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Battlemist Turn Sequence Combat Sequence

1) The Wizard’s Council 1. Rout/Rally Check


a) Replenish spent Stars of Timorran If any units are Routed at the beginning of a round, roll
b) Roll for movement of Sea Serpents 1d10 to see if any of them Rally:
c) Bid and Assign Initiative (Alternate Years) d10 RESULT TROOPS RALLIED
d) Draw Action Cards 1-4 O Troops
For each Event drawn, roll 1d10 5-6 1 Troop
1-5: Carry out vote of event as usual
7-8 2 Troops
6-10: Roll for event from Sails of War book
9-10 3 Troops
2) Economics
a) Harvest resources from controlled Realms 2. Overrun Check
b) Recruit new units, ships or towns If 2+ friendly units were killed in the previous round, and
c) Purchase Stars from Grey Guild no un-routed Footmen remain, that army is Overrun and
3) Individual Turns all units defeated.
a) Movement of Ships and Warriors 3. Archers Fire!
b) Battle Phase Max of 2 Archers may fire
4) Supply Phase Archers cannot be selected as casualties
a) Pay upkeep for all units in play 4. Cavalry Charge!
b) Discard/remove all untenable units Maximum of 2 Cavalry can charge
Cavalry must be assigned as casualties, if available
Stacking Limit: 5. Footmen Attack!
No more than 10 units of one army can be in a hex at any time. Maximum of 3 footmen or Monsters may attack
Heroes and Monsters controlled by a player do not count toward 6. If no one is Victorious, repeat step 1
this limit.
UNIT TYPE RECRUIT COST SUPPLY COST SPECIAL
Footman 1 Wood + 1 Iron 1 Grain Help to prevent Overrun combat results
Archers 2 Wood + 1 Iron 1 Grain Can fire earlier during combat
Cavalry 1 Wood + 2 Iron 1 Grain+ 1 Iron Can charge before footmen in battle
Hero 5 Wood + 5 Iron None Armies get +1 to Rally check, may re-roll one die
Trade Ship 4 of Wood or Iron 1 Wood or 1 Iron Trade with other players by entering their ports
Transport Ship 5 of Wood or Iron 1 Wood or 1 Iron Transport up to three army units across water
Warship 6 of Wood or Iron 1 Wood or 1 Iron Can interdict Trade and Transport ships, Sea Battle
Town 5 Wood + 5 Iron 1 Wood + 1 Iron Recruit up to 1 unit, -1 to attacker rolls against
Doubles resource value of region
City 5 Wood + 5 Iron 1 Wood + 1 Iron Recruit up to 3 units, worth 1 vote in Council
-2 to attacker rolls against defenders in City
Can only be built by upgrading Town
Port 5 Wood + 5 Iron 1 Wood or 1 Iron Can hold any number of ships

The Grey Guild MONSTER MOVE ROUT KILL


During the Economics Phase, players may choose to purchase Dragon 3 5+ 8+
one Star of Timorran, the cost of which depends on the number
Fire Gaunt 2 3+ 7+
of Stars already owned.
Giant 2 4+ 6+
STARS OWNED COST TO PURCHASE STAR
1 10 Grain+ 10 Iron + 10 Wood Dragon: Dragons roll 2 dice in combat. Dragons do not
have to stop movement in Forests or Mountains, and may
2 15 Grain+ 15 Iron + 15 Wood
fly across Sea spaces. A dragon my transport either one
3 20 Grain+ 20 Iron + 20 Wood hero or two army unites when it moves.
4 25 Grain+ 25 Iron + 25 Wood
Basic Hero Stats Fire Gaunt: If you control one or more un-routed Fire
All heroes, regardless of race, start with these attributes: Gaunts in a battle, your opponent receives –2 on his
Rout/Rally check.
LIFE ATTACKS TO HIT DAMAGE
5 1 5+ 1
Giant: If you control one or more un-routed Giants in a
When damaged, place counters below hero to reflect current battle, you receive +3 on your Rout/Rally check.
health. Heroes can heal one wound per turn in your homeland.

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