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Battles of Westeros

Complete and Corrected Rulebook


This is a fan-based rewrite of the official rules for the board game Battles of Westeros and all of its
expansions, published by Fantasy Flight Games (FFG). No challenge to rights is intended. This
document is meant to benefit players of the game, not to replace official FFG publications. For setup
rules, descriptions of game components, and visual aids, please consult the official Battles of Westeros
rulebooks. In the case of rules confusion and/or unpublished errata, the designer of the game, Rob
Kouba, has been contacted to make the final ruling. This document may be copied, printed, shared
and/or altered in any way. Highlighted GREEN text is used for official rule variants from the game
designer.

ROUND STRUCTURE OVERVIEW


1) RALLY PHASE
1. Determine Advantage (who goes first in the COMMAND PHASE)
2. Refresh Commanders (return Command Tokens to Command Boards)
3. Rally Units (rotate banners so that each player sees the current Active side of owned Unit
banners)
2) MARSHALING PHASE
1. Receive Order Tokens (roll number of combat dice specified by the Battle Plan or Skirmish)
2. Draw Leadership Cards (draw number of Cards specified by the Battle Plan or Skirmish)
3) COMMAND PHASE
Each Turn, choose one of the following:
a.) Play a single Order Token or a matching pair of Order Tokens to Order a friendly Unit
anywhere on the board or use a single Morale Token to Rally a friendly Unit or improve Morale.
b.) Play a Leadership Card to Rally or Order at least one friendly Unit within a friendly
Commander's Zone of Control (ZoC), including the Commander's own Unit or another friendly
Commander Unit within that ZoC.
b1.) Discard a single Leadership Card to Order a single friendly Unit within a friendly
Commander's ZoC, allowing Leadership Cards like Rally All to Order a single Unit.
c.) Pass (play no more Order Tokens or Leadership Cards until the next Round).
4) REGROUP PHASE
1. Resolve Status Conditions (in the following sequence)
1 - Fire or Reload Catapult Tokens
2 - Burn Units in Fire and spread existing Level 4 Fires
3 - Discard Defend Tokens
4 - Discard Loot Tokens
5 - Morale check for Disloyal troops
6 - Set Formations for Units with Keyword (Formation)
2. Score Victory Points (according to specific Battle Plan or Skirmish)
3. Check Victory Conditions (Instant Win can happen anytime)
4. Discard Excess Resources (keep up to one Order Token and up to one Leadership Card from
previous Round, discarding the rest)
5. Recover Morale
6. Advance Round Marker

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Index
ROUND STRUCTURE OVERVIEW page 1

RALLY PHASE page 4


1. Assign Momentum and Determine Advantage page 4
2. Refresh Commanders page 4
3. Rally Units page 4
MARSHALING PHASE page 5
1. Roll combat dice to determine the colors of Order Tokens page 5
2. Draw Battle Plan-specific number of Leadership Cards page 5
COMMAND PHASE page 5
Definition of Units and Commander Units page 5
A Unit's rank is determined by the color of its banner page 5
Ordering Units with Order Tokens page 6
Ordering Units with Leadership Cards page 6
Rulebook terms: attack vs. counterattack vs. combat page 6

COMMAND PHASE options page 6


a. Play a single or a matching pair of Order Tokens page 6
OR
b. Play a single Leadership Card pages 7-8
Tactics Box page 8
b1. (Optional Rule) Discard a single Leadership Card page 8
OR
c. Pass page 8

Brotherhood Without Banners Ally Units and the meaning of Active vs. Order pages 8-9

Detailed descriptions of elements of the COMMAND PHASE page 9


Ordering Units page 9
Moving Units page 9
Withdrawals page 9
Attacking page 10
Coordinated attacks page 11
Reduced Strength Units page 11
Retreats and directional retreats page 12
Engagement Tokens, Parting Blows, Flanking pages 12-13
Counterattacking page 13
Causing hits when attacking or counterattacking page 13
Capturing Commander Units page 14
Commander Commit Abilities page 15
Morale Track page 15

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REGROUP PHASE page 16
1. Resolve Status Conditions
Catapult Tokens page 16
Fire page 16
1. Apply hits to Units in Fire page 16
2. Spread Level 4 Fires page 16
Fire and Burn Limits pages 16-17
Units in Fire page 17
How to fight Fire pages 17-18
Fire spreading page 18
Discard Defend Tokens from Defender Units page 18
Discard Loot Tokens from Looter Units page 18
Morale checks for Disloyal Units page 18
Set Formations page 18
2. Score Victory Points page 19
3. Check Victory Conditions page 19
Instant Win page 19
4. Discard Excess Resources page 19
5. Recover Morale page 19
6. Advance Round Marker page 19

Keyword Abilities page 20


Battle Plans - Corrections and Clarifications page 25
Commander-specific Ability and Leadership Card Clarifications page 26
Gambit card clarifications page 28
Terrain page 29

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RALLY PHASE
1. Assign Momentum and Determine Advantage

The player with more Command Tokens left on his or her Command Board has Advantage and will go
first this Round. If there is a tie, the player with the Momentum (Mace) Token, as specified by the
Battle Plan or Skirmish, gets Advantage and will go first this Round. Note that Momentum only acts as
a tie-breaker to determine Advantage and, in the Core Set, the player who begins with Momentum
keeps it for the entire game.

When using optional Gambit cards, the player with Momentum, as specified by the Battle Plan or
Skirmish, begins the game with his or her Gambit card face up. When that player uses his or her
Gambit card, he or she flips it face down and the other player flips his or her Gambit card face up,
passing Momentum and the tie-breaker for Advantage to the other player. In other words, if there is a
tie for Advantage, the player with the face up Gambit card wins the tie.

Note that a player who begins the game with Momentum will go first in the first Round and also that a
player who has lost one or more Commanders will likely have more unused Command Tokens and as a
result will likely get Advantage and go first in each subsequent Round.

2. Refresh Commanders

Players move all Command Tokens from their Commander Cards back onto their Command Boards.

3. Rally Units

Each player makes all Units Active by rotating all banners so that each player can see the current
Round color of owned Units, either black or white. The Round color is the color of the current Round
on the Round Track. The color of the current Round alternates each Round. Frequently, only the
banners of the Units that were not Ordered during the previous Round need to be rotated, as the
banners of the Units that were Ordered will already show the color of the current Round.

For example, before the first Round, all Unit banners owned by each player must show white from their
perspective. After the second Round RALLY PHASE, all of a player's Unit banners must show black,
matching the color of the second Round on the Round Tracker.

An easy way to remember what Units are Active is to think of the current Round color as being good.
When your own Unit banners show you the current Round color, they are Active and can be Ordered.
When your opponent's Unit banners show you the current Round color, they are Inactive and cannot be
Ordered by your opponent.

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MARSHALING PHASE
1. Roll combat dice to determine the colors of Order Tokens

Each player rolls a number of combat dice as specified by the Battle Plan or Skirmish. Each player then
adds Order Tokens matching the results to each of their Order Pools. (Each Order Pool might already
contain up to one leftover Order Token from a previous Round).

2. Draw Battle Plan-specific number of Leadership Cards

Players draw a number of Leadership Cards, as specified by the Battle Plan or Skirmish. Drawn cards
are added to players' hands. (A player's hand may already contain up to one leftover Leadership Card
from a previous Round).

COMMAND PHASE
Play alternates in turns, with each player choosing one of three options per turn:

a. Play a single or a matching pair of Order Tokens


OR
b. Play a single Leadership Card
b1. Discard a single Leadership Card
OR
c. Pass

Definition of Units and Commander Units


A Unit is all the figures in a single hex and is composed of a number of figures equal to the starting
Unit strength indicated on the Unit's Reference Card. Commonly, Infantry Units begin with a total of 4
figures and Cavalry Units begin with a total of 3 figures. A Unit's class is Infantry, Ranged, or
Cavalry, as noted on the Unit Reference Card.

Commander Units have one standard figure replaced with a Commander figure, so that the total
number of figures remains the same. The Commander Unit retains the Abilities of both the Commander
and the Unit type, as listed on the Commander Card and the Unit Reference Card. The type of figure
that composes each Commander Unit is listed on each Commander Card.

A Unit's rank is determined by the color of its banner: either green, blue or red. One figure carries
the banner in its base. When taking hits, the figure with the banner must be the last figure removed. In
the case of Commander Units, the Commander always carries the banner. Units without banners (as
found in the Brotherhood Without Banners expansion) are treated as blue rank Units.

A Commander figure who is alone in a hex is still considered an entire Unit and can be Ordered and
may move and attack as normal, as well as retaining all the Abilities and rules of the original Unit type,
as listed on the Unit Reference Card.

Figures in all types of Units must be moved together and Units may not be combined or split up in any
way. Likewise, Units may not move into or through hexes occupied by other Units.

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Ordering Units with Order Tokens
Only a single friendly Active Unit may be Ordered with the appropriate Order Token(s). That Unit is
Ordered in exactly the same way as when Ordered with a Leadership Card, with the exception that it
can be anywhere on the board, either in or out of a friendly Commander's Zone of Control (ZoC).

Ordering Units with Leadership Cards


Commanders that issue Orders via Leadership Cards must be able to pay Command Costs, in the form
of Command Tokens moved from the Command Board to the Commander Cards. All Leadership
Cards, including the Rally All Leadership Card, are limited to ordering or otherwise affecting friendly
Active Units that are within a friendly Commander's ZoC. However, it should be remembered that the
Tactics box at the bottom of Commander-specific Leadership Cards affects the entire board, contrary
to what is stated in the Core Set Rulebook. For Leadership Cards that Order Units, at least one Unit
must be Ordered.

Rulebook terms: attack vs. counterattack vs. combat


This rulebook distinguishes between the following three terms.
attack refers to a combat roll initiated by an Ordered Unit during the controlling player's turn.
counterattack refers to a combat roll that is in response to an attack.
combat refers to both attacks and counterattacks.

COMMAND PHASE options in detail


a. Play (discard) an Order Token (green, blue, red, Valor or Morale), either a single Order Token of
the appropriate type or a matching pair of any type to Order one friendly Active Unit anywhere on
the board. Alternatively, single Morale Tokens may be used to Rally one friendly Inactive Unit
anywhere on the board or to increase your Morale by one space on the Morale Track.

A single green Order Token can Order one friendly Active green rank Unit anywhere on the board. A
single blue Order Token can Order one friendly Active Blue rank Unit anywhere on the board. A single
red Order Token can Order one friendly Active red rank Unit anywhere on the board. A single Valor
Token (purple fist) can Order one friendly Active Unit of any color on the board.

