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Thankyou! Peter (Universal Head)
v1.1
June 2020

Game: A WAR OF WHISPERS


Publisher: Starling Games (2020)

Page 1: Rules summary


Page 2: Play reference

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal
Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially
from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission.
This PDF may not be re-posted online, sold or used in any way except for personal use.

If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford
for your next project, visit universalhead.com The Esoteric Order of Gamers
Attack action REGIONS
Attack an enemy army region adjacent to a region A region is controlled by an empire if it has at least 1 banner there, or if
controlled by the active empire. Only 1 region may be it is one of their home regions and contains no enemy banners.
attacked using this action.
To control a city, an empire must control the region the city is in.
Choose a region controlled by another empire. Move any number of
banners from an adjacent region controlled by the active empire into the A home region is a region whose color matches the empire’s color.
chosen region. You cannot attack across oceans or seas. An empty region is any region that does not contain a banner. However,
SETUP
If any banners are being moved from a conquered region, you must leave all regions (and any cities they contain) are always controlled by one of
Each player chooses a matching player board, a set of agents, and a set at least 1 banner behind. You can never completely abandon a conquered the empires. If there are no banners then the original owner (indicated by
of loyalty tokens. Place the ‘1’ turn marker beside the start space on the enemy region using an attack. the colour of the region and its border) is the controlling empire.
board and the other turn markers near the turn tracker.
You may never use the attack action to simply shift banners among an A friendly army/banner is one of the same empire that currently controls
The 5 empires are each represented by a color and animal: Bear (blue), empire’s controlled regions; it must be used to attack into an enemy- a region (not necessarily the active empire). If the region is empty of
Lion (yellow), Horse (brown), Elephant (green), and Eagle (red). For each controlled region. banners, a friendly banner is one that matches the original controller of
empire, place all banners (cubes) of that color beside the board in a pile the region at setup (indicated by the colour of the region and its border).
near their associated councils to create the banner reserve piles. Combat occurs when banners from one empire move into a region
controlled by another empire. Losses are then taken: each side discards EMPIRE CARDS
Place a matching color banner on any region on the map that contains a banners at a 1:1 ratio until one (or both) side is depleted. If either side
small banner image. has any banners remaining, they have won the battle. The empire cards you acquire can be played from your hand to affect the
Sort the empire cards into 5 empire decks and place each beside the game in a variety of different ways. Each empire’s cards have their own
Regions with forts destroy 1 attacking banner when an attacking army
corresponding empires. symbol at the top of the card.
enters this region.
Choose a first player and give them the first player marker. You may add as many cards to your hand as you like, but during the
Draw Empire Card actions Cleanup phase, you must discard down to no more than 5 cards in your
Players place their initial loyalty bets: shuffle your 5 loyalty tokens and hand.
randomly place them facedown on the 5 loyalty slots on your player board. Draw 1 card from this empire’s deck and add it to your
You may then peek at them, and may do so at any time during the game. hand. To play a card, choose one, then choose one of the abilities listed on it.

Then, pay its cost by discarding a number of cards of the empire equal
For every 2 icons present across all regions controlled
GAMEPLAY to the cost listed beside the chosen ability. The card being played counts
by this empire, draw 1 card from this empire’s deck and
as one of the cards being discarded to pay the cost. Therefore, the first
add it to your hand.
1. DEPLOY AGENTS PHASE ability on each card can be played without discarding any additional
For every 3 icons present across all regions controlled cards.
Each empire council consists of 4 council positions (Sheriff, Steward,
by this empire, draw 1 card from this empire’s deck and
Marshal, and Chancellor) on which you can place agents. Starting with add it to your hand. You can play a card immediately before, during, or immediately after
the first player and proceeding clockwise, remove 1 of your agents using one of your own agents, and the agent doesn’t have to match the
currently on the board (if any) and then take turns placing 1 agent on any For every 2 icons present across all regions controlled empire of the card(s) being played. You can play multiple cards in a
open council position on the board until each player has placed 2 agents. by this empire, draw 1 card from this empire’s deck and single turn.
add it to your hand. Any time a card is played or discarded, shuffle it back into the empire
2 players: Each player places 3 agents instead of 2.
For every 3 icons present across all regions controlled deck it belongs to.
2. EMPIRE TURNS PHASE by this empire, draw 1 card from this empire’s deck and
add it to your hand. ADVANCED RULE:
This phase begins with the Bear empire’s turn and proceeds clockwise
around the board. During an empire’s turn, each council position in that
ASSIGNING AGENTS TO REGIONS
Swap Agent action
empire’s council takes 1 available action determined by the player who When assigning agents during the Deploy Agents phase, instead of
controls it, starting with the Sheriff and following the arrows up to the Swap this agent with any other agent within this council, assigning an agent to a council position, you may choose to assign it to
Chancellor. You must take an action with an agent even if that action then immediately take its action. This does not reset the any region on the map, even if occupied.

