest kingdom and struck at the heart of the Elves – their royal family. Only one member, a child barely waist-high, survived the attack. Telindrial has been given the role of Regent by the High Council until the child comes of age. He has vowed to never fail in his duties again.

Telindrial Farsight: M: 8, H: 3, W: 4, A: 7, HP: 5, L5, O: -1/0,

Special – Inspiration: All allied units within 1 tile (not on a diagonal) receive +1 attack.

Swordsman

Elven Swordsmen are the infantry of the Elves. They are agile and fast but fragile. Although they can cause severe damage among the enemy they take wounds easily.

Swordsmen: M: 5, H: 3, W: 4, A: 4, HP: 2, O: 0/+1

Cost – 40/40  Upkeep – 10/10

Longbowmen

Longbowmen are the ranged unit of the Elves. They differ from other ranged units by way of their speed and mastery of the longbow. They can appear and strike before the enemy even knows they are there.

Longbowman: M: 5, H: 3, W: 5, A: 3, HP: 2, O: 0/+1

Special – Bow Mastery: Ignore all negative modifiers To Hit

Cost – 50/50  Upkeep – 15/10

Forest Warden

Forest Wardens are the elite cavalry of the Elves. They patrol the boarders of the kingdom on their swift steeds and ensure no trespassers live to describe the Sacred Forest. They are strong fighters with a high upkeep.

Forest Warden: M: 8, H: 3, W: 4, A: 5, HP: 3, O: -1/0

Cost – 80/80  Upkeep – 25/20

Trebuchet

Trebuchets are the siege engines of the elves.

Trebuchet: M: 4, H: 5, W: 2, A: 1, HP: 3, O: +2/-2

Special – Siege Engine: This unit may not move and shoot on the same turn. Range 3. Wounds inflicted count as 3 wounds. When next to a Stronghold that Stronghold’s walls are reduced 1 level to a minimum of 0. Multiple units with this rule stack. Siege engine attacks ignore modifiers and special rules that affect To Hit and To Wound; a siege engine will ALWAYS hit on its To Hit and To Wound stats.

Special – Long Shot: Trebuchets may choose to fire a Long Shot instead of its regular attack. A long shot has a range of 5 but only inflicts 2 wounds instead of 3.

Cost – 70gold  Upkeep – 20/0

Dwarves

Dwarves are a sturdy and strong race that live in the mountain stronghold of Karak-Tor. The Dwarves are narcissistic, gold-loving loners. They prefer to stick to their own kind and rarely mingle with anyone from another race. They look down on the other races and have an especially strong hatred of Orcs and Goblins, who covet the gold of the Dwarves and look for ways to take it for their own.

Special Ability: Mountain Dwellers – The Dwarf player may place his stronghold on mountains. All Dwarves only spend 1 Movement Points to traverse mountain tiles.

King Orin Stonecrusher

Orin Stonecrusher received his name as a young Dwarf forging weapons. As the crown prince he was exempt from physical labor but took a great deal of pleasure in creating weapons for his father’s army. By the time he was twenty he was so strong that he could crush stones in his bare hands. Upon his father’s death Orin assumed the throne and immediately set about expanding his kingdom. New mine tunnels were opened and the army was expanded. In time the young king invaded the Human kingdom nearby and in the ensuing war he killed the leader of the human force – Uther Lighthammer’s father. Eventually the human army drove the Dwarves off and Orin returned to Karak-Tor. Since that time he’s been biding his time and waiting for another opportunity to move on the human kingdom.

Orin Stonecrusher: M: 6, H: 4, W: 3, A: 7, HP: 5, L: 4, O: 0/-1

Special – King of Mountains: Orin Stonecrusher gains 2 additional attacks when on mountain tiles.

Warriors

Dwarf Warriors are the infantry of the Dwarf nation. They are strong and determined fighters – the toughest dwarves there are. They are fiercely loyal to their king. Warriors have the highest upkeep of any infantry unit in Warhold.

Warriors: M: 4, H: 4, W: 3, A: 4, HP: 2, O: 0/0

Cost – 50/50  Upkeep – 15/10

Gunners

Dwarf Gunners are the ranged unit of the Dwarf army and are the backbone of the Dwarf army. With the most powerful ranged weapon in Warhold they come with an incredibly high price. They have the highest upkeep of any ranged unit in Warhold.

Gunner: M: 4, H: 4, W: 3, A: 3, HP: 2, O: +1/0

Special – Gunpowder Shot: Gunners can attack targets three tiles away

Cost – 60/60  Upkeep – 20/15

Boar Riders

Dwarf Boar Riders are the cavalry unit of the Dwarves. Riding boars raised in the mountain fastness of Karak-Tor they are a fearsome sight to behold. Many armies have turned and run when faced with a unit of charging Boar Riders. They have the highest upkeep of any cavalry in Warhold.

Boar Rider: M: 6, H: 3, W: 3, A: 5, HP: 3, O: 0/-1

Cost – 90/90  Upkeep – 30/25

Cannons

Cannons are the siege engines of the Dwarves.