The Morale Tokens (black flags) can be played as a matching pair, like any other matching pair of
Order Tokens, to Order a single friendly Active Unit anywhere on the board, but a single Morale Token
can be used in one of two possible ways per turn:
A. Play a single Morale Token to Rally a friendly Inactive Unit. When you Rally a Unit in this
manner, rotate its banner back to the Active color and reduce your Morale by moving the Morale
Marker one space on the Morale Track towards your side of the board.
B. Alternatively, play a single Morale Token to increase your Morale on the Morale Track by moving
the Morale Marker one space on the Morale Track toward your opponent's side of the board.

Valor Tokens are only used for Ordering any color of friendly Active Unit anywhere on the board and
may not be used as Morale Tokens. A matching pair of Order Tokens may not be used as a Morale
Token. Increase your Morale by moving the Morale Marker away from your side of the board and
decrease your Morale by moving the Morale Marker toward your side of the board.

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OR

b. Play (discard) a single Leadership Card (either a basic Leadership Card or a Commander-
specific Leadership Card) to Order one or more (less than the number on the Card is fine, but at least
one Unit must be Ordered) friendly Active Units within any single Commander's Zone of Control
(ZoC). A ZoC is a range of two hexes away from a Commander Unit. The Commander's own Unit is
included as part of that ZoC. All of the friendly Units within a ZoC are considered Controlled.
However, Commanders are limited by the number of Command Tokens remaining on each player's
Command Board, and by the individual Commander's Command Limit (as described below).

In other words, a Leadership Card can be used to Order any friendly Active Units within the chosen
Commander's ZoC, including the Commander's own Active Unit or other friendly Active Commander
Units. In the case of Commander-specific Leadership Cards, ignore the named Commander at the
bottom of the Card. (The names are for determining which Leadership Cards are used in the scenario,
NOT for determining by whom the Card may be played.) Any Commander can play any Leadership
Card, as long as Command Costs of Command Tokens are paid. If a card contains exceptions to this
rule (e.g., the Leadership Card that specifies "Only for Tywin Lannister"), follow the rules on the
Leadership Card.

Please note that, for the purpose of playing a Leadership card, it does not matter whether the chosen
Commander's Unit is Active or Inactive. As long as the Commander can pay the Command Cost, any
Controlled Active Units in that Commander's ZoC can be Ordered as part of that Card's effect.

To pay Command Costs, move the appropriate number of Command Tokens from your Command
Board to the chosen Commander's Card. Costs for Leadership Cards are indicated on the card as
images of Command Tokens. In the case of Leadership Cards with multiple Orders/Command Boxes,
at least one Order must be paid for, starting with the first Command Box at the top of the Leadership
Card. Commanders may utilize as many of the separate Command Boxes as allowed by their Command
Limits, i.e. that they are able, and the player is willing, to pay for.

Each Commander has a Command Limit, as indicated on their Commander Card by the number
printed within the image of the Command Token. A Commander who has a number of Command
Tokens on the Commander Card equal to his/her Command Limit may not be chosen by a player to
utilize that Commander's ZoC to play any more Leadership Cards for the remainder of the Round.

However, when Ordering Units, no differentiation is made between Commander Units and standard
Units. If a Commander Unit is Active, it may be Ordered, no matter how many Command Tokens
are on the same Commander's Card. As long as it is Active, the Commander Unit may be Ordered by a
single or matching pair of Order Tokens or a Leadership Card paid for by another friendly Commander.
In this way, one may overlap multiple Commanders' Zones of Control, so that Commanders with lower
Command Limits can be Ordered by Commanders with higher Command Limits.

Alternatively, play a Rally All Leadership Card. Rotate all banners within a chosen Commander's
ZoC to the Active color, which is shown by the color of the current Round on the Round Tracker.
Unless the text on a Leadership Card specifies otherwise, Leadership Cards, including the Rally All
card, only affect Units within a single Commander's ZoC. Unlike other Rally effects, it does not cost
Morale to play the Rally All card to Activate any number of Units within a single Commander's ZoC.

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The Command Cost of the Rally All card is one Command Token and it must be paid as usual,
choosing one Commander's ZoC in which to Rally all Controlled Units and moving a single Command
Token onto that Commander's Card.

Tactics are located in the Tactics box at the bottom of Commander-specific Leadership Cards and are
labeled Before Command, After Command or Before or After Command, which refers to when a
player is allowed to apply the effect of the Tactics.. Each Commander has a unique Tactic and each of
that Commander's five Leadership Cards contains the same Tactic. Any time a Leadership Card is
played, the Tactic in the Tactics Box at the bottom of the card may be utilized if the conditions are met.
Tactics affect the entire board, unlike the rest of the Leadership Card and contrary to the official
rulebook, as confirmed by the designer.

Each Tactic has a specific requirement that must only be met once, at the time the Leadership Card is
first played. Some Tactics require players to check Order Tokens in that player's Order Pool. If a
player has the correct Order Tokens to utilize a Tactic, those Order Tokens may then be discarded for
other effects and/or Abilities and the Tactic may still be utilized.
b1. Optionally, a player may discard any Leadership Card to Order a single friendly Active Unit. A
Command Token must still be placed on a Commander Card as the Command Cost and the Ordered
Unit must be in that Commander’s ZoC. In this way, even a card that would normally not Order any
Units, such as a Rally All card, may be used to Order a single Active Unit within a Commander's ZoC.

OR

c. Pass, i.e., play no more Order Tokens or Leadership Cards this Round. Once both players have
Passed, both players move on to the first step of the REGROUP PHASE, Resolve Status Conditions.
Once you Pass, your opponent may continue to Order Units, Rally Units or affect Morale, taking
multiple turns in a row, until also choosing to Pass. Even after you Pass, your Units will continue to
counterattack as normal and utilize, if necessary, their Keyword Abilities, and your Commanders will
utilize, if necessary, their Abilities, but once you Pass, you cannot take any more turns for the
remainder of the Round.

Brotherhood Without Banners Ally Units and the meaning of Active vs. Order
Brotherhood Units have no banners, but are considered blue rank. This also means that they are always
Active, as long as there is at least one Brotherhood Token (fire sword) in the Brotherhood player's
Pool. Before the game, the player controlling at least one Brotherhood Commander takes a number of
Brotherhood Tokens equal to three times the number of Brotherhood Commanders plus three, so:
0 Brotherhood Commander means a starting Pool of 3 Brotherhood Tokens
1 Brotherhood Commander means a starting Pool of 6 Brotherhood Tokens
2 Brotherhood Commanders means a starting Pool of 9 Brotherhood Tokens
3 Brotherhood Commanders means a starting Pool of 12 Brotherhood Tokens

Brotherhood Units are Ordered just like any other Unit. As long as the Brotherhood player has
Brotherhood Tokens in his or her Order Pool, Brotherhood Units are always Active, but to Order them
to move and attack, a player must still either play a Leadership Card in a Commander's Zone of
Control (ZoC) or discard an Order Token to Order a Brotherhood Unit anywhere on the board (in the
same manner as all Units are Ordered).

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At the end of each of the Brotherhood player's turns, if that player has Ordered one or more
Brotherhood Units, that player discards a single Brotherhood Token. But, as long as that player has at
least one Brotherhood Token in his/her Pool, each Brotherhood Unit can be thought of as having an
imaginary banner rotated to the Active side. Again, the Brotherhood Units still must be Ordered as
usual to be able to move and attack. As soon as the Brotherhood player has no more Brotherhood
Tokens, then all Brotherhood Units are considered to be Inactive.

Brotherhood Tokens are replenished at a rate of one per Round, when Units would normally be Rallied.
Rally effects that affect one or more Brotherhood Units also replenish one Brotherhood Token per
effect. If there are no more Brotherhood Tokens, then the Brotherhood player does not get any more.
However, the Brotherhood player may accumulate more Brotherhood Tokens than the starting amount.

Effects that would make one or more Brotherhood Units Inactive (such as the second Command Box
listed on two of Tyrion Lannister's Leadership Cards), instead force the Brotherhood player to discard a
single Brotherhood Token per effect. Rally effects played on Brotherhood Units do not cost
Brotherhood Tokens. Brotherhood Units may Withdraw at the cost of the usual Morale reduction as
well as one Brotherhood Token per Brotherhood Unit that Withdraws.

Descriptions of elements of the COMMAND PHASE


Ordering Units
Only Active Units (Units whose banners shows the color of the current Round) may be Ordered. When
Ordered, Units may move and/or attack. Movement and attack are optional, but ALL Ordered Units
must move before any may attack. Both movements and attacks may be made in the sequence of the
player's choosing (i.e., Units can move in any sequence and Units can attack in any sequence, keeping
in mind Retreat Paths and follow-up attacks by other Ordered Units).

Moving Units
Check Unit Reference Cards for movement limits. When one or more Active Units are Ordered, all
movement of all Ordered Units must be completed before any Ordered Units may attack.

Withdrawals
An optional rule is to allow Active Units to Withdraw from adjacent, Ordered enemy Units.
Withdrawals are conducted after an opponent has finished moving all Ordered Units, but before any
attacks are made. Any Active Unit that has both an enemy Ordered Unit adjacent to it and a retreat path
toward its owner's side of the board may Withdraw. If leaving an Engagement, Withdrawing Units
must suffer a Parting Blow, as usual. However, a Withdrawal does not count as a retreat, so it does not
trigger Keyword Abilities such as Pursue X. Multiple Units may Withdraw during a single turn.

To Withdraw, the Active Unit chooses one of the two hexes closest to its owner's side of the board and
moves there. If both hexes are blocked, then no Withdrawal is possible. If the Withdrawal is conducted,
then that Unit becomes Inactive (i.e., rotates its banner to the Inactive side) and its owner must reduce
Morale (move the Morale Marker toward the owner's side of the board) by one Morale if the opposing
Unit is of a higher rank, two Morale if the opposing Unit is of an equal rank and three Morale if the
opposing Unit is a lower rank (lowest rank is green, then blue, with red being the highest). In the case
of multiple Ordered adjacent enemy Units, reduce Morale by comparing the Withdrawing Unit's rank to
the highest ranking adjacent Ordered enemy Unit.

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Attacking
Attacks by multiple Units may be conducted in any sequence, keeping in mind that target Units may be
forced to retreat out of range of fellow attackers.

To attack, declare what Unit is attacking and the target. If it is a ranged attack, make sure that there is
both Line of Sight (LoS) and sufficient range (distance) by counting the target hex and every hex in
between, not including the attacker's. Terrain in both the attacker's hex and in the target Unit's hex
does not affect LoS, so, for example, a ranged attacker in a Forest hex may fire at a target Unit in
another Forest hex as long as there are no LoS blocking terrain hexes in between the attacker's hex and
the target hex.

