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BATTLELORE

CONDENSED FAQ
Version: 1.2.1 (28 December 2006)
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Disclaimer
The information in this Condensed FAQ could include technical inaccuracies or other errors. Your
use and reading of this Condensed FAQ is at your own risk.
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Notations Used
*Supported(x) in this case means supported by at least x units.
*Bold (x) = Unit can ignore X flags rolled against it. It still only battle back once and only once.
*Frightened (x) = Unit must retreat x hexes per flags rolled that it cannot ignore.
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TABLE OF CONTENTS
1. CARDS & CARDS EFFECTS
1.1. RULE NUMBER ONE
1.2. RULE NUMBER TWO
1.3. "PLAY IN LIEU OF COMMAND CARDS"
1.4. "PLAY BEFORE YOUR OPPONENT'S DICE ROLL"
1.5. "PLAY IN REACTION TO YOUR OPPONENT'S COMMAND CARD"
1.6. CARDS EFFECTS CANNOT REACT TO THINGS THAT HAPPENED IN AN EARLIER PHASE.
1.7. YOU CAN COUNTER ATTACK A COUNTER ATTACK COMMAND CARD.
1.8. YOU CANNOT COUNTER ATTACK A LORE CARD.
1.9. YOU CAN ONLY PLAY ONE LORE CARD A TURN.
1.10. THE CARDS EFFECTS ARE PERFORMED IN THE SAME PHASE IT IS PLAYED.
1.11. UNLESS OTHERWISE STATED, A UNIT MAY NOT BE TARGETED TWICE BY THE SAME SPELL.
2. MOVEMENT AND BATTLE
2.1. "TARGET(S) MAY MOVE 1 ADDITIONAL HEX AND STILL BATTLE."
2.2. ANY MOVEMENT TO UNITS DONE IN THE COMMAND PHASE IS NOT CONSIDERED THE UNIT'S
MOVEMENT.
2.3. ANY MOVEMENT TO UNITS DONE IN FOLLOW-ON ACTIONS IS CONSIDERED THE UNIT'S MOVEMENT.
2.4. UNITS ARE ALLOWED MAXIMUM OF ONE BATTLE BACK PER COMBAT.
2.5. RETREAT PATH IS DECIDED ONE HEX AT A TIME.
3. MORALE
3.1. IGNORE X FLAGS == BOLD = CAN BATTLE BACK
3.2. BOLD CAN STACK
3.3. CARD EFFECTS WILL AFFECT ALL UNITS EQUALLY REGARDLESS OF MORALE STATUS
3.4. BOLD AND FRIGHTENED ARE NOT MUTUALLY EXCLUSIVE.
3.5. UNLESS OTHERWISE STATED, ALL BOLD IS BOLD (1), ALL FRIGHTENED IS FRIGHTENED (2).
4. CREATURES
4.1. CREATURES (RELEASED SO FAR) COUNT AS 1 LEVEL TOKEN ON THE WAR COUNCIL
4.2. RETREAT / TRAMPLE RULES
5. LORE TOKENS
6. WAYS THAT THE GAME CAN END IN A DRAW
VERSION HISTORY
SPECIAL THANKS TO
END OF DOCUMENT

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1. CARDS & CARDS EFFECTS

1.1. Rule Number One

Command and Lore cards override limitations of the base game.

E.g. Wooded terrain limits battle out/in at 2d. Red banner's 4d is reduced to 2d, then the +1 of
card's effect is added (e.g. Mounted Charge, BattleLore, Bless, etc.) for a final resultant of 3d.

1.2. Rule Number Two

All 1/2 numbers are rounded up.

1.3. "Play in lieu of Command Cards"

Do not draw a new Command card at the end of your turn.

Room for text on (cards are) getting a little tight, so it is not explicitly stated. The "Play in lieu of
your Command card rules" p.49, reminds the player that you do not draw a new Command card at
the end of your turn. (source: RBorg)

E.g. Field Command

1.4. "Play before your opponent's dice roll"

The effects of the Lore card only apply to that single dice roll.

The effects of the Lore card, only apply to the single dice roll, in this case only to the attack roll
and does not effect future dice rolls. (source: RBorg)

E.g. Blur.

1.5. "Play in reaction to your opponent's Command card"

The effect of the Lore card apply to all dice roll against the unit(s) affected for the entire turn.

4 Bowmen units with Darken the sky attack one Defending unit. Total 16 dice. Each attack (battle)
resolved separately with 2d each time for total of 8 times.

Q. Does the one Defending Unit gain the effect of this card to ignore flag and banner color once for
each attack (8 times); or once for each Bowmen attacking it (4 times); or once for the entire turn
(1 time)?

A. Ignore one flag and one banner color for each attack (8 times).
(source: RBorg)

E.g. Mass Shield

1.6. Cards effects cannot REACT to things that happened in an earlier phase.

Reaction cards cannot be used to change effects that happened in an earlier phase of the turn.