Cannon: M: 4, H: 5, W: 2, A: 1, HP: 3, O: +2/-2

Special – Canon: This unit may not move and shoot on the same turn. When next to a Stronghold that Stronghold’s walls are reduced 1 level to a minimum of 0. Multiple units with this rule stack. There is no upkeep for this unit. Siege engine attacks ignore modifiers and special rules that affect To Hit and To Wound; a siege engine will ALWAYS hit on its To Hit and To Wound stats. Cannons have a range of 4 and cause 3 wounds for each wound inflicted.

Special Rule – Grapeshot: Range 1. When firing a Grapeshot a cannon has 6 attacks. Each attack only causes 1 wound.

Cost – 80gold  Upkeep – 25/0

Orcs and Goblins

Orcs and Goblins are an unruly lot living in squalor within the stronghold of Garagban. They follow only the strong and then only until someone stronger comes along. They have little loyalty and less scruples. They raid, pillage and steal at will and hold no race in high esteem, not even their own. They live only to kill and loot and care little about life.

Special Ability: Horde – Orcs and Goblins may have 2 units of the same type (except catapults) on each tile instead of 1.

Warboss Durbaz Bigtooth

Gorbad Bigtooth is the latest in a long line of ruthless leaders among the Orcs and Goblins. He claimed his position in the usual way – killing the previous leader in cold blood. He has little to recommend himself as leader besides being bigger, meaner and more bloodthirsty than his brethren. He despises all races (including his own) and thinks only of the next town he is going to raid, the next stronghold he is going to loot and the next victim he is going to kill.

Durbaz Bigtooth: M: 7, H: 4, W: 3, A: 8, HP: 5, L: 3, O: 0/-1

Special – Uncaring: If Durbaz takes a wound he may apply it to a friendly unit in a tile next to him instead.

Spearmen

Goblin Spearmen are the infantry unit of Orcs and Goblins. Little more than cannon fodder they are trotted out in large numbers and have an extremely high fatality rate.

Spearmen: M: 5, H: 5, W: 4, A: 3, HP: 2, O: +1/0

Cost – 30/30  Upkeep – 5/10

Bowmen

Goblin Bowmen are the ranged unit for Orcs and Goblins. Effectively spearmen with bows they have little skill and little expectation of surviving a fight. Their only strength lies in the numbers that can be fielded.

Bowmen: M: 5, H: 4, W: 5, A: 2, HP: 2, O: +1/0

Cost – 40/40  Upkeep – 10/10

Wolf Riders

Orc Wolf Riders are the cavalry unit for Orcs and Goblins. They are the only effective fighters among the Horde and every leader of Garagban has been a Wolf Rider who deposed his predecessor. Although not as strong as other cavalry units they are cheaper to train and to upkeep.

Wolf Rider: M: 7, H: 4, W: 4, A: 5, HP: 3, O: 0/-1

Cost – 70/70  Upkeep – 20/20

Catapults

Catapults are the siege engine of Orcs and Goblins.

Catapults: M: 4, H: 5, W: 2, A: 1, HP: 3, O: +2/-2

Special – Siege Engine: This unit may not move and shoot on the same turn. Range 3. Each wound inflicted counts as 3. When next to a stronghold that strongholds walls are reduced 1 level to a minimum of 0. Multiple units with this rule stack. There is no upkeep for this unit. Siege engine attacks ignore modifiers and special rules that affect To Hit and To Wound; a siege engine will ALWAYS hit on its To Hit and To Wound stats.

Special – Cross Hit: This unit may make a Cross Hit attack instead of its regular attack. A Cross Hit attack hits the target as well as every adjacent unit (including friendly units). The center target (there must be an enemy unit targeted) must be within 3 tiles. Cross Hit attacks only inflict 1 wound to each target instead of 3. Only roll once for To Hit and To Wound – either all targets are hit or none are.

Cost – 60gold  Upkeep – 15/0

Monsters

In the land of Warhold monsters range from simple, non-threatening zombies to serious threats like a Demon Lord. With a little bit of bad luck it’s entirely possible that the wrong monster card could knock a player out of the game right at the start. Monsters are pervasive, roaming fiends that delight in destroying Towns and Strongholds and are always up for a fight with the player character units. There are three categories of monster: Lord, Large and Small.

Lords

Lord Monsters are the toughest of the tough. Able to take on a player Lord and have a decent chance at winning the fight they are the most feared of the monster hordes.

Black Knight

The Black Knight is a wandering demon that inflict devastating blows on his opponent. With armor grafted to his body he makes for a difficult enemy to wound.

Black Knight: M: 5, H: 4, W: 2, A: 5, HP: 5, O: 0/-2

Special – Black Knight: Ignores all negative To Wound modifiers.

Demon Lord

From the darkest pits rises a Demon Lord of fearsome power. Agile and strong this monster lord is capable of bringing low the most powerful Lord.

Demon Lord: M: 6, H: 3, W: 3, A: 6, HP: 5, O: -1/-1

Special – Demon Lord: Every wound caused by this unit counts as two.

