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Warcry Rules

1) Players set up terrain and place objectives, treasures, and bounties on fighters. They determine how many rounds the battle will last. 2) Players alternate placing their fighters in battle groups. The first player takes the initiative token. 3) Each round has a hero phase, combat phase, and resolution phase. In the hero phase, players roll initiative dice and use them to activate abilities. The player with the most initiative dice becomes the first player.

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100% found this document useful (2 votes)
2K views12 pages

Warcry Rules

1) Players set up terrain and place objectives, treasures, and bounties on fighters. They determine how many rounds the battle will last. 2) Players alternate placing their fighters in battle groups. The first player takes the initiative token. 3) Each round has a hero phase, combat phase, and resolution phase. In the hero phase, players roll initiative dice and use them to activate abilities. The player with the most initiative dice becomes the first player.

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Core Rules

Skirmish Combat in the Mortal Realms


Setup Sequence
Warcy
A game of Warcry is fought between two or more players.

1 2
Each player must bring a full warband (see The
Warbands, page 8). The following setup sequence
demonstrates how the players will set up the terrain and

5
fighters which will be used in the game.

The complete rules needed to play are found in this


book, and on the included faction and reference cards.

Priority Roll
Each player rolls a dice. The player with the highest roll
3 4
takes the initiative token. They will be the First Player
for the remainder of the setup sequence.
Starting with the First Player, the players then take turns
Beginning with the First Player, each player must divide placing their Major Terrain Features so that each piece
their fighters into three battle groups, Dagger (9), is placed in a location which corresponds to a dice result,
Hammer (0) and Shield (-). Each battle group must so that each piece is matched to a dice of that player’s
include at least 1 fighter, and no more than half of the choice. Terrain features do not need to be strictly
total number of fighters in the warband. The fighters in restricted to the area rolled, but should be placed so that
each battle group must share the same faction runemark the majority of the feature is placed in the indicated
as each other fighter in their group. location.

1
The Battleplan When a Major Terrain Feature is placed, the player
The players will now make a series of rolls to determine placing it may also place 1 walkway, ladder or stair piece
the terrain and victory conditions of their battle. The connected to that terrain feature.
first player rolls 3 dice. The first dice indicates the
number of Major Terrain Features which will be placed This process is then repeated for Minor Terrain Features
on the board, the second indicates the number of Minor and Low Terrain Features.
Terrain Features, and the third indicates the number
Low Terrain Features. Objectives and Treasures
The First Player rolls on the Objectives and Treasure
Types of Terrain Features Tables (page 8). Then the players take turns rolling for
There are three types of terrain features: the placement of Objectives and Treasures on the
● Any terrain piece which is at least 2’’ tall and extends battlefield in the same manner as for terrain features,
at least 3’’ in two different directions is a Major until the total number placed corresponds to the result
Terrain Feature. on the table.
● Any terrain piece which is more than 1’’ tall and is
not a Major Terrain Feature is a Minor Terrain Objectives and Treasures may be placed on any open
Feature. space or platform, with the additional requirement that
● All other terrain pieces are Low Terrain Features. they must be placed at least 8’’ away from any other
Objective or Treasure markers, even if this means they
cannot be placed in the area rolled.
Placing Terrain Features
Starting with the First Player, each player takes turns
selecting Terrain Features until the total number of each Fighter Bounties
type which has been claimed equals the dice results for A Bounty is a inactive glory marker placed on a fighter’s
each type. card. When a fighter is taken out of action, the opposing
player claims any bounties on that fighter, flips them
Each player then rolls a number of dice equal to the over and adds each marker to their total as active Glory.
number of Major Features they have chosen. The results
of this roll indicate where each feature should be placed. Each player places 1 Bounty on their Leader (x). Then
the first player rolls on the Bounty Table (page 8) and
Results of 1-4 correspond to the four quadrants of the both players, starting with the First player, add
Battlefield, a result of 5 corresponds to the area in a 6’’ additional Bounties to their fighters.
radius from the center of the Battlefield, and a result of
6 indicates that the player may choose any area of the Players may not add multiple Bounties on a single
Battlefield. fighter in excess of that fighter’s Command Rank, unless
they have no other option.

1
Setup Sequence
Round Sequence
(continued)
Determine Battle Length Each round is made up of three phases. The hero
Finally, the First Player rolls a dice. On a result of 1, the phase, the combat phase, and the resolution
battle will last 3 rounds. On a result of 6, it will last for phase. Each phase must be fully resolved before
5 rounds. Otherwise, the battle will last for 4 rounds. proceeding to the next.