results in nothing happening. turn.
A player’s agent in a region counts as a city for that player in final
The player who controls a council position is determined as follows: CHECKING SUPPLY scoring. Players can have a maximum of 2 agents deployed to the map.
• If a council position contains one of your agents, you control that A region may only contain 4 banners at the end of an empire’s turn. If at Regions can contain more than 1 agent, but not from the same player.
council position. the end of the turn there are more than 4 banners, return banners to the Agents played to a region can be retrieved at the start of the Deploy
supply until there are only 4 left. Agents phase, just like any other agent. Agents cannot be added or
• If a council position contains no agents, the player who owns the next
agent to its right within this council controls that council position. If If a region contains a farm, it has a higher limit of 6 banners. removed from the map in any other way.
there are no agents to its right, no player controls it and it will choose
to do nothing as its action. MARK THE TURN FINAL SCORING
Place the current turn marker on the next available space on the turn
The game ends after the Reveal Loyalty phase of the 4th round. All
COUNCIL POSITIONS tracker. The first player marker now passes the first player token to the next
loyalty tokens are scored and the player who scores the most points is
Each council position has one or more available actions. player clockwise. If the last turn marker is placed, the game ends without
performing the Swap and Cleanup Phases: proceed to final scoring. the winner.
Add Banner actions You have 5 loyalty tokens, one for each empire, and 5 loyalty slots on
Add 2 banners to any region(s) controlled by this empire.
3. SWAP PHASE your player board: devout (x4), dutiful (x3), affiliated (x2), unallied (x0),
and opposed (x-1).
Starting with the first player and proceeding clockwise, you each have the
opportunity to swap any 2 of your unrevealed loyalty tokens. Score loyalty tokens by multiplying the number of cities the
For each icon present across all regions controlled
corresponding empire controls at the end of the game by how loyal you
by this empire, add 1 banner to any region(s) controlled To swap 2 loyalty tokens, switch the loyalty slot in which the 2 tokens
were to that empire.
by this empire. are currently positioned in and flip them faceup so the empire symbols
are now visible. These are now revealed and cannot be swapped in If 2 players are tied for equal points then the player that swapped loyalty
For each icon present across all regions controlled
subsequent turns. the least during the game wins.
by this empire, add 1 banner to any region(s) controlled

by this empire. If both players are still tied, the player with the most empire cards in
4. CLEANUP PHASE hand wins.
For each icon present across all regions controlled
by this empire, add 2 banners to any region(s) controlled Each player must discard any empire cards in excess of the maximum Loyalty tokens score you points based on the loyalty level they are bet on
by this empire. hand size of 5. and the number of cities the corresponding empire controls.
COUNCIL POSITIONS
Add Banner actions
Add 2 banners to any region(s) controlled by this empire.

For each icon present across all regions controlled
by this empire, add 1 banner to any region(s) controlled

by this empire.
For each icon present across all regions controlled
GAMEPLAY by this empire, add 1 banner to any region(s) controlled

1. DEPLOY AGENTS PHASE by this empire.
For each icon present across all regions controlled
Starting with the first player and proceeding clockwise, remove 1 of your
by this empire, add 2 banners to any region(s) controlled
agents currently on the board (if any) and then take turns placing 1 agent
on any open council position on the board until each player has placed by this empire.
2 agents. Attack action
2 players: Each player places 3 agents instead of 2.
Attack an enemy army region adjacent to a region controlled
by the active empire. Only 1 region may be attacked using
2. EMPIRE TURNS PHASE this action.
Starting with the Bear empire’s turn and proceeding clockwise, each Choose a region controlled by another empire. Move any number of
empire takes a turn. banners from an adjacent region controlled by the active empire into the
During an empire’s turn, each council position in that empire’s council chosen region. You cannot attack across oceans or seas.
takes 1 available action determined by the player who controls it, starting If any banners are being moved from a conquered region, you must leave
with the Sheriff and following the arrows up to the Chancellor. You at least 1 banner behind. You can never completely abandon a conquered
must take an action with an agent even if that action results in nothing enemy region using an attack.
happening.
Combat occurs when banners from one empire move into a region
A player controls a council position if that position contains one of their controlled by another empire. Each side discards banners at a 1:1
agents. If it contains no agents, the player who owns the next agent to its ratio until one (or both) side is depleted. If either side has any banners
right within this council controls that council position. If there are none to remaining, they have won the battle.
its right, no player controls it and it will choose to do nothing.
Regions with forts destroy 1 attacking banner when an attacking army
CHECKING SUPPLY enters this region.
If at the end of an empire’s turn there are more than 4 banners in a
region, return banners to the supply until there are only 4 left.
Draw Empire Card actions

If a region contains a farm, it has a higher limit of 6 banners. Draw 1 card from this empire’s deck and add it to your
hand.

MARK THE TURN For every 2 icons present across all regions controlled
Advance the current turn marker to the next space on the turn tracker. by this empire, draw 1 card from this empire’s deck and
The first player marker passes the first player token to the next player
add it to your hand.
clockwise.
For every 3 icons present across all regions controlled
If the last turn marker is placed, the game ends without performing the by this empire, draw 1 card from this empire’s deck and
Swap and Cleanup Phases: proceed to final scoring. add it to your hand.

For every 2 icons present across all regions controlled


3. SWAP PHASE by this empire, draw 1 card from this empire’s deck and
Starting with the first player and proceeding clockwise, you each have the add it to your hand.
opportunity to swap any 2 of your unrevealed loyalty tokens. Switch the For every 3 icons present across all regions controlled
loyalty slot in which the 2 tokens are currently positioned in and flip them by this empire, draw 1 card from this empire’s deck and
faceup so the empire symbols are now visible.
add it to your hand.
4. CLEANUP PHASE Swap Agent action
Each player must discard empire cards in excess of the maximum hand Swap this agent with any other agent within this council,
size of 5. then take its action. This does not reset the turn.

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