Dragon

Among the most fearsome beasts to roam Warhold, dragons have destroyed entire Towns and Stongholds on their own.

Dragon: M: 8, H: 4, W: 3, A: 4, HP: 5, O: -1/-1

Special – Dragon Breath: Range 3. To Hit rolls of 6 wound automatically.

Large

Large monsters are not quite as devastating as Lord monsters but can still pack a punch, especially when fighting your weaker troops. They are more numerous than Lord monsters but still not all that common.

Giants

These behemoths roam the land looking for plunder and food. And they’re not picky. They also learned a long time ago that the tiny beings they prey upon can injure and even kill them if they get too close. As such they’ve taken to stealing ballistae from castles and battlefields to attack from a distance.

Giant: M: 6, H: 4, W: 3, A: 3, HP: 3, O: 0/-1

Special – Ballista: Range 2. When attacking an adjacent enemy the attack also hits the enemy directly behind the first target.

Minotaurs

Minotaurs are large, strong creatures with a firm understanding of weapons and combat. They charge into battle while swinging their deadly horns about and then pounce on anyone quick enough to avoid their initial charge.

Minotaur: M: 6, H: 4, W: 3, A: 4, HP: 3, O: 0/-1

Special – Bull Charge: This unit strikes first in player combat phases.

Ogres

Ogres are slow-moving, gluttonous beings who rarely think beyond their next meal. They prey on those smaller than them and have yet to learn that their obesity makes them an easy target for a skilled warrior.

Ogre: M: 6, H: 4, W: 3, A: 3, HP: 3, O: 0/-1

Special – Fatty: Units may attack this unit as if they were 1 tile closer.

Trolls

Trolls are disgusting creatures with a mind even more stunted than those of Ogres. This in no way impacts their ability to deal damage and kill those who annoy them. They often keep Hell Hounds as pets, finding the vicious dog-like creatures good companions and hunting partners.

Troll: M: 6, H: 4, W: 4, A: 4, HP: 3, O: 0/-1

Small

Small monsters are by far the most common in Warhold. Although not as strong as their larger brethren they can still end the lives of those unwary travelers who take their threat too lightly. They have also learned to travel in groups to better protect themselves and slay their prey.

Assassins

Assassins are stealthy fighters who have perfected targeting vital areas on the body.

Assassin: M: 5, H: 3, W: 4, A: 3, HP: 2, O: -1/0

Special – Deathblow: To Wound rolls of a 6 cause 2 wounds

Bandits

Bandits are humans who have fled civilization for a life of assault and theft. They pose little threat on their own but in numbers can be dangerous.

Bandit: M: 5, H: 5, W: 4, A: 3, HP: 2, O: 0/0

Beastmen

Beastmen are brawny half-breeds with tremendous strength. Their power is balanced by their almost complete lack of intelligence. They’ll attack anything they come across – including the odd tree that looks at them the wrong way.

Beastman: M: 5, H: 4, W: 3, A: 2, HP: 2, O: 0/0

Hell Hounds

Hell Hounds are demonic canines who glory in the hunt and the kill. Often found in packs a solo Hell Hound is little threat. These creatures are common pets of other monsters.

Hell Hound: M: 7, H: 4, W: 4, A: 2, HP: 2, O: 0/0

Imps

Imps are lesser demons that are annoyingly difficult to hold down in one place. Flitting from one location to another they often avoid capture and death while playing deadly pranks on unsuspecting civilians.

Imp: M: 5, H: 4, W: 4, A: 2, HP: 2, O: 0/0

Special – Trickster: Only To Hit rolls of 6 hit imps.

Ratmen

Another bastard half-breed Ratmen live in the sewers beneath towns and villages all over Warhold. Natural cowards they rarely challenge a stronger foe unless numbers are overwhelmingly on their side.

Ratman: M: 5, H: 5, W: 5, A: 3, HP: 2, O: 0/+1

Skeletons

Skeletons are the magically animated remains of living warriors. Powerful in life they now live a tortured existence whose only solace is dragging the living down into death. Slow but deadly these undead fighters roam the most unexpected locals in Warhold.

Skeleton: M: 4, H: 5, W: 5, A: 2, HP: 2, O: +1/0

Snipers

Snipers are deadly archers who sell their services to the highest bidder. In effect ranged assassins these marksmen have proven their worth to their buyers again and again.

Sniper: M: 5, H: 3, W: 4, A: 2, HP: 2, O: -1/0

Special – Dark Shot: Range 2. To Hit rolls of 6 wound automatically.

Wraiths

Wraiths are otherworldly beings filled with pain and rage. They hunt down living beings in a futile attempt to lessen their own pain. Ethereal creatures from the great beyond they are difficult, in some cases impossible, to kill.

Wraith: M: 6, H: 4, W: 4, A: 2, HP: 2, O: 0/0

Special – Ethereal: Only To Wound rolls of 6 will wound Wraiths.

Zombies

The least fearsome of monsters in Warhold, Zombies shamble through the world in mindless hunger. Often grouping together they follow each other across the land hoping that one of the others knows where they are going and what they’ll find there.