Hero Phase
Placing Warbands At the start of the hero phase, each player rolls 6 dice.
Starting with the First Player, each player takes it in turn These are referred to as their initiative dice. After
to place each of their battle groups, starting with each rolling, each player, starting with the First Player, must
player’s Dagger (9), followed by each player’s sort their dice into sets. Each dice which does not match
Hammer (0) and finally each player’s Shield (-). any other dice is a single, a pair of matching dice is a
double, a set of three matching dice is a triple, and
To place a battle group, the controlling player should four or more matching dice are a quad.
roll a dice. Each fighter in that battle group must be
placed in the corresponding area of the board, within 3’’ Each Double, Triple and Quad should be set aside,
of the board edge on a result of 1-4, and no further than along with any number of Singles which the player
1’’ from another fighter in their group. Each battle group choose. These dice may be used during the round in
must be placed at least 6’’ away from any enemy battle order to activate Abilities, Spells, and Items. Each
groups and at least 3’’ away from any friendly battle set aside dice is referred to as an ability dice.
groups, objectives, or treasures, if possible.
Next, each player receives 1 wild dice. A wild dice is an
On a result of 6, the battle group is placed in reserve. extra dice which may be used as an initiative dice or an
Place them adjacent to one board edge in any quadrant ability dice of any number.
of the controlling player’s choice. After the Hero Phase

1
of the second round has been completed, all reserve Starting with the First Player, each player chooses to use
battle groups are placed on the battlefield at their chosen or save any number of their wild dice. Wild dice may be
board edge, following the usual setup rules. used either as extra initiative dice, or to make a single
into a double, a double into a triple, or a triple into a
Twists quad. Only 1 wild dice may be added to any given set of
If the players want an additional element of variability, ability dice. Wild dice may not be used to as single ability
they may choose to use a twist. The first player should dice.
roll 2D6, and use the corresponding Twist listed on page
11. Initiative
Whichever player has the most initiative dice remaining
Victory Conditions after assigning their wild dice claims the initiative token,
At the end of the final round, the player who has and will be the new First Player.
amassed the most Glory is declared the winner of the
battle. There are three ways in which a player may gain If the players each have the same number of initiative
Glory: dice, all tied players roll off to determine which will
become the First Player.
1. Each time an enemy fighter with one or more Bounty
markers is taken out of action, the player who took that Place Reserves
fighter out claims an equal amount of Glory. Note that Any battle groups in reserve will now be placed on the
Bounty on your own fighters is not part of your total. Battlefield, and the combat phase begins.
2. At the end of each round, determine control of every
Objective on the Battlefield. Each player adds up the Combat Phase
total Command Rank of all friendly fighters within 3’’ of In the combat phase, the players will take it in turns to
an objective. The player with the higher total is activate their fighters. The First Player takes the first
considered to be in control of that objective. That player turn.
is awarded 1 Glory. If no player has a fighter in range of
an objective, or if multiple players’ command total is During a player’s turn, they may choose one fighter in
tied, no Glory is awarded for that objective. their Warband to use. This is referred to as that fighter’s
activation. Each player must activate a fighter during
3. At the end of the battle, each player gains 2 Glory for their turn or pass, if they have no fighter’s remaining to
every Treasure being carried by a friendly fighter. Note activate or choose.
that Treasures and Items are distinct, and no Glory is
awarded for the possession of Items, unless specifically Once both players have passed the combat phase ends
stated. and play proceeds to the resolution phase.

2
Round Sequence
Abilities
(Continued)
Resolution Phase Abilities
During the resolution phase the players will conclude During a fighter’s activation they may use 1 ability, if the
the round by carrying out the following steps: controlling player has sufficient ability dice in their
Active Dice Pool. Each fighter has access to a number of
1. Remove activation markers and guard tokens from different abilities, listed in several different locations:
the board.
Each fighter may use some or all of the seven universal
2. Return all Ability Dice to the Initiative Dice pool and abilities listed on the Universal Abilities reference card,
discard any used Wild Dice. as well as some or all of the three faction abilities listed
on their Faction Ability reference card.
3. Perform Battleshock tests.
Some Items grant the bearer of the Item the use of an
4. Determine control of Objectives and gain Glory. (See ability, and some fighters also have abilities printed
Victory Conditions, page 2) directly on their fighter cards. Only these specific
fighters may make use of these abilities.
Once these steps have been carried out the round ends.
If this is the final round then both players tally and Some abilities may reference the value of the ability.
compare their final Glory totals. Otherwise, continue to This is simply the number shown on the dice used to
the Hero Phase of the next round. activate that ability.