Q. Can you play Magic Web in reaction to a unit moved by Portal or Greater Portal if so, are they
returned to their starting hex, or do they simply stay in their new hex unable to battle?

A. The Magic Web card states " Play in reaction to your opponent's Movement". Portal and Greater
Portal are Lore cards whose actions are completed in Phase 1 Command, not done in Phase 3
Movement. Portal teleports a unit and Greater Portal exchanges the position of two units and these
actions are completed in the Command phase.
(source: RBorg)

E.g. Magic Web

1.7. You can Counter Attack a Counter Attack command card.

1.8. You cannot Counter Attack a Lore Card.

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The Counter-Attack command card can only be played to counter other Command cards, not Lore
cards. (source: Eric, DoW)

1.9. You can only play one Lore card a turn.

If it is foiled or dispelled, you cannot play any more Lore card that turn.

1.10. The Cards effects are performed in the same phase it is played.

Q. Does this card count as your battle phase, or can additional attacks be made after the card is
play (if units are in a position to battle)?

A. The Lore card is played along side your Command card in phase 1 of the turn sequence.
Therefore the action of the card in this case the Creeping Doom rolls against enemy units should
take place in phase 1.

After the Doom's action is carry out, the other phases of your turn are completed including - Order,
Movement, Combat and Draw.
(source: RBorg)

E.g. Creeping Doom

1.11. Unless otherwise stated, a unit may not be targeted twice by the same spell.

E.g. Chain Lighting.

2. MOVEMENT AND BATTLE

2.1. "Target(s) may move 1 additional hex and still battle."

What this means is target(s) may move 1 additional hex and may still battle if it originally can.

E.g. Blue footmen can move 1 and still battle. This card allows them to move 2 and still battle.
Blue footmen can move 2 but not battle. This card allows them to move 3 but not battle.

E.g. Mass Speed, Move as the Wind, Run, Mass Run

2.2. Any movement to units done in the Command Phase is not considered the unit's
movement.

Q. If I were to use this lore card on an archer unit would I lose 1 battle dice for moving before
firing?

A. The action of the card is done in the Command phase, not in the movement phase. If one of
your range weapon units is the target of the Lore card the Portal action does not count as
movement.
(source: RBorg)

E.g. Portal, Greater Portal

2.3. Any movement to units done in Follow-On actions is considered the unit's
movement.

Q. So if I use the Bonus Attack card on archers, Gain ground, make a Pursuit and a Bonus Attack,
how many dice do the Archer unit roll? As this movement is not done during the movement phase?

A. First off, IMO probably not the best tactical use of the Lore card?

The follow on action Gain Ground involves movement (page 28).


The answer therefore is, a green banner archer unit would roll 1 die because when it battles and
has moved it will roll 1 less die than normal.
(source: RBorg)

E.g. Bonus Attack

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2.4. Units are allowed maximum of one Battle Back per combat.

e.g. Ambush, First Strike

The target melees its attacker first, like if it was able to battle back and did its battle back BEFORE
its attacker even attacked it. Note that like in a regular battle back action, the target cannot do
follow on actions (follow on actions are only available during YOUR turn, not during your
opponent's turn).

If the initial attacker was not killed or forced to retreat, it may then attack as normally planned
(the choice of the word battle back on the card was unfortunate here). That attack may include
follow on actions, if the opportunity arises. However, the target, having already struck first, is NOT
entitled to a battle back, even if it would have had the right to, had it not played an Ambush.
(source: Eric, DoW)

2.5. Retreat path is decided one hex at a time.

You are allowed to plan your retreat path such that it reach a point where both possible retreat
hexes are blocked and you lose unit(s). This is allowed even if there exist another path where you
can fully complete your retreat without losing any unit(s).

The unit is moved one hex at a time. When a unit must retreat 2 hexes the first hex is moved onto
and then the second hex. Which hex the unit moves back onto each retreat move is a separate
decision.
SHwoKing's example states:
The blue infantry must retreat 2 hexes.
The controlling player moved the unit back onto a hex that prevents the unit from retreating
another hex. The other choice for the first move back would have been to move the blue retreating
unit onto the hex on the right.
Because the first retreat hex has placed the unit in a situation that prevents it from retreating a
second hex, the unit must lose one figure.
I'm not sure if losing a figure is a good tactic here, need to see the rest of the battlefield, check if I
am ahead in captured banners and of course look at my command cards again ;o)
(source: RBorg)

3. MORALE

3.1. Ignore x Flags == Bold = Can Battle Back

When a unit can ignore x flags, it means it is Bold (x). When a unit is Bold (x), it means it can
ignore x flags. In either case, the unit can Battle Back.

Therefore, when you lose your ability to ignore flags, you cannot battle back. When you lose your
Bold status, you cannot battle back.
When you gain the ability to ignore flags, you are Bold and can battle back.