Zombie: M: 4, H: 6, W: 6, A: 1, HP: 2, O: +2/0

Whenever you kill a monster you can roll of the ‘Defeated Monster’ chart for the appropriate class of monster (small, large, lord) to see if the monster had anything of value upon it.

Defeated Monster Charts

Small: 1-4  – Nothing,   5 – 10gold,   6 – 20gold

Large: 1-3 – Nothing,   4 – 20gold,   5 – 30gold,   6 – 40gold

Lord: 1-3 – 25gold,   4-5 – 50gold,   6 – 50gold + Equipment Card

Special Note:

Monsters can move on any tile type for only 1 Movement Point (M). Monsters cannot move on water unless they can fly. Flying monsters can move over water but cannot land on water tiles at the end of their movement.

The Map

The map consists of plains, forest, mountains and water tiles. Movement on a plains tile costs 1 movement point (M), on a forest is 2M and on a mountain tile is 3M. Due to the weight of arms and armor no movement is possible on water tiles. In addition to the type of terrain there are also the Strongholds of each race in the game, 1 or 2 towns, bridges and various ruins that can be explored. Every map tile may only have 1 unit on it. Units from the same race can move through allied units or exchange places (provided both units have enough movement points) but enemy units must move around.

Plains

Plains tiles are yellow-green, grassy, easy-to-traverse squares. To move across a plains tile only takes 1 movement point.

Forests

Forest tiles are deep green, tree-covered squares. To move across a forest tile it requires 2 movement points.

Mountains

Mountains are grey, mountain-covered squares. To move across a mountain tile requires 3 movement points.

Water

Water tiles are a deep blue. Water tiles can be anything from a single square (pond), group of squares (lake) or a line across the map (river). Due to the armor and weapons of the units no movement on water tiles is allowed.

Special Note:

The movement cost for any tile cannot drop below 1.

Bridges

Bridges provide movement across water. Moving across a bridge only requires 1 Movement Point. Bridges can be built by engineers and can be built on any water tile that connects to land or another bridge tile on at least one side. It is possible for bridges to span lakes.

Strongholds

Each player starts the game with a Stronghold. This is your base of operations – it’s where you train your military units and purchase your civilians. It also provides you with a base income in gold and food. Excess gold and food can be stored indefinitely or until needed.

Within each stronghold is a gold mine, farm, barracks, walls and keep or castle. Tiles within a stronghold cost 1 Movement Point to travel upon.

Gold Mines

Gold mines produce your gold. Gold is required to train/recruit units, upkeep your military units, buy equipment, purchase food and pay for healing in towns. A level 1 gold mine produces 40 gold per worker. A level 2 gold mine produces 60 gold per worker. A level 3 gold mine produces 80 gold per worker.

Farms

Farms produce food. Food is required to train/recruit units and upkeep your military and civilian units. Food can also be sold for extra gold. A level 1 farm produces 40 food per worker. A level 2 farm produces 60 food per worker. A level 3 farm produces 80 food per worker.

Barracks

A barracks trains military units. Each turn during the Upkeep Phase you can train military units for gold and food. The type and number of units you can train depends on your barracks level. A level 1 barracks is limited to training infantry. A level 2 barracks can train infantry and ranged units. A level 3 barracks can train infantry, ranged and cavalry units.

Walls

Walls give protection to the units guarding your stronghold. For each level your walls provide bonuses to you Opponent Roll (O) stat when your units inside your stronghold are being attacked by enemy units outside your stronghold. Your units do not receive any bonus from your walls for attacks made from enemy units within your stronghold. Level 1 walls provide a bonus of -1/0. Level 2 walls provide a bonus of -2/0. Level 3 walls provide a bonus of -3/-1. Walls will benefit any units that are inside the Stronghold and being attacked from a unit outside the walls, including monsters or other player units that have managed to get inside the Stronghold.

Each of the previous four buildings can be upgraded to level 3 to provide greater benefits. The cost to upgrade a building to level 2 is 75gold and the cost to upgrade a building to level 3 is 150gold.

Your Keep/Castle only has one level and cannot be upgraded. All civilian units (workers, engineers and healers) are trained at the keep/castle. The slots on the keep/castle are for healers and engineers. There are four slots, any combination of healers/engineers can be placed in the keep/castle. Once all slots are filled no more civilians of these types can be recruited.

Towns

Every map will have at least one town. A town is a neutral area where no fighting can take place, although fights can happen directly outside the town limits. Every map tile within the town may have one unit on it, however, unlike elsewhere on the map units from different races can move through each other on town tiles. No attacks may be made against or from units on a town tile, except against monsters. This includes attacks of opportunity.

Each town has a healer, an equipment merchant and a food merchant. While in a town the player may pay to have lost HP restored or visit the merchants to buy/sell items.

Town tiles cost 1 Movement point to travel upon.

Town Healer

Any unit you control that is within a town may pay to have wounds healed. There is no limit to how many wounds/units a town healer can heal within one turn. The cost for each wound to be healed is 25gold.