Battleshock Tests Types of Abilities


During the course of a round, the players will receive [Single] abilities, indicated by the ( ) icon, are found
Battleshock tokens, most often when their fighters are on items, and may be used by moving one or more
taken out of action. Each time a friendly fighter is taken matching dice from the Active Ability Pool to the

1
out of action, the controlling players must take a number Inactive Pool.
of Battleshock tokens equal to that fighter’s Command
Rank. [Double] abilities, indicated by the ( ) icon, may be
used by moving two or more matching dice from the
Active Ability Pool to the Inactive Pool.

Battleshock Token [Triple] abilities, indicated by the ( ) icon, may be


used by moving three or more matching dice from the
During the resolution phase, the players, starting with Active Ability Pool to the Inactive Pool.
the First Player, must roll a number of attack dice equal
to number of Battleshock tokens which they have. For [Quad] abilities, indicated by the ( ) icon, may be
every (_) result, that player must move 1 initiative dice used by moving four or more matching dice from the
to their inactive dice pool. For every (_) result, the Active Ability Pool to the Inactive Pool.
Command Rank of each of that player’s fighters is
reduced by 1 (to a minimum of 0). [Spell] abilities, indicated by the ( ) icon, may be used
by moving one or more matching dice from the Active
Dice moved to the inactive pool will not be rolled during Ability Pool to the Inactive Pool. Before carrying out the
the following Hero Phase. Discard all Battleshock tokens ability, however, the player must make a casting roll,
at the end of the round. by rolling a number of magic dice equal to the value of
the ability. If they roll symbols which match the listed
requirement, the spell is cast successfully, and the ability
is carried out, otherwise the ability has no effect.
Command Ranks
/ Thrall 1 Bonus Actions
Some abilities let a fighter make bonus actions. These
c Minion 1 actions may be carried out in addition to that fighter’s 2
normal actions, but must be made immediately when
m Warrior 2 the ability is used.
; Elite 3
Runemarks
h Champion 4 Some abilities are restricted to certain types of fighters,
and may only be used if the fighter has the matching icon
x Leader 4 on their fighter reference card.

3
Actions
When a player activates one of their fighters, that fighter Jumping
may take 2 actions chosen from the list below. They must A fighter may jump as part of their move action. If they
carry out the first action in its entirety before choosing do so, they may move in a straight line horizontally
a second action. through the air. Once their horizontal move is complete,
they will be moved any distance vertically down until
● Move they are resting on the battlefield floor or on a platform.
● Disengage If the fighter is moved 3’’ or more downward following
● Attack a jump, they will suffer 1 Impact Damage for every 3’’
(rounding down). Fighters with certain Defense
● Guard attributes receive a penalty when jumping.
● Wait
Climbing
If a fighter’s base is touching a part of a terrain feature,
Move Actions they may begin to climb. While climbing, fighters
maybe move vertically up or down that terrain feature.
Once a fighter begins climbing they are considered to be
Fighters can change their position on the battlefield by climbing until the center of their base is once again on
making move actions. During a move action, a fighter the battlefield floor or a platform.
may move a number of inches equal to the Move value
on their fighter card. If a fighter ends their activation while climbing, they will
Fall.
There are 4 types of moves which a fighter may carry out
during a move action, normal moves, jumping, Fighters with the Mount runemark (.) cannot climb.
climbing and flying. A fighter may use any of these Fighters with certain Defense attributes receive a bonus

1
types of move in any combination during a single move or penalty when climbing.
action, as long as the total distance moved does not
exceed that fighter’s Move value.
Flying
Fighters with the Flying runemark (') can fly as a part
Move Value of their move action. While flying, fighters may move
any distance vertically up or down without using any of
their allotment of movement for the action. Once a
The following general limitations must be observed fighter begins flying they are said to be flying until the
during a moment action: center of their base is on the battlefield floor or a
platform.
● Fighters may not move through other fighters.
● Fighters may not move through any part of a terrain A fighter cannot end their movement action while flying.
feature.
● Fighters may not move over the edge of the
battlefield.
Disengage Actions
● Fighters that begin their move action within 1’’ of
any enemy fighters must finish that move action as Engaged fighters may use the disengage action to move
close or closer to those enemy fighters as they were away from an enemy. Fighters may also use the
at the start. disengage action when dodging. When disengaging, the
active fighter may move up to half of their movement
value (rounding up) using a normal move, and must end
Falling their movement at least 1’’ away from any enemy fighters.
If the center of a fighter’s base is not on the battlefield
floor or on a platform at the end of their activation, they If a fighter is unable to end their move at least 1’’ away
are moved vertically downward until it is. If they were from all enemy fighters, they may not take a Disengage
moved 3’’ or more vertically downward, they will suffer action.
1 Impact Damage for every 3’’ (rounding down).