E.g. Fearless.

3.2. Bold can stack

Supported(2) Dwarves on rampart, adjacent to Stronghold = Bold(4).

A normal unit on a rampart and with support ignores 2 flags: 1 for the rampart, and 1 for the
support. A dwarf in the same situation would ignore 3. (source: Eric, DoW)

3.3. Card effects will affect all units equally regardless of morale status

The unit being targeted must retreat 1 hex for each flag or lore rolled. The Lore card will affect all
units the same. A unit's status bold, normal or frighten will not impact the number of retreat hexes
the unit must move back a unit must move back 1 hex for each flag or lore rolled. A Goblin unit is
still subject to Panic Loss check when forced to retreat. (source: RBorg)

Therefore Terrified! only cause units (including Goblinoids) to retreat one hex per flags rolled.

Additional frightened effect on already frightened units do not make them run away further per
flag rolled.

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Mists of Terror (and other cards that make a unit Frightened) do not make already frightened units
run away faster (ie goblins will not run away 3 hexes/flag instead of 2). (source: Eric, DoW)

This also means that a card that gives Bold to an already Bold unit will not make it Bold (2).

3.4. Bold and Frightened are not mutually exclusive.

A supported(2) Goblinoid unit is Bold and Frightened at the same time. It can ignore x flags, can
battle back, and will retreat 2 hexes per flags rolled (above those ignored), and must roll for panic
loss for each hexes retreated.

3.5. Unless otherwise stated, all Bold is Bold (1), all Frightened is Frightened (2).

4. CREATURES

4.1. Creatures (released so far) count as 1 level token on the War Council

Your Giant Spider from the core game and the two promotional creature figures, the Hill Giant and
Earth Elemental are all considered 1 level creatures. To deploy a creature in battle will count as 1
level token for its camp on the War Council. (source: RBorg)

4.2. Retreat / Trample Rules

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Lets fight out the Battle...

Red Infantry unit moved to attack the Spider (creature A).


A full strength blue infantry unit and the Hill Giant (creature B) have moved in behind the Spider.

The Red Infantry attacks, 4 battle dice are rolled; one green helmet, one Sword on Shield and two
Flags.

The spider (creature A) risks receiving a Critical Hit, two dice are rolled by the attacking player
looking for a green helmet. The roll is a miss.

Because the spider (creature A) must retreat (1 flag must be ignored but the other flag will force
the spider to retreat), the spider risks receiving a Critical Hit as the attacking player rolls 1 die for
each hex of retreat movement spider did not take, 2 dice are rolled.

If the spider (creature A) is eliminated on the Critical Hit roll the attacking player gains a banner
and a Lore token.

If the spider (creature A) is not eliminated on the Critical Hit the spider will trample the unit and
hill giant (creature B) blocking the spider's retreat path... player that is in control of spider
determines the order of hexes trampled.

The hill giant (creature B) risks receiving a Critical Hit (2 dice are rolled).
If hill giant is eliminated on the Critical Hit roll the player in control of spider (creature A) doing the
trampling gains the banner and Lore token.

The unit will lose 1 figure for each hex of retreat movement creature A did not take (unit would
lose 2 figures).

If the spider (creature A) does not retreat from its hex, it may battle back against the red infantry
unit.
(source: RBorg)

In the case of a creature being in one of the trampled hexes and the retreat is >1 hex, the other
hex takes a figure damage and the trampled creature takes a crit check. If the creature and unit
are still alive, the same thing happens again and again until either
a) the retreat is completed (with crit rolls for the retreating creature as appropr)
b) the unit is destroyed and the remaining retreat hexes can be moved
c) the trampled creature is destroyed and the remaining retreat hexes are moved
d) the trampling creature takes a critical hit for not being able to retreat a hex and dies before
finishing the complete retreat
(source: Mad-Halfling, Jude)

5. LORE TOKENS

Lore Tokens are only collected for the following reasons:


1. Lore symbol is rolled during Melee where it is not already used for other Lore card's effect.
2. Lore symbol is rolled during Range where it is not already used for other Lore card's effect.
3. Replenished through certain Lore cards (e.g. Summon Lore, Invoke Lore, Pick Pocket).
4. Lore Replenish action at the end of the round.
5. Reward from killing opponent's Creature.
6. Terrain or Landmarks that gives Lore (e.g. Magic Pentacle)

Lore tokens are NOT awarded for rolls for Critical Hits or Panic Loss.

6. WAYS THAT THE GAME CAN END IN A DRAW

1. Backstab is played and both units die, resulting in the last victory banner scored on both sides.

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Version History
Version: 1.2 (28 December 2006)
Version: 1.1.1 (27 December 2006)
Version: 1.1 (27 December 2006)
Version: 1.0 (26 December 2006)
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Special Thanks To
SHwoKing
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End of Document
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