Equipment Merchant

The equipment merchant in town sells and buys equipment. You may only ever purchase or sell equipment if your Lord is in the town. On a turn that you wish to buy equipment and your Lord is in town turn over the top 3 cards of the equipment deck. These are the items the merchant has for sale this turn. At the end of the turn place any equipment that was not purchased in the equipment discard pile, they are no longer available for sale. The buy and sell price for each piece of equipment is listed on the card.

Food Merchant

The food merchant buys and sells food. You must have at least 1 unit in town, of any type, to buy or sell food. The merchant sells 5 food for 10 gold. There is no limit on how many bundles of food you can buy in one turn. The merchant also buys 10 food for 5 gold. There is no limit on how many bundles of food you can sell each turn.

Ruins

The game will start with 3 ruins/player on the map.

Ruins may be explored by players for the chance to find gold or items. Alternatively ruins may also contain monsters.

Ruin Tiles cost 1 Movement Point to travel upon.

Setup

The first step to setting up a game of Warhold is to create a map with the tiles provided. You are encouraged to make maps that include all types of terrain (plains, forests, mountains and water), however, you retain creative control so whatever map you create, provided all players approve, is a playable map. The map can be created by one of the players or can be assembled with each player taking turns to place a tile on the playing surface. Any rivers on the map should include at least one bridge at the start of the game.

There is no set map size. The map can be as large or small as you desire provided there is enough room for all Ruins and Stronghold placement. The map is created by placing Game Tiles next to one another before the game begins. All players should agree on the layout of the map. Setting up the map can be half the fun with new variations on map design possible every game. Players should feel free to experiment with map layout and keep favorite designs in mind for future games. Maps can be any shape.

Below are three example maps that can be made with the tiles provided:

Once the map is complete shuffle and place the six card decks next to the map. As cards are used create discard piles for each deck. If any deck runs out of cards shuffle the discard pile and replace the deck.

After the map is complete and agreed upon a town tile (two if it is a 3 or 4 person game) needs to be placed. Towns can be placed anywhere on the map, however, it is usually best to place them in a neutral location. After town placement each player places two ruin tiles upon the map. Ruins cannot be placed within 7 tiles of another ruin tile and cannot be placed directly adjacent to a town. Neither towns nor ruin tiles may be placed on water tiles.

Once ruin tiles have been placed the players each roll a D6. The player with the highest roll chooses their race and places their stronghold, followed by the player with the second highest roll and so on. No stronghold can be placed directly adjacent to a ruin tile or within 10 tiles of a town or another Stronghold. No Stronghold may be placed on mountain or water tiles. If placement of Strongholds becomes an issue because of other Strongholds, Towns or Ruin tiles the players should agree on moving a Ruin or Town tile to accommodate all Strongholds on the map.

Each player is then issued their lord, 2 infantry units for their race, 100 food and 100 gold. Every player should then place their units within their stronghold on the map. On your Stronghold sheet the plastic sliders should all be set on level 1 of your mine, farm, barracks and walls. On your fame and mine your workers should also be set to level 1. Your mine and farm can never drop below 1 worker a piece for any reason. Place your slider on ‘0’ of your lords hit points on your unit sheet. For each wound taken move the slider to the next number, when the slider reaches ‘5’ your lord is slain. These will be used to keep track of your building levels, number of workers and your lords hit points.

Once setup is complete the players each roll a six-sided die. The player with the highest roll gets the first turn with the player to his left going next and so on in a clockwise fashion. After each full rotation (when every player has finished their turn) there is a Monster Turn.

The Turn

Each player turn consists of four phases: upkeep, movement, combat and end of turn.

Upkeep

Starting with the first turn every race will have an upkeep phase to start their turn. During the upkeep phase complete the following sub-phases in this order:

  • Gather gold and food
  • Pay your troops upkeep cost (gold and food)
  • Train/recruit units and place them on your Stronghold and Upgrade buildings, build siege engines and bridges
  • Buy items/healing if a unit is on a town tile and heal units in your stronghold
  • Equip any items on your Lord

1. At the beginning of the Upkeep phase you will gather your gold. Check your gold mine level and note how much output per worker and how many workers are on your mine to determine how much gold you receive. Do the same with your farm to see how much food you receive.

2. Next, check the ‘Upkeep Reference’ sheet for the upkeep costs of your troops and civilians, multiply it by the number of each troop type and subtract the needed food and gold from your inventory. If you cannot pay all of your troops you will have to decide which troops to pay – any troops or civilians that go without food or gold will desert your army – remove them from the map or stronghold sheet. You may choose which specific troops go without pay/food. On any turn you may decide not to pay an upkeep cost for a unit (even if you have the gold and food) if they are no longer needed/wanted.

3. Once your gathering and upkeep is finished you may pay to train new troops or civilians in your stronghold provided you have enough money and the correct level of barracks. You will also require a space to place your civilians on your Stronghold Sheet or a free tile in your Stronghold Tile to place any military units. If you do not have a free tile for the unit you may not train it. Troops and civilians purchased do not need to be paid upkeep the turn they are recruited. Place your new recruits on your Stronghold (military units on the map and civilians on your Stronghold Sheet).