Normal Moves Attack Actions


During a normal move a fighter may move on the
battlefield floor or on a platform. They must remain on Each fighter reference card lists one or more Weapons
the battlefield floor or platform, whichever they started that that fighter may use when making an attack action.
on, for their whole move. Each weapon has four values: Range, Attacks/Type,
Strength, and Damage/Critical Damage.

4
Attacks
Bolt or Channel. If the result of a magic attack roll
matches the indicated icon, then it results in a hit,
otherwise it is a miss.

Weapon Action Magic attacks also do not have a separate critical damage
value. Instead a critical hit result on a magic attack dice
To make an attack action, follow these steps: inflicts normal damage to the target, and, if there are
more than 1 critical results in the roll, the caster suffers
1. Choose Weapon and Target 1 Impact Damage.
If there are any enemy fighters within 1’’ of this fighter,
one of those enemies must be the target of the attack, Magic Results Table
and the target must be within the range of the weapon.
Critical Hit: Inflict Damage, caster suffers 1 wound
If there are no enemy fighters within 1’’ of this fighter,
any enemy fighter in range of one of this fighter’s Bolt: Inflict Damage if spell strength matches icon
weapons may be chosen as the target of the attack.
Channel: Inflict Damage if spell strength matches icon
Range
The range value of a weapon is the number of inches 3. Defense Roll
away from the fighter which is considered to be in range The enemy fighter which has been chosen as the target
of the attack. For example, a weapon with a range of 2 of the attack action may now make a Defense roll in
could be used to attack any enemy fighter within 2’’ of order to attempt to block some or all of the attacker’s
the fighter making the attack action. hits.

Some weapons have a minimum range, which means Roll a number of Defense dice equal to the target

1
that they cannot be used to target an enemy fighter if fighter’s defense value, and consult the Defense Results
that fighter is within the minimum indicated on the table.
weapon. For example, a weapon with a range of 3-12
could not be used to target an enemy that was within 3’’. Combat Results:
2A. Attack Roll (Melee and Ranged Attacks) Critical: Cancel a Hit or Critical Hit
When making an attack with a Melee (2) or Ranged
Block: Cancel a Hit
(_) weapon action, the attacking fighter rolls a number
of Attack dice equal to the Attacks characteristic of their Dodge: May take bonus Disengage action
chosen weapon. This is referred to as the hit roll. Now,
determine which dice has resulted in a hit, critical hit, Advantage: Cancel a Hit if Toughness>Strength
or miss. To do so, compare the Strength characteristic
Dominance: Cancel a Hit if Toughness>Strength by 2+
of the weapon and the Toughness characteristic of the
target fighter and consult the Combat Results table.
Dodging
Combat Results: If a fighter rolls a Dodge on their defense, they may
choose to take a Disengage action immediately after the
Critical: Inflict Critical Damage entire Attack action has been completed, after which the
attacking fighter may complete their activation, if they
Hit: Inflict Normal Damage
have not already done so. Dodging fighters who have not
Miss: No effect yet been activated this round receive a wait token,
fighters with a wait token are activated for the round,
Advantage: Counts as Hit if Strength>Toughness and fighters who have been activated may not use a
Dodge result.
Dominance: Counts as Hit if Strength>Toughness by 2+

4. Damage
After determining which dice resulted in hits or critical
Toughness hits, remove all other dice. Then remove each dice which
is canceled by a defense dice. If there are any dice
remaining, inflict a number of wounds on the target
2B. Attack Roll (Magic Attacks) equal to the total Damage value of all the remaining hits
Magic (_) attacks work slightly different than normal and critical hits.
attacks. Instead of comparing Strength to Toughness,
the Strength value of a magical attack is a set value of