It is important to note that certain Units, such as Archers in the Core Set, always attack as a ranged
attack even if they are adjacent to the target Unit, as can be seen by the lack of a melee icon on the
Unit Reference Card. This means that these types of Ranged Units do not trigger Engagement and
cannot perform a Flanking attack, although they can be Engaged by other melee attackers, and Flanked,
as usual. Ranged attackers become Stalwart and counterattack as normal. Additionally, Units with a
minimum range of 2 that do not have a melee icon may not attack or counterattack adjacent Units.

When performing a melee attack (not a counterattack), if the target is not already Engaged, place an
Engagement Token showing the attacker's primary House symbol (as indicated by that player's
Command Board) between the attacker's and the defender's hex. If the target is Engaged with the
attacker, replace the Engagement Token to show the attacker's primary House symbol. If the target is
Engaged with another Unit, perform a Flanking attack (explained in more detail in the following
section, entitled "Engagement Tokens, Parting Blows, Flanking" on page 12).

Then, for both ranged and melee attacks, roll the number of combat dice as specified on the
attacker's Unit Reference Card, making sure to use the appropriate line for the rank (color) of that
Unit. Apply terrain limits before applying any other modifiers, such as additional dice granted by
Commander-specific Abilities, Unit Abilities or Leadership Cards.

Hits are scored by comparing the color of the combat dice results to the color of the target Unit. For
example, when attacking a green Unit, green results on the dice score hits. Valor (purple fist) results are
also scored as hits against all ranks, unless there is a symbol on the attacking Unit's Reference Card
showing that Valor results are not scored as hits. Typically, Ranged Units do not score hits on Valor
results, although Dogs of War is an example of a ranged attack that scores hits on Valor results. Also,
non-Cavalry Units do not score Valor results as hits against Cavalry Units.

Morale (black flag) results rolled on the combat dice, for both Ranged Units and melee Units, cause
target Units to retreat one hex per Morale result not ignored. Some effects, such as the Keyword
Stalwart, allow Units to choose to ignore one or more Morale results. Otherwise, retreats due to
Morale results are mandatory and any unresolved retreats instead cause hits, one hit per hex that the
Unit is unable to retreat. Hits due to unresolved retreats are cumulative with the rest of the hits for
that attack, so they add to the number of hits required to capture a Commander and would not trigger
the Keyword Ability Toughness X a second time.

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Coordinated attacks
Coordinated attacks are an optional way of combining the combat dice of several non-Ranged Ordered
Units into one simultaneous attack. This can be especially effective when attempting to capture
Commander Units, which generally require multiple hits in a single attack.

Remember that Ranged Units cannot participate in a coordinated attack. All Units involved in the
coordinated attack must be Ordered and capable of performing a melee attack against the target Unit, as
if each Unit was making a normal attack.

One Unit is declared the lead attacker, who will be at the receiving end of the counterattack, if there
is one. The lead attacker is also the only Unit that gets to use all of its combat dice, Keyword Abilities
and/or Commander-specific Abilities. All other Units involved in the coordinated attack are called
supporting Units and add their combat dice minus one to the total number of combat dice rolled against
the target Unit. Supporting Units give up their normal attack and may not utilize Keyword
Abilities (including Formations) or Commander-specific Abilities. Use only the number that
corresponds to a support Unit's rank on the Unit Reference Card.

For example, a red Unit and two blue Units are performing a coordinated attack against a blue Unit in a
Forest hex. The red Unit is declared the lead attacker. However, it is attacking into a Forest, so it will
only get 2 combat dice. The same is true for the two supporting blue Units, so they each get a base of 2
combat dice for attacking into a Forest, minus one for being the support Units in a coordinated attack,
so a total of 4 dice for the entire coordinated attack. That number could be increased by other modifiers
that increase or decrease the number of combat dice rolled by the lead attacker (because terrain limits
are applied before other modifiers). Remember that support Units' combat dice cannot be modified
(except minus one for Reduced Strength, if using that optional rule), not even by Formations. so use
only the number that corresponds to a support Unit's rank on its Unit Reference Card.

When making a coordinated attack, only the lead attacker places or replaces an Engagement Token
between its hex and the defender's. Otherwise, no Engagement Token is placed, but the coordinated
attack is only considered Flanking if all Units involved are Flanking (i.e., the target Unit is
Engaged and none of the Units participating in the coordinated attack are Engaged).

Similarly, if any of the Units involved in the coordinated attack are non-Cavalry and the coordinated
attack is targeting a Cavalry Unit, then Valor (purple fist) results will not score hits, following the
standard rule that non-Cavalry Units do not score Valor results as hits against Cavalry Units.

There is no minimum number of combat dice for Units involved in a coordinated attack, so a Reduced
Strength supporting green rank Unit would contribute zero combat dice to a coordinated attack.

Reduced Strength Units


An optional rule is to reduce a both a normal Unit's and a Commander Unit's combat dice once they
lose half (rounded up) of their figures. For example, a Cavalry Unit that starts with three figures
becomes Reduced Strength once it has only one figure remaining. Reduced Strength Units roll one less
combat die, to a minimum of one combat die, in attack and counterattack and cannot retreat more than
two hexes per attack. If the Reduced Strength Unit is forced to retreat beyond 2 hexes, it must instead
stop and take one hit for each hex not retreated. Also, Reduced Strength counts as a modifier, so a
Reduced Strength red rank Unit would attack into or out of a Forest hex with only 1 combat die.

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Retreats and directional retreats
Retreats, as they are explained in the Battles of Westeros Core Set rulebook, are now only valid for
retreats from ranged combat. For melee combat, all retreats should be treated as directional
retreats, as per the FAQ/Errata from the designer. Morale results during both attacks and
counterattacks cause retreats and directional retreats and all types of retreats are mandatory,
unless a Unit has an Ability, like Stalwart, allowing it to ignore a Morale result on the combat roll.

When retreating from ranged attacks or ranged counterattacks (indicated by the ranged icon on the
attacking or counterattacking Unit's Unit Reference Card), the player owning the Unit that is being
forced to retreat must choose a retreat path beginning with one of the two adjacent hexes nearer to the
retreating Unit's side of the board. If both hexes are clear, the player owning the Unit that is being
forced to retreat chooses the first hex of the retreat path. If both hexes are occupied by other Units or
Impassable, then the retreating Unit must take one hit per hex unable to retreat.

Directional retreats are triggered by Morale (black flag) results during melee combat. In this case, the
retreating Unit will be forced to retreat directly away from the attacker or counterattacker (or lead
attacker in the case of coordinated attacks). This path is called the primary retreat path. If the first hex
of the primary retreat path is blocked, the retreating Unit must retreat in a direction starting in the hex
that is one hex closer to that Unit's side of the board than the first hex of the primary retreat path. This
is known as the secondary retreat path, and it must still be followed in a straight line from that first hex.
If the first hexes of both paths are blocked, the Unit must take hits for each hex unable to retreat, as
usual. For directional retreats it does not matter which path is more clear, as the player owning
the directionally retreating Unit has no choice as to which path to take. The Unit must retreat down
the primary retreat path if the first hex is not blocked. The retreating Unit may not retreat down the
secondary retreat path unless the first hex of the primary retreat path is blocked. Please note that
certain Units, such as Archers in the Core Set, always attack or counterattack as ranged combat and
will not trigger directional retreats, even when attacking or counterattacking from an adjacent hex.

In the case of both retreats and directional retreats, if multiple hexes must be retreated, then the Unit
must retreat in a single direction (i.e., in a straight line), taking hits for any hexes unable to retreat.
When retreating, hits taken for being unable to retreat are treated the same as hits during a combat roll,
so any hits applied to a Commander with the combat roll are cumulative with hits taken during a
retreat. Thus, a Commander may take the balance of hits during a retreat and be captured. Retreating
Units ignore terrain restrictions, except Impassable, so a retreating Unit would not have to stop in a
Forest or any other terrain that stops the movement of Units entering. Retreating Units may not move
into or through hexes containing other Units.

Engagement Tokens, Parting Blows, Flanking


Whenever a Unit melee attacks (not counterattacks), place an Engagement Token if there is no
Engagement Token in either hex. Engagement Tokens are placed on the border between two hexes
containing opposing Units. A single Engagement Token is considered to be in both hexes and there can
be only one Engagement Token in any given hex. When one or the other Engaged Unit is forced to
retreat or is eliminated, remove the Engagement Token.

Ranged attacks do not trigger Engagement. Certain Units, such as Archers in the Core Set, utilize
ranged attacks even when attacking adjacent Units, as indicated by the lack of a melee icon on the Unit
Reference Cards. However, Units without melee attacks are subject to Engagement by enemy melee

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Units and will be Engaged, Flanked and suffer Parting Blows, as usual.

Units may voluntarily Disengage, but only if they want to move away or attack another Unit. The
Engaged Unit that wants to Disengage must first be Ordered. Then, remove the Engagement Token and
the enemy Unit with which it was Engaged gets a Parting Blow. The Parting Blow is a combat roll
with no Keyword Abilities or Commander-specific Abilities against the Unit that voluntarily
Disengaged. Ignore Morale results during a Parting Blow, so no retreats will be triggered. Then, if it
has survived the Parting Blow, the Unit that has voluntarily Disengaged may move and/or attack as
usual. Only voluntary Disengagement triggers a Parting Blow. Abilities or other effects that remove the
Engagement Token will not trigger a Parting Blow. Retreats do not trigger Parting Blows.

Engagement Tokens show primary House symbols that match each player's Command Boards.
Whenever a Unit attacks across an Engagement Token, the Engagement Token is changed, if necessary,
to the House symbol of the attacker. However, House symbols on Engagement Tokens are only relevant
for certain aspects of the game. For example, if a Unit in a Building hex has an Engagement Token
in its hex showing its House symbol, then it does not have Cover 1 because the Unit has emerged
from the Building (even though it is still in the Building hex) and Engaged the enemy. In many games,
it will not matter which primary House symbol is showing on any given Engagement Token, so it is up
to the players to decide whether they want to keep track of the primary House symbols on the
Engagement Tokens when that information is not relevant.

A Unit that has no Engagement Token in its hex that melee attacks another Unit that has an
Engagement Token in its hex is considered to be Flanking. Ranged attacks do not trigger Flanking. A
Flanking attack does not add another Engagement Token. After rolling all combat dice, the Flanking
Unit may choose one symbol and re-roll (only once) all dice showing this symbol. This is optional;
however, if any dice are re-rolled, the second result must be used.

Counterattacking
A defending Unit that has been melee attacked sometimes may immediately respond with a
counterattack. A ranged attack, even one from an adjacent hex, may not be counterattacked. Also, a
counterattack may not be counterattacked. The counterattack is conducted like a normal attack
(scoring hits and causing retreats just like attacking), except that no modifiers involving the phrase
"when attacking" may be used. Additionally, counterattacking Units may not use the Keyword Abilities
Advance or Pursue X. The optional rule, Reduced Strength Units applies to counterattacking Units.