During upkeep workers can also be moved from the mine to the farm or vice-versa as long as each maintains at least 1 worker. Civilians cannot be moved from one Stronghold to another when a player controls more than 1 Stronghold.

 Upgrade the buildings in your stronghold. You will need an engineer to upgrade buildings. Each engineer can only take one action per turn. Example: if you only have one engineer you can upgrade your barracks but no other building, you also may not build a siege engine or bridge this turn. Engineers may only build one tile of bridge per turn and only on water spaces within 10 tiles of your stronghold. You may use engineers the turn they are recruited to upgrade buildings or build siege engines or bridges. Barracks upgrades allow recruitment of the new unit the turn it is upgraded. In effect you can recruit an engineer, upgrade a barracks and recruit the new unit available all in one turn!

4. If you have any units in a town you may now buy (or sell) items from the merchants or pay to have your troops healed. You may also heal any wounds you have taken on troops that are in your stronghold if you have a healer. Only 1 wound per turn (on only 1 unit) can be healed by each healer within your stronghold.

5. Equip any equipment you have on your Lord. You may only equip equipment during your Upkeep.

Special Note:

If there are any enemy (player or monster) units within your stronghold (and you have military units in your Stronghold) you may not gather any gold or food, may not train/recruit units, may not upgrade buildings, build siege equipment or bridges. You may use your healers to heal your units as normal. You must still pay Upkeep to your units as normal.

Movement

Once upkeep is finished you may move all of your troops that are in the field. Consult your unit sheet to see the movement points for each troop type and the cost for each tile type. You may choose not to move troops if you so desire. Only 1 unit is allowed per tile. Orcs and Goblins may have 2 troops of the same troop type per tile anywhere on the map, including within their Stronghold. This means that new units may be placed on a stronghold tile that already has a unit.

Units that end their turn on a tile in range of an enemy (the tile beside an enemy for non-ranged units and 2 tiles away for ranged) will be able to attack during the next phase.

Any unit that is next to an enemy unit may move as normal, HOWEVER, when moving out of a tile next to an enemy the enemy may make an ‘attack of opportunity’ before the unit is moved. If the unit is slain remove it from the map.

If a unit ends its movement on a ruin tile roll a D6 once all of your movement is finished, but before combat begins, and consult the ‘Ruin Event’ chart. Take any treasure or equipment cards issued from the ‘Ruin Event’ chart or place a monster. If #2 is rolled on the Ruin Event chart place the monster and then draw a treasure card and place it face down on the map next to the ruins. The card is not claimed until the monster is killed. If the monster defeats the player unit the treasure card will remain in play until a player moves onto the ruins tile to claim it. The new unit does not need to kill the monster unit, only move onto the Ruin tile. Once the treasure/equipment has been claimed or the monster has been killed remove the ruin tile from the map.

When a monster is placed on the map you must place it next to the ruin if possible – if there are already units on all 4 of the adjacent tiles place the monster as near to the ruin as possible. Monsters may never be placed on water or Stronghold tiles.

Once all movement is finished the phase ends and the combat phase begins.

Ruin Event Chart

1 – Draw a Monster Encounter Card

2 – Draw a Monster Encounter and a Treasure Card

3-4 – Draw a Treasure Card

5 – Draw an Equipment Card

6 – Draw a Treasure and an Equipment Card

Attacks of Opportunity:

An attack of opportunity is made when a unit moves from a tile next to an enemy unit to another tile. When a unit makes an attack of opportunity it uses all of its attacks with the To Hit (H) and To Wound (W) modifiers as normal. Each unit may only make attacks of opportunity once per turn and must make it on the first unit moving away from a tile next to it. Ranged and Siege units may not make attacks of opportunity. Attacks of opportunity may not be made against units within a Stronghold or Town. A unit can make attacks of opportunity on each player turn, and monster turn. Monsters may make attacks of opportunity. Counter attacks may be made by units that have made attacks of opportunity that turn.

Combat

At the start of the combat phase locate all units that are within range of an enemy unit. Every unit may only attack units on tiles directly adjacent to them, except for ranged units which can attack units that are adjacent or two tiles away, or siege engines which have their own ranged rules. Attacks on a diagonal count as two tiles away. All units may attack on turns in which they moved except Siege Engines which may only attack if they have not moved.

Choose a unit to attack with and roll a number of D6 equal to the number of attacks on the unit’s profile. If there are multiple units of the same type attacking the same target you may roll their attacks together. Example: three pikemen attack a troll. Instead of rolling 4D6 three separate times you may roll 12D6 once.

If one unit is attacking multiple units of the same type (ie. your Lord is next to 3 hell hounds) you do not need to specify which attacks go towards which enemy but may instead roll all of your attacks at once and apply the wounds to the unit you wish to kill first with any remaining wounds applied to the next unit you wish to kill and so on. Attacks may not be made in this fashion if there are separate modifiers on the attacking or defending units (for example if there is one unit in a Stronghold and one without).