5
Attacks (Continued)
5. Remove Fighters Taken Out of Action attack, do not skip step 3 in the attack sequence. Instead,
If a fighter suffers a number of wounds which brings Block and Critical results on their defense roll may be
their total number of wounds equal to or greater than used to cancel magical hits or critical hits,
the target fighter’s Wounds value, that fighter is taken respectively. Note that critical hits still inflict 1 wound
out of action. Remove the fighter from the board, and on the caster even if blocked.
give the controlling player a number of Battleshock
tokens equal to that fighter’s Command Rank.
Guard Actions
Wounds
Defense A fighter that takes a Guard action places a guard
token beside their fighter. At the end of this action, they
should place their activation or wait token on the
6. Driven Back guard token so that it covers one of the options. The
If a normal attack results in any number of unblocked remaining option indicates the type of guard which the
critical hits, the attacking fighter may choose to drive fighter has taken. If the block icon is shown, that fighter
back the target fighter. Trace a straight line between may add 1 block result to their defense rolls, as if they
the center of the attacking fighter’s base and the center had rolled an additional dice. If the dodge icon is
of the target fighter’s base, and push the target fighter 1’’ shown, they may add a dodge result in the same manner.
along that line (see Push, page 6).
Note that a guard token does not overrule weapon or
Combat Attributes defense attributes, ie a fighter with Light armor cannot
use a guard token to make use of a block result. A
fighter which takes a bonus Guard action and does not
Some weapons and defense characteristics have specific have an activation or wait marker assigned to them
attributes which may effect the results of combat rolls.

1
should use a spare token to indicate their choice of guard
Abilities which allow a fighter to manipulate Block or type.
Dodge results do not effect Critical, Advantage and
Dominance results.

Attack Attributes: Guard Token


Cleave: Weapons with the Cleave attribute allow the
attacker to ignore Block results on defense rolls. Additionally, a fighter with a guard token cannot be
driven back, either as a result of a critical hit or the
Ensnare: Weapons with the Ensnare attribute allow the knockback ability. A fighter with a guard token must
attacker to ignore Dodge results on defense rolls. discard that token if they make a Move or Disengage
action, or at the end of the round.
Knockback: After any successful attack (one in which any
number of wounds are inflicted on the target), the
attacker may drive back the target a number of inches Wait Action
up to the ability value, rather than 1’’ on a Critical hit as
normal. A wait action can be used in two ways. If a fighter makes
a wait action as their last action of their activation, their
Defense Attributes: activation ends. Alternatively, that fighter may use the
wait action to delay their action. Place a wait token
Light: A fighter with Light armor may use Dodge results
even if they have already been activated. They do not beside that fighter and end their current activation. A
receive a wait token when dodging. However, this fighter fighter who uses a wait action in this manner may not
may not use Block results. When a fighter with Light activate an ability during their activation.
armor Climbs as part of a move action, the vertical
distance is considered to be decreased by a number of A fighter with a wait token may be activated a second
inches equal to that fighter’s Defense characteristic. time during the round, but may only take a single action
during their second activation. They may use an ability
Heavy: A fighter with Heavy armor may choose to use as usual during this activation.
Block results to cancel hits as normal, or to turn critical
hits into normal hits. However, this fighter may not use
Dodge results. When a fighter with Heavy armor
Climbs or Jumps as part of a move action, the distance
is considered to be increased by a number of inches
equal to that fighter’s Defense characteristic.

Magical: When this fighter is the target of a Magical

6
General Concepts
Impact Damage At the end of each turn, after both players have activated
Each time a fighter suffers impact damage they must roll each of their fighters, the first player rolls one D6 for
an attack dice. For every (_) result, they suffer 1 wound. each group of roaming beasts on the board and activates
For every (_) result, they suffer 3 wounds. If a hero them according to the result on the Beast AI table. Each
would suffer impact damage from multiple sources – for fighter takes two actions as usual. Roaming beasts may
example, falling onto Deadly Terrain – they should roll not use the Wait or Guard actions.
1 dice for each instance.
When a roaming beast “targets” a fighter, it should
attempt to position itself within range of the targeted
Push/Pull fighter using Disengage and Move actions. Once it is in
When a fighter is pushed or pulled by an effect, they will range, it should use Attack actions against that fighter.
be moved away from or towards a specific point - usually The player who does not control the target should roll
another fighter - in a direct line drawn between the the attack dice. When a player moves a roaming beast
center of the originating object and the center of the fighter, it should take the most direct possible route
target fighter’s base. If a fighter is pushed or pulled into towards its destination or target without inflicting harm
an obstacle or another fighter then the push or pull upon itself.
immediately ends and the fighter suffers Impact
Damage. If a push or pull is stopped by another fighter,
both fighters suffer Impact Damage. Engaged Fighters
Fighters that begin their activation within 1’’ of an enemy
Items and Treasures fighter are Engaged. Engaged fighters suffer
If a fighter ends a Move action within 1’’ of a Treasure restrictions to their movement and attacks.
or Item, and no enemy fighters are within 1’’ of that
Treasure or Item, they may pick it up and place it on Visibility