Most commonly, the Stalwart Keyword Ability enables a Unit to counterattack. Generally, a Unit
triggers the Stalwart ability by being adjacent to two friendly Units, although certain Commanders have
the Stalwart Keyword Ability and certain other effects will make Units Stalwart. Of these effects, only
one is necessary to trigger the Stalwart ability. Stalwart does not stack. Units are either Stalwart or not
Stalwart, even if there are multiple triggers of the Ability, and thus may not ignore more than one
Morale result or counterattack more than once.

A counterattack will not take place unless the defending Unit remains in the same hex after the normal
attack has finished. So, if the defending Unit is forced to retreat or is eliminated, then no counterattack
may take place. An Engaged Unit counterattacks as normal and does not become Disengaged as a
result. Similarly, the Engaged counterattacking Unit does not suffer a Parting Blow when
counterattacking a Unit to which it is not Engaged.

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Causing hits when attacking or counterattacking
After rolling the combat dice and completing any re-rolls granted by Abilities or effects, hits are
determined by matching the rank (color) of the target Unit with the colors rolled on the dice. Also,
Valor (purple fist) results on the combat dice cause hits against all ranks, unless there is a symbol on the
Unit Reference Card indicating that Valor results do not count as hits. Generally, Ranged Units do not
count Valor results as hits. (The Dogs of War Keyword Ability attack is a notable exception, as it is a
special variable-strength ranged attack that counts Valor results as hits. The Longbowmen from the
Brotherhood expansion also hit on Valor results.) However, an exception to this rule is that all non-
Cavalry Units do not count Valor results as hits against Cavalry Units, whether or not those Units
normally score hits on Valor results.

One figure is removed for each hit, remembering that the figure with the banner is the last to be
removed. In the Core Set, it takes four hits to eliminate an entire non-Commander Infantry Unit and
three hits to eliminate a non-Commander Cavalry Unit.

For example, a blue rank Lannisport Guard Infantry Unit rolls 3 dice while attacking, targeting a full-
strength (3 figure) red rank Winterfell Riders Cavalry Unit. The results of the attack roll are one Morale
(black flag), one Valor (purple fist), and a red shield. The Valor result does not count because non-
Cavalry do not score Valor results as hits against Cavalry. The red rank Riders will take one hit from
the red shield (because it matches their rank) and thus remove one non-banner figure. Also, because the
Riders are not Stalwart (in which case they could choose to ignore one Morale result), they will also
be forced to retreat one hex directly away from the attackers. The attackers cannot choose whether to
apply the Morale (black flag) result. It is mandatory. The attackers will, however, be able to choose
whether or not to utilize their Advance Keyword and occupy the hex just vacated by the Riders.

Capturing Commander Units


Commander Units are Ordered just like normal Units. The non-Commander figures in a Commander
Unit also take hits just like as in normal Units. The main differences are that Commanders:
-always carry the banner.
-lend their Abilities, as listed on the Commander Cards, to their Units.
-create Zones of Control (ZoC) in which to play Leadership Cards.
-have Capture Ratings, indicated by a number in a shield on each Commander Card, which
represent a number of hits that must be delivered in a single combat roll to each Commander before
his or her figure is removed. If there are any non-Commander figures in the Commander Unit, then
they must be removed (even during the same combat roll) before the Commander figure takes any hits
(Abilities, like Targeted Shot allow Units to target Commander figures before the non-Commander
figures in the Unit have been removed). Ranged Units may capture Commanders.

Some important points to remember are that a Commander figure alone in a hex retains the original
Unit type and Unit Abilities and that hits taken as part of being unable to retreat are cumulative
with hits taken during the combat roll, so a Commander may take one or more hits during the
combat roll and then the balance of the hits required to capture him or her as part of not being able to
fully retreat from the same combat roll.

Also, some Units may take hits to trigger Abilities. The actual Commander figures cannot take hits
to trigger Abilities, although the non-Commander figures in a Commander Unit can, as usual.
Remember that figures must actually be removed from play in order to trigger hit-based Abilities.

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Commander Commit Abilities
Each Commander has a Commit Ability listed on the Commander Card that usually can be utilized
once per game. The text of each Commit Ability describes when and how it can be used. When the
Commit Ability cannot be used any more, the Commander Card is flipped over.

Morale Track
The Morale Track is used to track Morale. When one side gains Morale, the other side loses Morale. In
some games, Morale will be the tie-breaker for the end-game scoring. In some games that include many
Units, Routs (which result in Instant Wins) will be possible. In many games, however, the Morale
Track will be less relevant, although some card effects and Unit Abilities are enabled by Morale levels.

When the Morale Marker moves on the Morale Track toward your side of the board, your army's
Morale has decreased. If the scenario's Morale Track, as specified by the Battle Plan or Skirmish,
shows a Rout (picture of head on a Pike) on your side of the board, you lose immediately if the Morale
Marker ever lands on your Rout Space. However, this is a rare occurrence, particularly because Morale
refreshes during the REGROUP PHASE of every Round.

During the REGROUP PHASE at the end of every Round, if the Morale Marker is in either player's
colored area of the Morale Track and not already on a small, green arrow, the Morale Marker
refreshes, i.e., moves back to the nearest small green arrow that is closer to the middle of the Morale
Track. This represents a small boost in Morale for the losing side at the end of every Round. It also
prevents a player from being Routed by the other player simply playing a Morale Token to shift the
Morale Marker onto the Rout space at the beginning of the following Round.

Morale can be affected in several ways. Eliminating Units causes a shift in Morale. The owner of an
eliminated Unit decreases Morale by moving the Morale Marker toward his or her side of the board,
one space for a green rank Unit, two spaces for a blue rank Unit, and three Spaces for a red rank Unit.
There is no additional Morale loss for losing Commander Units.

Additionally, during the COMMAND PHASE, as one of the options on each player's turn, each player
may improve their Morale by one space by discarding a Morale Token (black flag). Alternatively, the
Morale Token can be discarded to Rally a single Unit anywhere on the board, but with the additional
cost of reducing Morale by one space on the Morale Track toward that player's side of the board.

Valor Tokens are only used for Ordering any color of Unit on the board and may not be used as Morale
Tokens. A matching pair of Order Tokens may not be used as a Morale Token.

Some Cards can also affect Morale.

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REGROUP PHASE
1. Resolve Status Conditions

Catapult Tokens
Certain Battle Plans allow players to use the Catapult Tokens that are found in the Wardens of the West
expansion. Catapult Tokens are resolved before other Status Conditions.

At the beginning of Resolve Status Conditions, if a Catapult Token is showing its Active side, it may be
fired. If a Catapult Token is showing its Inactive side, then it is reloaded by flipping it over to show its
Active side and may be fired during the next Round, during Resolve Status Conditions.

Green Catapult Tokens have a range of 4 hexes, blue Catapult Tokens have a range of 6 hexes, and red
Catapult Tokens have a range of 8 hexes.

To Fire, flip the Catapult Token to show its Inactive side and then count range, ignoring LoS and other
terrain restrictions, starting with any of the hexes adjacent to the owner's side of the board. Target an
enemy Unit that is within range.

Roll a single combat die. If the result matches the color of the firing Catapult Token, then a hit has
been scored. Otherwise it is a complete miss. In this way, green Catapult Tokens have less range, but
are more accurate than blue and red Catapult Tokens.

If a hit is scored, calculate damage by drawing a random Catapult Targeting Token (found in the Core
Set). Regardless of the color of the Catapult, a green Catapult Targeting Token scores 2 hits, blue scores
3 hits, and red scores 4 hits, eliminating a corresponding number of figures from the Unit and/or
causing the capture of a Commander.

When it is fired, the Active Catapult Token must be flipped to show its Inactive side, no matter whether
it hits or completely misses.

Fire
Resolve the effects of Fire in the Resolve Status Conditions part of the REGROUP PHASE in this
Order:
1. Apply hits to Units in Fire
Units take hits before Fires spread, so new Fires will not cause hits.
2. Spread Level 4 Fires
Only Level 4 Fires spread. Fires do not otherwise increase, decrease or spread except as a result of
effects or Abilities. Fires do not increase or decrease over time.

Fire and Burn Limits


Fire Levels increase from 1 to a maximum of 4. For all hexes with a Fire Level as high as that terrain's
Burn Limit, immediately apply effects as stated under "Burn Limit" for that type of terrain. Generally,
this means adding a Devastation Token to that hex. To restate, apply "Burn Limit" effects to terrain
immediately (i.e., as soon as the terrain has reached its Burn Limit). This is a change from the official
rulebook that has been verified by the designer.

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When a Devastation Token is added to a hex, that hex is treated for all purposes as if it were a Plains
hex. The current Fire Level remains on the hex along with the Devastation Token unless another effect
is stated by the specific terrain type (such as Wooden Bridges, which are removed from play along with
their Fire Levels).

For example, Forest hexes have a Burn Limit of 3. If a Forest hex that is at Fire Level 2 has 2 more
Levels of Fire added to it, then the Fire Level Token is immediately changed to Level 3 (because the
terrain's Burn Limit cannot be exceeded) and a Devastation Token is added to the Forest hex. Then
finally, since the Devastation Token means that the Forest hex is now treated as a Plains hex (which has
a Burn Limit of 4), the final Fire Level is applied, bringing it up to Fire Level 4 with a Devastation
Token.

Units in Fire
During the COMMAND PHASE, treat Units in Fire hexes as normal, with the following exceptions:
They may not be Ordered to Move, attack or be forced to retreat from the Fire hex. Units in Fire may
be attacked and may counterattack as normal. However, because the Unit in Fire cannot retreat, the
Unit in Fire takes any Morale (black flag) results as hits. The Unit in Fire retains any Keyword effects,
Commander Abilities or other Abilities that don't cause it to move from the hex. Units in Fire may be
made Stalwart by other Friendly Units, including others in Fire. Stalwart Units in Fire may ignore one
Morale result (black flag) rolled against them and counterattack, as usual.

During the Resolve Status Effects part of the REGROUP PHASE, for all Units in a hex with one or
more Fire Levels, eliminate one figure in that Unit for each level of Fire in that Unit's hex. For the
purposes of burning, Commanders count as one figure, no matter how high their Capture Rating is.
Commanders eliminated in this way are still considered to be captured.

It should be noted that, without special Abilities, Units cannot start Fires or add Fire Levels to hexes
that contain other Units and Units cannot move into or be forced to retreat into Fire, so typically the
only way that Units can be in a hex with Fire is when they get caught in Fires that spread into their
hexes.