Two successful rolls are required to cause a wound on an enemy unit – a roll to hit and a roll to wound. Roll a D6 for each attack and consult your ‘to hit’ (H) attribute. If you have H: 4 you need a 4 or above to score a successful hit. Be sure to take into account any modifiers from attributes (the enemy units first attribute number in O: x/x), walls or equipment. For each successful hit roll a D6 and consult your unit’s ‘to wound’ (W) number. You will need to roll the number shown or above to score a successful wound. For each successful wound rolled add a wound token to the enemy unit. When a unit has as many wound tokens as it does hit points the unit is slain and removed from play.

Units may split their attacks up between different types of units or different players’ units in any combination the controlling player wishes.

At the end of combat if the player has slain any monsters they may roll on the ‘Defeated Monster’ chart for the monster type (small, large or lord) that was slain and receive the reward (if any) that corresponds to the player’s roll.

Once all of the current player’s units have attacked, identify all the enemy units that are within attacking distance of his units. Any enemy units, from all opponents, that are still alive and within attack range may now make counter attacks – even if they were not the target of attacks themselves (ie. ranged units that are too far away to have been attacked but within two tiles may make counter attacks). Any monsters within range may also make counter attacks. The process is the same as when the current player rolled their attacks. Units may make counter attacks during each player (and monster) turn. So a unit may make numerous counter attacks before their turn comes. Once all counter attacks have been rolled the combat phase is over.

Special Note:

If a Lord is slain by another player that player may claim the dead Lord’s equipment (both equipped and unequipped) for their own.

End of Turn

During the end of turn phase the current player will roll on the ‘End of Turn’ chart. Draw a card from the stack indicated on the chart and follow the instructions. If a Monster Encounter card is drawn place the monster token next to your Lord or, if all spaces next to your Lord are occupied, place the monster token as near your Lord as you are able. Monsters placed this way cannot be placed in a Stronghold or on water but must still be placed as near to your Lord as possible. The first round of combat for this encounter will take place during the Monster Turn.

Any Random Encounter cards that result in a monster or group of monsters being placed within a set range must be placed within that range from your Lord. There is no range limit to other player units, towns or strongholds – ie. as long as the monsters are placed within the specified range they can be placed as near to (even beside) other player units as you like. They may not be placed inside a Stronghold or Town but may be placed next to one. In the case of a group of monsters all the monsters must be placed adjacent to at least one other monster from their card, excepting the first monster placed. Monsters may never be placed on water tiles. Any military units recruited during this phase by your Lord’s leadership must be placed next to your Lord or as near as possible.

Special Note:

There must always be at least 1 worker on both the farm and mine. Any cards that reduce the number of workers or civilians in a Stronghold cannot reduce the number of workers in the mine or farm below 1. If civilians must be removed the player will have to remove other civilians (healers and engineers) instead of removing the last worker in either the farm or mine. If there are no other civilians to be removed the controlling player does not remove the last worker in either the farm or the mine.

End of Turn Event Chart

1 – Draw a Disaster Card

2 – Draw a Monster Encounter Card

3-5 – Draw a Random Encounter Card

6 – Draw a Glorious Boon Card

Seizing Strongholds

If a player has military units in another players Stronghold and that player has none of their own units inside, the Stronghold comes under the control of the attacking player.

When a Stronghold comes under the control of another player (including if the original owner regains control from another player) reduce all the building levels by 1, to a minimum of 1, and remove all civilians from the Stronghold Sheet – except the last workers on both the mine and farm.

The new controlling player may now recruit civilians, gather gold/food, upgrade the buildings and train their military units in their new Stronghold. They may only train their own military units, not the units of the conquered Stronghold’s player.

Players who have lost their Stronghold are not out of the game and may try to reclaim it as long as they have enough gold and food to pay for their upkeep costs. Only when the player can no longer pay for at least 1 unit do they become ‘Dethroned’ and are removed from the game. In other words: the loss of an original Stronghold does not result in a defeat for the player, although it does portend the coming of the end if they control no other Strongholds.

Monster Turn

Once all players have finished their turn there is a ‘Monster Turn’. A helpful way to remember when the Monster Turn takes place is to position the ‘Monster Reference’ sheet between the first and last players to have their turns. The Monster Turn only has two phases: movement and combat.

Movement

During the movement phase any monsters that are not next to a player unit, or on a Town or Stronghold tile, will immediately make a move towards the closest: player unit, Stronghold or Town. If a unit, Stronghold and Town tile are the same distance away the monster will move towards the unit first and then the Stronghold tile. If two or more units are the same distance away the monster will always move towards the lesser troop type (first infantry, then ranged, cavalry, siege machines and finally Lords). If two or more of the same type of unit are an equal distance away the monster will first move towards a wounded unit. If neither unit is wounded roll a D6 to randomize which one the monster will move towards. If the monster moves next to a unit or Stronghold/Town (with a unit inside) it will stop and attack the unit during the combat phase. Monsters with ranged attacks will move until they are within range for their attacks and then stop. If it moves next to a Stronghold and there are no units on the adjacent tile the monster will move into the Stronghold before stopping. If the monster moves towards a Town and there are no units on the tile inside the Town the monster will move into the Town before stopping. Monsters on Town or Stronghold tiles do not make a move. Monsters will always move to the most advantageous tile if there is a choice of movements – ie. a monster will not put itself between two units if it can move to the nearest unit by another path of equal distance where it will only be adjacent to one unit.