Also, it is important to note that, because Units take hits from Fire before Fire spreads, Units will
generally have a full Round in which to fight a Fire in their hex before being forced to take hits for
each Level of that Fire.

How to fight Fire


An Active Unit in a hex with a Fire of any Level may be Ordered and spend its entire turn fighting the
Fire. It may not move or attack, but rather spends its turn removing all Fire Levels in its own hex.

Additionally, a Unit that is not in a hex with Fire may fight a Fire in an adjacent hex by first choosing
whether to move as normal and then by spending its attack to fight the adjacent Fire instead of
attacking an adjacent Unit. If it is not able to attack after being Ordered, such as when a blue rank
Infantry Unit moves two hexes, then it cannot fight Fire. Units may fight Fires in adjacent hexes that
contain other Units, either friend or enemy.

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When fighting Fire in an adjacent hex, the Unit rolls a single combat die and the die result must be
green for a Level 1 Fire, blue for a Level 2 Fire, red for a Level 3 Fire, or Valor for a Level 4 Fire, in
order to remove all Fire Levels from the adjacent hex. Otherwise, the Unit has failed to fight the
adjacent Fire. In other words, rolling red on the die will not extinguish a Level 1, 2, or 4 Fire in an
adjacent hex.

Units may fight Fire with bonus attacks, such as those granted from Pursue X. However, successfully
fighting Fire does not trigger Pursue X.

Fire spreading
If there are any Level 4 Fires, determine the direction that all Level 4 Fires will spread by drawing a
random Directional Token (numbers 1-6) and consulting the Compass printed on the Battle Plan map to
find out which direction is indicated by this number. For each Level 4 Fire, spread the Fire to the
adjacent hex in this direction by increasing the Fire Level by one Level in that hex. If there is no Fire in
the adjacent hex, a Level 1 Fire Token is placed. Otherwise, a Level 1 Fire becomes a Level 2 Fire, a
Level 2 becomes Level 3, and a Level 3 becomes a Level 4.

If the Fire Level of the adjacent hex into which the Fire is spreading is already at Level 4 (the
maximum), then the Fire does not spread. If the Fire Level of an adjacent hex is increased to Level 4, it
does not cause it to spread during the current Round. Instead, if left unchecked, it will spread as usual
in any subsequent Rounds.

Fire Levels cannot exceed the Burn Limit of the terrain. If the Burn Limit is None, the terrain Cannot
Burn and no Fire Token can be placed in that hex. Examples of this would be a Forest River or a Stone
Bridge.

Defend Tokens
Discard all Defend Tokens (granted by the Keyword Defender) on the board.

Discard Loot Tokens (Relevant for Units with the Looter Keyword)
For each Unit on the board with a Loot Token on its hex, discard the Loot Token. These Units may then
be upgraded one rank by removing the banner and replacing it with the next higher color (i.e., green to
blue and blue to red). This upgrade is optional, but the Loot Token will be discarded even if the Unit
chooses not to upgrade. A Unit can only upgrade once per Round, since there may only be one
Loot Token in a hex.

Morale checks for Units with the Disloyal Keyword Ability


If a player's Morale is in the colored region of the Morale Track, figures from Disloyal Units might flee
(see the Disloyal Keyword Ability).

Set Formations
Choose Formations for friendly Units that have Formation-type Keyword Abilities on their Unit
Reference Cards. The Unit Reference Card determines the Formation of all Units of that type on the
board.

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2. Score Victory Points (VP's)

Both sides score End of Round Victory Points (VP's) at this time. If it is also the last Round of the
Game, then End of the Game VP's are scored as well. These Victory Points tend to be objective-
specific, so consult the Battle Plan notes if you or your opponent is not certain how to score VP's.

3. Check Victory Conditions

If it's the final Round of the Battle as dictated by the number next to the hourglass in the Battle Plan
notes, then the player with the higher score, or who achieves the victory condition(s), wins.

If it is a tie, the player with the higher Morale wins the game (players gain Morale by pushing the
Morale Marker toward the opposing player on the Morale Track). If Morale is even (i.e., on the middle
space of the Morale Track), then the player with the Momentum Token (or, if using, the face-up
Gambit card) wins the game.

Instant Win

Many Battle Plans contain Instant Win conditions, which should be constantly monitored throughout
the course of the game.

The most common of these is the Rout, which is indicated by the image of heads on pikes on the
Morale Track. If the Battle Plan shows the Rout image for either army, then that army can be Routed. If
the Morale Marker ever reaches the Rout image on that player's side of the board, then the opposing
player wins immediately.

This Instant Win of Routing another player takes precedence over other types of Instant Wins. Also,
Instant Win conditions take precedence over usual Victory Point-based win conditions.

4. Discard Excess Resources

Each player may keep one Leadership Card in hand and one Order Token in the Order Pool. All the
rest of the remaining Leadership Cards and Order Tokens must be discarded.

5. Recover Morale

Once a player's Morale has moved into the colored border spaces on the Morale Track, that player must
recover Morale at this stage, moving the Morale Marker towards the opponent to the nearest Morale
Break, which is indicated by a small green arrow on the Morale Track. If the Morale Marker is already
on a Morale Break or remains in the Grey-bordered section of the Morale Track, then no Morale is
recovered.

6. Advance Round Marker

Move the Round Marker to the next space on the Round Track.

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Keyword Abilities
Advance
When attacking (not counterattacking), Units with Advance can choose to move into the space just
vacated by the target enemy Unit if the target enemy Unit was forced to retreat or was eliminated. The
attacking Unit may not Advance more than one hex per turn. Units may Advance out of terrain in
which they might have been forced to end their movement, such as Fords.
Aimed Shot
When attacking (not counterattacking), as long as it does not move, a Ranged Unit with Aimed Shot
may make a special ranged attack by discarding an Order Token to determine the number of combat
dice rolled for the attack. The Unit will attack as the rank (color) of the chosen Order Token, so it will
get 3 dice for the attack if discarding a blue Order Token or 4 dice if discarding a red Order Token.
There would be no point to discarding a green Order Token and Valor Tokens and Morale Tokens
may not be discarded to use this Ability.
Call to Arms X
During setup, X is the number of Warhorn Tokens that are placed on a Commander Card or Unit
Reference Card with this Keyword. A Unit with the Call To Arms Ability that is Ordered may move as
normal, but, instead of attacking, the player may discard a Warhorn Token to attempt to summon a
green rank Infantry Unit. The player performing the Call to Arms must declare a Unit type from his or
her primary House (indicated by the Command Board), remembering that Ally armies are not primary
Houses. Then the player rolls a number of combat dice equal to the normal base number of figures of
the Unit that has been selected to be summoned. Commonly, this would be 4 dice for a green rank
Infantry Unit (although Westerlands Militia have a base number of 6 figures). The summoned Unit is
then brought onto the board with a green banner and a number of figures equal to the combined number
of green and blue results on the dice. If no green or blue results are rolled, the Unit does not come into
play. The new Unit can be placed Active in any legal hex (not Impassable) adjacent to the Unit that
discarded the warhorn Token. For example, instead of attacking with Lord Beric Dondarrion, the
player chooses to discard a Warhorn Token and utilize the Call to Arms Keyword Ability. The player's
primary House is Stark (as indicated by the Command Board), so the player chooses to attempt to
summon a green rank Mormont Shieldmaiden Unit. The player then rolls 4 dice, which is equal to the
base strength, or starting number of figures, in a Shieldmaiden Unit. Only one green and one blue
result is rolled, so the player places a new Unit consisting of two Shieldmaidens, one of whom carries a
green banner, in a non-impassable hex adjacent to Lord Beric's hex.
Collector
Whenever they eliminate a target Unit, Collector Units take a number of Trophy Tokens equal to the
shift in Morale caused by the elimination of the target Unit. The Trophy Tokens are then placed on the
Commander Card of the player's choice (as long as that Commander is from the same House as the
Unit that Collected the trophy Tokens) and the Trophy Tokens can then be discarded to trigger Abilities,
such as Chella's Commit Ability, as well as some Leadership Card effects.
Cover X
Like Toughness X, allows a Unit to ignore X number of hits per combat roll against it. If the Unit in a
hex that grants Cover X has an Engagement Token in its hex showing its own primary House symbol,
then it no longer has Cover X. This is to represent that the Unit has come out from Cover to melee
attack another Unit and therefore no longer benefits from the Cover. Toughness X and Cover X are
cumulative, so a Unit with both Cover 1 and Toughness 1 ignores two hits per combat roll.
Defender
If the Unit with the Defender Keyword is Ordered and does not attack (Defender Units may move

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when Ordered and still place Defend Tokens) or immediately after Advancing (moving into the space
just vacated by an enemy Unit after a successful attack), then it may place a Defend Token in its hex.
A Unit can only have one Defend Token in its hex. The Defend Token grants the Unit both Heavy
Armor and Stalwart Keywords. The Unit will retain the Defend Token until the Unit is Ordered,
forced to move, eliminated, or when all Defend Tokens are removed at the end of the Round during
Resolve Status Conditions. Additionally, the Unit may discard the Defend Token to be able to
counterattack simultaneously against a melee attacker. Both Units may be forced to retreat or be
eliminated simultaneously, recording only the difference in Morale as a single shift, if any. If the
Defend Token is discarded to make a simultaneous counterattack, then the Defender Unit loses the
Defend Token benefits of both Heavy Armor and Stalwart (although the latter could still be granted
by adjacent friendly Units, allowing the Unit to ignore a Morale result).
Disarm/Deflect
Mistakenly called Disarm on the Unit Reference Card, the Deflect Keyword allows Units to discard
one or more Order Tokens to ignore hits from melee attacks (not counterattacks). The Order Tokens
discarded must match the rank (color) of the enemy melee attacking Unit. One hit is ignored per Order
Token discarded. Additionally, Units that have both the Deflect and the Polearm Keywords may ignore
one additional hit (only when at least one Order Token has been discarded to trigger Deflect). Units
with the Deflect Keyword cannot Deflect other Units with the Deflect Keyword.
Disloyal
If the Morale Marker is in the colored region of a player, figures from Disloyal Units controlled by that
player may flee the battlefield. During Resolve Status Conditions, roll combat dice separately for each
Disloyal Unit, 1 die per Unit if the player's Morale is green, 2 dice per Unit if the player's Morale is
Yellow and 3 dice per Unit if the player's Morale is red or on the highest numbered space of the Morale
Track. Remove one figure for each die result that matches the Unit's rank (color) and one for each
Morale (black flag). If Units are eliminated as a result of being Disloyal, be sure to track Morale,
Victory Points and other effects as usual.
Dogs of War
A special ranged attack that can be used instead of moving or attacking normally when Ordering a Unit
with Dogs of War, where the attack strength is determined by rolling a single combat die. If the result is
green, then the ranged attack will be with 2 dice. If the result is blue, then the ranged attack will be with
3 dice, and then 4 dice if the result is red. If the result is Valor (purple fist), then the target Unit takes
one hit that cannot be ignored (so Toughness X and/or Cover X, for example, cannot prevent the hit).
However, the Valor result would only count as a single hit against a Commander and so would likely
not capture a Commander. If the result is Morale (black flag), then the target Unit must retreat one hex.
Again, the retreat cannot be ignored, even by effects such as Stalwart. Since the range for Dogs of War
is 2-3, it cannot be used against adjacent enemy Units or as a counterattack. Friendly Units do not block
Line of Sight (LoS), but Impassable terrain (such as River hexes), as well as other types of terrain that
block LoS normally, block LoS for Dogs of War. Dogs of War may pass Fords without restriction.
Since it is a ranged attack, no Advance is possible after a Dogs of War attack. Also, the Dogs of War
ranged attack scores hits on Valor results (not against Cavalry, as usual). Dogs of War may be used
normally against Units in Building or Forest hexes.
Fearsome
Units with Fearsome prevent enemy Units from Disengaging (moving away and/or attacking another
Unit) from Fearsome Unit and force enemy Units to retreat two hexes per Morale result from an
attacking or counterattacking Fearsome Unit. Abilities that remove Engagement Tokens (such as The
King in the North's Ability) are unaffected by the Fearsome Keyword, so the King in the North can
remove the Engagement Token against a Fearsome opponent.

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Heavy Armor
Units with Heavy Armor defend as one rank (color) higher than normal, so green Heavy Armor Units
are hit on blue results, blue Heavy Armor Units are hit on red results and red Heavy Armor Units ignore
Valor (purple fist) results. Heavy Armor Units are affected normally by Morale (black flag) results.
Hedgehog (Formation)
Formations are set before the game starts and can be changed once per Round by flipping the Unit
Reference Card during Resolve Status Conditions. All friendly Units with the same Unit Reference
Card share the same Formation.
The Hedgehog Formation was mistakenly called the Pike Square Formation in the Wardens of the West
rulebook. The Hedgehog Formation is a defensive Formation (where Pikemen form a circle with all
Pikes facing outward) that adds 2 combat dice during counterattacks and Parting Blows, while
subtracting 2 combat dice when attacking.
Indirect Fire
When attacking (not counterattacking), Units can trace LoS through an adjacent friendly Unit.
However, range must still be counted from the attacking Unit. Volley and Indirect Fire may be utilized
together, so that the attack can both utilize additional dice from supporting Units and trace LoS from a
supporting Unit. Additionally, Units with a minimum range of 2 that do not have a melee icon may not
attack or counterattack adjacent Units.
Inefficient
Units may not be Rallied during the COMMAND PHASE, i.e., may only be Ordered once per Round.
Intimidate
When attacking (not counterattacking), target Units of equal or lower rank (color) lose Stalwart.
Line (Formation)
Formations are set before the game starts and can be changed once per Round by flipping the Unit
Reference Card during Resolve Status Conditions. All friendly Units with the same Unit Reference
Card share the same Formation.
The Line Formation makes enemy attacks that would be Flanking into normal attacks (i.e., the Unit in
the Line Formation cannot be Flanked). It also grants one additional combat die when attacking (not
counterattacking) Infantry. However, the Unit in a Line Formation defends as one rank (color) lower
against ranged attacks (not counterattacks). If the Unit in this Formation is already green rank, then it is
always hit by Valor (purple fist) results from ranged attacks.
Looter
Whenever a Looter Unit is adjacent to a higher-ranked, enemy Unit that is eliminated, the Looter Unit
has a Loot Token placed in its hex. The Looter Unit does not have to perform the attack or
counterattack or other effect that eliminates the higher-ranked, adjacent enemy Unit and multiple
Looter Units may benefit from the same eliminated higher-ranked, adjacent enemy Unit. Only one Loot
Token can ever be in a hex. For the rest of the Round, the Loot Token is removed from the board if the
Looter Unit moves out of the hex containing the Loot Token. At the End of the Round, during Resolve
Status Conditions, the Loot Token is discarded and the Unit in that hex upgrades to the next higher rank
by replacing green banners with blue banners and blue banners with red banners. Units may only
upgrade once per Round. Red Units do not collect Loot Tokens, since there are no higher-ranked Units.
Mountain-bred
Units may take a "free" move through Crag terrain hexes as if they weren't there, as long as they move
into a non-Crag, non-Impassable, adjacent hex. Crags moved through in this way are not counted
against the Mountain-bred Unit's total movement for the turn. As part of this Ability, Mountain-bred
Units may move through Crag hexes that contain other Units. This represents Mountain-bred Units
utilizing secret passages through Crag hexes. Taking this "free" move counts as a single movement (so

22
essentially one move to move two spaces, since you're not counting the Crag hex, keeping in mind that
Mountain-bred Units may not take this "free" move through two Crags in a row.). Also, when passing
through the Crag, the Mountain-bred Unit may not stop on the Crag. Mountain-bred Units move
normally onto Crag hexes just like other non-Mountain-bred Units (i.e., from adjacent Hills or Crags).
Off-balance
Units with this Keyword roll one fewer combat dice if they move before they attack.
Pike Square (Formation)
Formations are set before the game starts and can be changed once per Round by flipping the Unit
Reference Card during Resolve Status Conditions. All friendly Units with the same Unit Reference
Card share the same Formation.
The Pike Square Formation was mistakenly called a Hedgehog formation in the Wardens of the West
rulebook. The Pike Square is an offensive Formation (where all the Pikemen turn their Pikes forward)
that grants one additional combat die when attacking (not counterattacking), but with the drawback that
every attack (not counterattack) against the Unit in a Pike Square is considered Flanking.
Polearm
Units get one additional combat die against Cavalry for both attacks and counterattacks. Polearm also
allows Units triggering the Keyword Ability Disarm/Deflect to ignore an additional hit.
Pursue X/ Pursuit X
When attacking, Units with Pursue X may move at least one and up to X hexes and then conduct a
bonus melee attack after eliminating or forcing an adjacent enemy Unit to retreat. The first hex entered
during the Pursuit must be the hex just vacated by the target Unit and at least this much movement
must be completed before taking the bonus attack, which may be against the same enemy Unit or a
different enemy Unit, as long as the target is valid for melee attack. Pursuing Units may not re-enter
any hex during the same turn and only one Pursuit per Ordered Unit may be conducted in a single turn,
even if the target of the bonus attack is eliminated or forced to retreat. The bonus attack granted by
Pursue X may be used to fight Fire or to Scorch the Earth. Units may Pursue out of terrain in which
they have been forced to end their movement, such as Fords or Forest hexes, although Units in Pursuit
must obey terrain movement and combat dice restrictions.
Raider
After a Raider Unit eliminates a Unit (either attacking or counterattacking), the player owning that
Raider Unit may roll a single combat die and take a matching Order Token, if possible, from the
owner of the eliminated Unit's Order Pool and add that Order Token to his/her own Order Pool.
Riverborn
If a player has at least one Riverborn Unit, then that player takes the three Hidden Ford Tokens. Units
with the Riverborn Keyword may enter (normally Impassable) River hexes, but then must stop,
forfeiting all remaining movement to place a Hidden Ford Token in that hex. For the remainder of the
game, the Hidden Ford Token represents a normal Ford in the River and Units from either side may
pass through, as usual. Once the player has used up all the Hidden Ford Tokens, the Riverborn Units
may not enter River hexes. Additionally, Riverborn Units ignore combat restrictions of Fords and
Hidden Fords and may attack immediately after placing a Hidden Ford Token.
Run Down
When performing the Pursue X Keyword Ability (X must be at least 2), the Unit with Run Down may
move through enemy Units, obeying terrain restrictions and ending movement in an empty hex. Any
enemy Unit passed through suffers an automatic hit (although it only counts as a single hit that would
not capture a lone Commander). The Unit with Run Down may still perform the bonus attack granted
by Pursue X, although the hits from Pursue X would not be cumulative with the hits from Run Down
for the purpose of capturing a Commander.

23
Scrapper
Once per attack, Scrapper Units may remove a figure in order to conduct a counterattack against an
enemy attacking Unit (keeping in mind the rules for Reduced Strength Units, if using). This may be in
addition to a counterattack granted by an Ability, like Stalwart, potentially allowing the Scrapper Unit
to counterattack twice. It is not necessary for Scrapper Units to be Stalwart in order to utilize the
Scrapper Ability.
Scorch the Earth
Units with this Keyword may start a Fire or add Fire Levels to an unoccupied adjacent hex (as long as
it has a Burn Limit and no Unit is present) instead of attacking normally. The normal number of combat
dice are rolled, with one Fire Level being added for each green result on the dice. A bonus attack, such
as one granted by Pursue X may be used to Scorch the Earth.
Stalwart
Stalwart can be granted by Keyword Abilities, Leadership Card effects or, typically, by being adjacent
to two friendly Units. Being Stalwart allows both Ranged and melee Units to choose to ignore the first
Morale (black flag) result rolled against them in an attack, and also to counterattack against the same
melee attack as long as they are not eliminated or forced to retreat (by a second Morale result, for
example). Units are either Stalwart or not Stalwart, so that even if Stalwart is triggered in multiple
ways (such as by the Keyword and by being adjacent to two friendly Units) it only ever allows Units to
ignore a single Morale result and/or counterattack once.
Targeted Shot
When making a ranged attack (not a counterattack), a Unit with Targeted Shot may target a single
figure within a target enemy Unit and, for the purpose of the Targeted Shot, that single figure is both
temporarily reduced one level in rank (to a minimum of green) and must take all the results of the
combat dice, regardless of whether there are other figures in the target enemy Unit. Excess hits do not
affect non-Targeted figures. The target Unit is not eliminated if the banner bearer is removed and other
figures still remain. The banner simply passes to another figure. However, as Targeted Shot is likely to
be used against Commander figures, if the Commander figure takes hits equal to or greater than its
Capture Rating, the Commander will be captured (removed) and the banner will pass to another figure
in the Unit, if possible. In this case, the Unit loses the Commander-specific Abilities, Zone of Control
(ZoC) and becomes, for all purposes, a normal version of the Unit type at the original rank (color).
Toughness X
Like Cover X, Toughness X allows a Unit to ignore X number of hits per combat roll against it. A
Commander with this Ability applies it to the entire Unit, meaning that at least two hits per combat roll
have to occur before the Unit removes a single figure. If a hit has already been ignored by a Unit with
Toughness 1 that then takes additional hits from being unable to retreat, Toughness 1 does not trigger
again. Cover X and Toughness X are cumulative, so a Unit with both Toughness 1 and Cover 1 ignores
two hits per combat roll against it.
Volley
When making a ranged attack (not a counterattack), a Unit with Volley gets +1 combat dice for every
contiguously adjacent friendly Ranged Unit. The contiguously adjacent friendly Ranged Units may be
in a line away from the Unit with the Volley Keyword, meaning that all Units must be touching each
other, not that all Units must be touching the Unit with the Volley Keyword. It also doesn't matter
whether the contiguously adjacent Ranged Units are Active or Inactive. Volley and Indirect Fire may
be utilized together, so that the attack can both utilize extra dice from supporting Units and trace LoS
from a supporting Unit. Additionally, Units with a minimum range of 2 that do not have a melee icon
may not attack or counterattack adjacent Units.