If a Town or Stronghold has more than half its tiles occupied (3 Stronghold tiles or 4 Town tiles) by a monster at the end of the movement phase in the Monster Turn, and there are no player units in the Town or Stronghold, it is destroyed. In the case of a town the tile is replaced with a ‘Ruined Town’ tile. This tile has no special rules and each tile only costs 1 Movement Point to traverse. No actions may be taken in a Ruined Town during the Upkeep phase and Ruined Towns may never be reclaimed and restored, though the monsters inside can be slain. Destroyed strongholds are replaced with 4 Ruin tiles. Monsters will not linger in Ruins or Ruined Towns but will instead seek out new destruction. Monsters will move as normal if on a Ruin or Ruined Town tile.

If a Town or Stronghold has a monster on one or more of its tiles but not yet half and there are a number of monsters nearby, only enough (the closest monsters will move first) to cover half + 1 of the tiles and destroy the Stronghold or Town will move in that direction. The rest will then identify a new target and start to move towards it. If there is a question of which path a monster will take the player furthest away should decide the most advantageous route for the monster.

Combat

The combat phase for monsters operates the same as those for players. The monsters will strike first and then any player units still alive may counter attack. If there is a choice between targets for the monsters during the combat phase (whether during the monster turn or a player turn) the monster will always choose the weakest opponent to strike (infantry first, then ranged units, cavalry, siege engines and finally Lords). If there is a choice between two of the same type of unit the monster will first attack any wounded unit. If no units are wounded roll to randomize which one the monster will attack. Monsters do not have a unit type. Monsters will never move towards or attack other monsters.

Players should try to be fair in deciding which monsters attack first so that the monsters benefit the most by attack order.

A Note on Placement

If monsters are being placed (NOT by a player from a random encounter card) and have a choice of tiles to be placed on they will always be placed on a tile next to, or as close to, a weaker unit type if possible. They must be placed next to a unit if possible before being placed near to a weaker unit that is a tile or more away.

Winning the Game

There is only one way to win the game:

Be the last Lord alive by either killing the other Lords, having them slain by monsters or by the other Lords being ‘dethroned’.

Being Dethroned

If at any time during a players Upkeep they have no Stronghold and no military units they cease to be a Lord and are removed from the game. That player has lost.

If a Lord has been slain, or dethroned, immediately remove all military units in the field, civilians from the keep and reduce the workers in the mine and farm to 1 in the slain Lord’s Stronghold. Any military units within the Stronghold remain in play. The player is out of the game but their Stronghold cannot be claimed by another player until the remaining units within the Stronghold are slain. The units within the Stronghold will not move but will attack, make attacks of opportunity and counter attack. The Lordless units make their attacks during the Monster Turn.

A Note on Fun

Always keep in mind that Warhold is meant to be played for fun. This means that if your player group would like to make house rules, infer different meanings to the rules than those intended or add to the game in any way feel free to do so. It’s all about having fun after all. House rules or rule adjustments should not be unilaterally imposed by one player on the others. It is also important to be honest about your rolls and the interpretation of the rules to ensure a fair and fun game for everyone.

If arguments over an interpretation of the rules arise it is best to settle the argument with a dice roll (each player rolls a D6 and the highest roll wins the argument) for the time being. Once the game is done players should then decide on an interpretation, creating a ‘house rule’, for future games.

FAQ

Q: If I have no units in my stronghold and there is a monster there do I need to have a unit back inside the stronghold to reclaim it if the monster dies?

A: No. If the monster dies control of the stronghold reverts to the last player that controlled the Stronghold unless other player units are insde; monsters cannot claim strongholds, only destroy them.

Q: Does the Elf longbowman ability ‘Bow Master’ override the special ability of Demon Helm?

A: No. Elf longbowmen ignore To Hit modifiers, not special rules. The longbowmen will need a 6 to hit a Lord with a special rule that specifies 6s To Hit.

Q: If there is one monster in my Stronghold and I have no units there is the Stronghold destroyed?

A: No. The Stronghold will not be destroyed until more than half the tiles are occupied by monsters while there are no player units in the Stronghold.

Q: Are Bluefire shield’s counter attacks subject to opponent role (O) modifiers?

A: Yes.

Q: Does Lightning Sword ignore modifiers from Opponent Roll (O) stats?
A: No. Only special rules like those from Dark Helm or Orcish Shield.

Q: Are modifiers and special rules two separate rules?

A: Yes. If a model ignores modifiers (either To Hit (H) or To Wound (W)) they are still affected by special rules, and vice versa.

Q: If I have Orcish Armor and regain wounds do I keep the bonus attacks?

A: No. You gain attacks equal to the wounds you currently have on your lord.