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Wedge (Formation)
Formations are set before the game starts and can be changed once per Round by flipping the Unit
Reference Card during Resolve Status Conditions. All friendly Units with the same Unit Reference
Card share the same Formation.
When attacking, Units in the Wedge Formation add one Morale (black flag) result to the combat dice,
as long as at least one Morale result was rolled. However, the Unit in a Wedge Formation defends as
one rank (color) lower against ranged attacks (not counterattacks). If the Unit in this Formation is
already green rank, then it is always hit by Valor (purple fist) results from ranged attacks.

Battle Plans - Corrections and Explanations


(Battle Plans PB1, PB2, and PB3 are free downloadable scenarios from the Fantasy Flight Games
website)

Core Set
Battle Plan 1 - Clash on the Kingsroad: Control Markers are used to indicate what primary
House most recently occupied that hex. Change Control Markers only when a Unit from a different
primary House enters a hex with a Control Marker.
Battle Plan 2 - Paying the Piper: Greatjon should be blue rank.
Battle Plan 3 - Riverlands Rescue:
Battle Plan 4 - Battle of the Green Fork: Each Stark Commander Unit can only claim a single
Strategy Token. Non-Commander Stark Units can collect multiple Strategy Tokens. All Ordered Stark
Units collect Strategy Tokens only as the Stark player ends his or her turn.
Battle Plan 5 - Whispering Wood: Tree Archers do not score hits on Valor results.
Battle Plan 6 - Wolf Raiders: Leftmost blue Stark Cavalry should be a blue Stark Infantry,
making 15 War Host of the North and 11 Winterfell Riders.
Battle Plan 7 - Rallying the Remnant:
Battle Plan 8 - Breaking the Siege:
Battle Plan 9 - Razing the Red Fork: Greatjon should be blue rank. Because they don't have
Control Markers, the Bridges are only controlled if a Unit is actually standing on them when they are
scored, either at the end of the Round or the end of the game. It is easy to forget that the Wooden
Bridge is scored for Stark once per Round and the Stone Bridge is only scored at Game End. At the end
of the final Round, score both Round End and Game End Victory Points. Each Round, Stark scores
Points for Buildings based upon the number of Control Markers that show Stark (Control Markers
show which side most recently occupied the hex), which can still be scored even if the Building is on
Fire. However, Devastation makes the Building hex basically a Plains hex and removes Stark's ability
to score points. An easy way to show this would be to remove the Control Marker when adding
Devastation, remembering to keep the Fire Levels. Also, For Lannister, score either Fire Levels on
Buildings or Devastation Tokens on Buildings, for 1, 2, 3 or a maximum of 5 points per Building
(either 1, 2, or 3 for Fire Levels or 5 for Devastation, because you simply score Devastation at the
fourth Fire Level). Lannister scores 1, 2 or 4 Points at the end of the game for destroying the Wooden
Bridge (either 1-2 for Fire Levels or 4 for Destroying the Bridge, as the Fire Levels are removed after
destroying the Bridge). Remember that Units cannot Advance or Pursue onto Bridges.
Battle Plan 10 - Harassment to Harrenhal: Greatjon should be blue rank. The middle blue
rank Lannister Cavalry Unit adjacent to the Lannister side of the board should be a Lannister blue rank
Infantry Unit, making 14 Lannister Cavalry and 22 Lannister Spearmen.
Battle Plan PB1 - Fighting Fire with Ice:

25
Two Core Sets
Battle Plan PB2 - Biting the Hand:
Wardens of the West
Battle Plan 11 - Flight from Riverrun:
Battle Plan 12 - Uninvited Guests: The correct number of Stark archers is 8. Ignore the rules
about tie-breakers. This Battle Plan lasts 4 Rounds. The number next to the hourglass graphic is
correct, despite the reference to 5 Rounds in the Victory Points description.
Battle Plan 13 - The Lion and the Maiden:
Wardens of the North
Battle Plan 14 - The Fairmarket Price:
Battle Plan 15 - Before the Kneeling Man: The correct number of Shieldmaidens is 8
(Maege's Unit contains Infantry figures from the Core Set, so her Unit should contain her figure
accompanied by 3 War Host of the North figures). The correct number of Last Hearth Lancers is 6
(Smalljon's Unit contains Cavalry figures from the Core Set, so his Unit should contain his figure
accompanied by 2 Winterfell Rider figures).
Battle Plan 16 - Crossroads:
Both Wardens Expansions
Battle Plan PB3 - In Sight of the Eye:
Lords of the River
Battle Plan 17 - Around the Hornvale:
Battle Plan 18 - Deep in the Den of Lions:
Battle Plan 19 - Road to the Rock:
Tribes of the Vale
Battle Plan 20 - Feed it to the Goats:
Battle Plan 21 - Hold the River
Battle Plan 22 - Toward the Bloody Gate
Brotherhood Without Banners
Battle Plan 23 - Thorn in the Paw
Battle Plan 24 - Dead Will Rise
Battle Plan 25 - Fighting the Forgotten
Battle Plan 26 - Will to Fight

Commander-specific Ability and Leadership Card Clarifications


Addam Marbrand-Outrider Commander
Cannot move through hexes containing Units.
Regarding Addam Marbrand's Leadership Card that says "Order 2 adjacent Units," the two Ordered
units must be adjacent to each other, not necessarily to the commander.

Addam Marbrand-Warrior of Ashemark


Always Flanking. Still places Engagement Token if there isn't already one in the hex. Additionally,
Addam as Warrior can decide whether or not to use his Commit Ability after knowing the result of his
attack roll.

26
Anguy-The Archer
For Anguy's Commit Ability (discard a Leadership Card to gain additional combat dice equal to the
number of Units that would normally be Ordered by the discarded Card), add together the total number
of Units Ordered by each Command Box on the Card, ignoring Command Costs. Cards that Order X
number of Units or Cards that say something like "Order a Unit and all adjacent Units" also would only
add one additional die, equal to the minimum number of Units that you could be certain of Ordering
without looking at the board. If using the optional rule Any Card to Order 1 Unit, then Leadership
Cards that normally would not allow Anguy to Order Units, such as Rally All or Tywin Lannister's
"usable by Tywin Only" Leadership Card, also may be discarded to add one additional die.

Edmure Tully – Lord of Riverrun


Leadership Cards numbers 3 and 4 check other friendly units that have both range and Line of Sight
(LoS) to the target.

Greatjon Umber-Lord of Last Hearth


Greatjon with Kennelmasters should always be blue rank (misprinted as red rank in Battle Plans 2, 9
and 10).

Greatjon Umber-The Greatjon


For his Commit Ability, apply combat dice results to all adjacent enemy Units, as if you had rolled that
result against each adjacent enemy Unit. Morale (black flag) results only affect the original target Unit.

Gregor Clegane-The Mountain


Executes additional combat dice Commander-specific Ability before re-rolling for Flanking.

Kevan Lannister-Trusted Captain


Does not have to be adjacent to target enemy Unit to grant additional combat dice to friendly attacking
Units. May use Ability while Engaged. May grant additional combat dice to adjacent friendly ranged
attackers. In addition, if Kevan uses the Ability on a friendly Unit that has a bonus attack, such as a
Unit that may Pursue X, the additional combat dice can also be used for bonus attack(s) as long as the
attacking Unit remains adjacent to Kevan's Unit for each attack. So, a Unit granted additional combat
dice by Kevan could Pursue and then add two combat dice for the bonus attack, as long as the final hex
moved into before the bonus attack is also adjacent to Kevan's Unit. The optional rule Reduced
Strength Units does not affect Kevan's ability to grant additional combat dice.

Maege Mormont-Lady of Bear Island


Commit Ability misprint: attack twice this turn, not Round. Target Unit(s) of attacks get
counterattacks, etc., as usual, so basically treat both attacks separately and normally. For Maege's
Leadership Cards numbers 3 and 4, the 2 Ordered Units can move first and, when attacking, must be
adjacent to a friendly Commander Unit, not necessarily to Maege's Unit.

Robb Stark-King in the North


Can remove Engagement Token against Fearsome opponent. His Commit Ability allows him to
change places with an adjacent friendly Cavalry banner bearer figure only if at least one figure in
Robb's Unit would be removed by either an attack or a counterattack. Otherwise, this would break the
rule that Commanders cannot take hits to trigger Abilities. This means that Robb Stark's figure alone in
his Unit may not utilize his Commit Ability. However, if Robb Stark has at least one figure in his Unit

27
who will take damage (i.e., be removed from play), then he may switch places with any friendly
adjacent Cavalry banner bearer, even one that is a different rank (color) or another Cavalry
Commander, or even a different type of Cavalry, and the new banner bearer figure will determine hits
for the original combat. This means that, if the combat results are two red shields as hits and Robb
changes places with a blue banner bearer, then those hits will no longer count. Also, if Robb switches
places with a banner bearer figure that is a Commander, then the new Commander of Robb's former
Unit may use Abilities, such as Smalljon's Pursue 1 when counterattacking, in response to the current
combat as if the combat results had been rolled against the new banner bearer.

While a new Cavalry Commander would simply add Commander-specific Abilities to Robb's former
Unit, as usual, Robb Stark-King in the North may switch places with banner bearers from different
types of non-Commander friendly Cavalry Units. In that case, Abilities are determined by majority
type, with the banner bearer figure breaking ties. So, for instance, if Robb switched with a Last Hearth
Lancer and there was only one Winterfell Rider left in Robb's old Unit, then the whole Unit (consisting
of a Winterfell Rider and a Last Hearth Lancer banner bearer) would behave as Last Hearth Lancers
with the Abilities Wedge and Line Formations and Pursue 1. Commander figures count as the Unit
type that they begin as, so, for example, Robb counts as a Winterfell Rider and Brynden Tully counts as
a Tully River Rider for the purpose of determining Unit type after Robb switches places with an
adjacent friendly Cavalry banner bearer figure of a different type.

Robb Stark-Young Wolf


Misprint of Dogs of War Commit Ability: Can reuse Ability (i.e., do not flip Commander Card) only if
target Unit was eliminated.

Rodrick Cassel-Castellan of Winterfell (Misprint--Rodrick is not a Lord.)


Commit Ability should read: Flip this card immediately before a friendly Controlled Unit (i.e., in
Rodrik's ZoC) counterattacks. All other friendly Units adjacent to the enemy attacker (whether Active
or Inactive) add their combat dice to the counterattack roll by the Controlled Unit.

Tywin Lannister-Lord of Casterly Rock


As long as Tywin's banner shows that he is Active, and as long as he doesn't have an Engagement
Token in his hex, then his Command Limit is 5. Since Command Costs are paid before Units are
Ordered, he may Order his own Active, Unengaged Unit with a Leadership Card even if he already has
4 Command Tokens on his Command Card, paying Command Costs as usual.

Also, as long as Tywin remains Unengaged and Active at the end of each Round, his Command Tokens
are placed back on the Lannister Command Board before determining Advantage (i.e., who goes first in
the following Round). So, under these circumstances, the Lannister player has a much greater chance of
going first each Round after the initial Round.

Gambit card clarifications


For the Lannister Gambit card Traitorous Ways, the Lannister player may only steal an opponent's
Leadership Card if the Lannister player has a Lannister Leadership Card to give in return.

For the Lords of the River expansion Gambit card Brothers in Arms (Tully) that requires a Tully
Commander, Marq Piper is not a Tully and cannot use the Gambit card.

28
Terrain
Building
-Blocks Line of Sight (LoS).
-All Units must stop when entering, but may attack on the same turn and may Advance and Pursue X
out of Building. No movement restriction on retreating Units.
-Units in Buildings have Cover 1 (ignore 1st hit of each combat result), unless there is an Engagement
Token in the Building hex showing their Primary House Symbol.
-Ranged attackers or counterattackers firing out of a Building roll a maximum of 2 combat dice before
modifiers. This includes Dogs of War, who attack with a base number of 2 combat dice, no matter
whether they roll red, blue or green to determine their attack strength.
-The 3-hex Building "Kneeling Man" Inn contained in the Wardens of the North expansion is
treated as three separate Building hexes, so Ranged Units may fire from adjacent parts of the Kneeling
Man, Units must stop when moving from hex-to-hex within the Kneeling Man, and Engagement
Tokens are placed as normal, even within the Kneeling Man, with Units losing Cover 1 as normal.
-Burn Limit 4 (At Fire Level 4 keep Fire levels and immediately add Devastation Token, treating
Building hex as Plains hex.)

Crag
-Blocks LoS
-Elevated (Dogs of War trace LoS into and out of Crags via adjacent Crags and Hills, in the same
manner as Units normally move)
-Impassable (Cannot move into and retreating Units must stop and take hits for each hex not
retreated), except from adjacent Hill or Crag. Units must move onto and off of Crags via adjacent
Hills or Crags.
-No melee attacks or counterattacks into or out of Crag, unless opposing Unit is also on either an
adjacent Crag or adjacent Hill hex.
-Ranged attackers or counterattackers firing from a Crag hex have their maximum range increased by
one. Also, non-Elevated terrain and Units do not block LoS. Ranged attackers or counterattackers
firing into a Crag hex have their maximum range decreased by one.
-Cannot Burn

Devastation
-Treat as Plains
-Devastation does not change Fire Levels. Generally, it is simply added to a hex along with the Fire
Token as soon as the Burn Limit is reached, although certain types of terrain, like Wooden Bridges,
"burn out" and have their Fire Levels removed when they are devastated.

Fire
-Does not Block LoS
-For complete Rules, see Fire Rules in the section Resolve Status Conditions (pages 16-18).

Ford
-Does not Block LoS (Dogs of War are not affected by Fords, so they can pass through Fords without
restriction)
-Infantry must stop when entering, but may Advance out of Ford.
-Cavalry moving through a Ford have total movement reduced by one, may end movement in Ford

29
without movement reduction, and Pursue X out of Ford.
-No movement restriction on retreating Units.
-Units moving into or through Ford may attack as usual, although Units in a Ford counterattack with a
maximum of 2 combat dice, before modifiers.
-Cannot Burn

Forest
-Blocks LoS
-All Units must stop when entering, but may attack on the same turn and may Advance and Pursue X
out of Forest. No movement restriction on retreating Units.
-Restricts attacks and counterattacks both into and out of Forest hex to a maximum of 2 combat dice,
before modifiers.
-Burn Limit 3 (At Fire Level 3, keep Fire Levels and immediately add Devastation Token, treating
Forest hex as Plains hex, immediately increasing to Fire Level 4 if more Fire Levels were unresolved
due to Plains having a Burn Limit of 4.)

Forest River
-Blocks LoS
-Impassable (Cannot move into and retreating Units must stop and take hits for each hex not retreated)
-Cannot Burn

Forest Road
-Blocks LoS
-(For movement, Forest Road is the same as a Road.) Units may move one additional hex as long as all
normal movement is on Road hexes. Units need not start on a Road, as long as the first move is onto a
Road, and may then take their one extra move either on or off a Road.
-Units may add one additional hex of movement to Advance or Pursue X, as long as all additional
movement stays on a Road. Units need not start on a Road, as long as all movement, including the
additional move, stays on a Road.
-Burn Limit 3 (Just like normal Forest hex, at Fire Level 3, keep Fire Levels and immediately add
Devastation Token, treating Forest Road hex as Plains hex, immediately increasing to Fire Level 4 if
more Fire Levels were unresolved due to Plains having a Burn Limit of 4.)

Hidden Ford
-Exactly the same as Ford, except that they are initially placed on the board by Units with the
Riverborn Keyword Ability.
-Hidden Fords may not be placed in Lake hexes.

Hills
-Blocks LoS (but Hills do not count as Elevated terrain)
-Units move normally onto and through Hills (i.e., no movement limitation).
-No restriction on combat dice for Unit on Hills. Maximum of 3 combat dice rolled against Unit on
Hills, unless enemy attacker or counterattacker (ranged or melee) is also in Hills or Elevated terrain.
-Ranged Units on Hills do not have LoS blocked by Units. However, terrain blocks LoS normally (i.e.,
Ranged Units on Hills cannot see past adjacent Hills, Forests or other normally LoS blocking terrain).
-Cannot Burn

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Lake
-Does not Block LoS (Dogs of War may not be sent across Lake)
-Impassable (Cannot move into, and retreating Units must stop and take hits for each hex not
retreated)
-Cards that affect Rivers also affect Lakes. However, Riverborn Units may not place Hidden Fords.
-Cannot Burn

Marshes
-Does not block LoS (Dogs of War are not affected by Marshes, so they can pass through Marshes
without restriction)
-All Units must stop when entering, but may attack on the same turn and may Advance and Pursue X
out of Marshes. No movement restriction on retreating Units.
-Units in Marshes may only be Ordered either to attack or Move 1 hex, not both.
-Units in Marshes lose Stalwart.
-Ranged attackers add one to their combat dice when targeting Units in Marsh hex.
-Cannot Burn

Outpost
-Blocks LoS
-Units entering Outpost must immediately choose either Barracks (Building) or Tower (similar to
Crag, except impossible to retreat) and place the matching Outpost Position Token in the Outpost hex.
-Elevated (Dogs of War may not be sent into or out of Tower)
-Cavalry Units may not enter Tower.
-No melee attack or counterattack into or out of Tower. If a player has no Ranged Units, then that
player has no way to attack or counterattack Units in an Outpost Tower hex.
-All Units must stop when entering Outpost, but may attack on the same turn and may Advance or
Pursue X out of Barracks (no melee attack in Tower). No movement restriction on retreating Units
moving through unoccupied Outpost, as usual.
-Units in Barracks have Cover 1 (ignore 1st hit of each combat result), unless there is an Engagement
Token in the Barracks/Outpost hex showing their primary House Symbol.
-Ranged attackers or counterattackers firing out of Barracks roll a maximum of 2 combat dice before
modifiers. This includes Dogs of War, who attack with a base number of 2 combat dice, no matter
whether they roll red, blue or green to determine their attack strength.
-Ranged attackers or counterattackers firing from a Tower have their maximum range increased by
one. Also, non-Elevated terrain and Units do not block LoS. Ranged attackers or counterattackers
firing into a Tower have their maximum range decreased by one.
-Units may not retreat from a Tower, so Morale (black flag) results on combat dice are treated as hits.
-Burn Limit 4 (At Fire Level 4 keep Fire levels and immediately add Devastation Token, treating
Outpost hex as Plains hex. As usual, you cannot add Fire Levels to an Outpost hex if occupied by a
Unit, even if the Unit is in the Tower.)

Palisade
-Blocks LoS
-Impassable (Cannot move into and retreating Units must stop and take hits for each hex not retreated)
-May have special rules associated with specific Battle Plan.
-Burn Limit 4 (At Fire Level 4, remove from the board.)

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Plains
-Does not block LoS
-The basic terrain printed on the Core Set board. No effect on movement or combat.
-Burn Limit 4 (No need to place Devastation since no special effect beyond normal rules for Fire.)

River
-Does not Block LoS (Dogs of War may not be sent across River)
-Impassable (Cannot move into and retreating Units must stop and take hits for each hex not retreated)
-Cannot Burn

Road
-Does not block LoS
-Units may move one additional hex as long as all normal movement is on Road hexes. Units need not
start on a Road, as long as the first move is onto a Road, and may then take their one extra move either
on or off a Road.
-Units may add one additional hex of movement to the Keywords Advance or Pursue X, as long as all
additional movement stays on a Road. Units need not start on a Road, as long as all movement,
including the additional move, stays on a Road.
-Burn Limit 4 (At Fire Level 4, keep Fire Levels and immediately place Devastation Token, treating
Road hex as Plains hex.)

Siege Tower
-Blocks LoS
-Impassable (Cannot move into and retreating Units must stop and take hits for each hex not retreated)
-May have special rules associated with specific Battle Plan.
-Burn Limit 1 (At Fire Level 1, remove from the board.)

Stone Bridge
-Does not block LoS
-Treat as Road hex, except that Units cannot Advance or Pursue X onto Stone Bridge.
-Cannot Burn

Tent
-Does not block LoS
-May have special rules associated with specific Battle Plan.
-Burn Limit 1 (At Fire Level 1, remove from the board.)

Wooden Bridge
-Does not block LoS
-Treat as Road hex, except that Units cannot Advance or Pursue X onto Wooden Bridge.
-Burn Limit 3 (At Fire Level 3, remove both Wooden Bridge and Fire Levels from the board.)

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