1
their fighter card. If that fighter is subsequently taken A fighter is said to be visible to another fighter if a
out of action, drop any Treasure and Items they are straight line can be drawn between between any part of
carrying within 1’’ of figure’s location. one fighter and any part of the other without passing
through another fighter or a terrain feature.
● Faction-specific items are removed from the game
if picked up by a fighter from another faction.
● Fighters that end their movement within 1’’ of a Re-rolls
friendly fighter with an Item or Treasure may take Some rules allow you to re-roll one or more dice after a
that Item or Treasure. particular roll. That ability or item or special rule will
● Items with the (_) icon allow the bearer to use the indicate how many dice may be re-rolled. A single dice
associated ability, while Items without that symbol may never be re-rolled more than once; the second result
always provide the associated bonus. must be used.
● Perishable items are discarded after the first time
they are used. Roll-offs
Sometimes the rules will require the players to make a
roll-off. Each player rolls a d6. Whoever rolls highest
Measuring Distances wins the roll-off. If there is a tie, both players roll again.
Distances in Warcry are measured in inches, between
the closest points of the bases of the fighters which are
being measure to and from. A fighter is considered to be
within a certain distance if any part of their base is
equal to or less than the specified distance. A fighter is
considered to be wholly within a certain distance only
if their entire base is within the specified distance.

Roaming Beasts
Roaming beasts may be set up on the board as the result
of a Wild Creatures twist. These fighters are usual set
up in a group - see the Roaming Beast Groups reference.
These fighters treat all fighters that are not part of their
group as enemy fighters.

When a group of roaming beasts is set up, each beast


must be within 1’’ of another beast in the group, within
3’’ of the battlefield edge and at least 6’’ away from any
enemy fighters, if possible.

7
General Concepts (Continued)
Glory the Champion (h) runemark instead.
During the battle each player will have the opportunity
to earn Glory, which is used to determine the overall ● Each warband may include up to 1 of each of their
winner of the engagement. Faction Items.

Each glory marker is double-sided, showing an Active Each player takes the faction reference card which
side and an Inactive side. matches their Leader’s faction.

Enemy, Ally and Friendly Fighters


Each fighter controlled by an opponent is considered an
Enemy Fighter. Each fighter you control whose faction
Active and Inactive Glory icon matches your Leader’s faction icon is a Friendly
fighter, and each fighter you control whose faction icon
Spending Glory does not match your leader is an Allied Fighter.
Once earned, players may use their glory for 1 of 2
possible benefits. Glory used in such a manner still Ally Factions
counts for its full value when determining the winner of During campaign games, in larger engagements, or at
the match. To use an active glory point, a player simply the players discretion, each player may choose one ally
flips it over to its inactive side. faction. The ally faction must share the same grand
alliance (Order, Chaos, Destruction or Death, noted on
● Re-Rolls. A player may spend 1 Glory point in order the faction reference card) as the main faction. In this
to re-roll any 1 dice. During the initiative phase, the case, the restriction that each fighter must share the
player with initiative must decide if they are going same faction runemark is ignored; all other guidelines
to re-roll any of their initiative dice first. During an

1
must be followed. Each player still has only one faction
attack sequence, the attacker must decide if they are reference card. Allied fighters are not effected by friendly
going to re-roll any of their dice first. In either case, faction abilities, unless specifically indicated, and may
each player has an opportunity to re-roll their dice not use abilities on another faction’s reference card.
after the other player has re-rolled one of their dice.
● Additional Wild Dice. A player may spend 3 Glory
points during the initiative phase - before rolling
Setup Tables:
any of their initiative dice - in order to gain an
additional Wild Dice. Objective Table:
1: 1 Objective 3 Glory
Tied Games 2-3: 2 Objectives 2 Glory
At the end of a battle, if both players have the same
amount of glory, the player with the most Active Glory 4-5: 3 Objectives 1 Glory
is the winner. If they are still tied, the player holding the 6: 4 Objectives 1 Glory
most objectives is the winner. If they are still tied, the
player with highest total points value of fighters on the
board is the winner. Treasure Table:
1-2: 1 Treasure 3 Glory
The Warbands 3-4: 2 Treasures 2 Glory
Each player must bring a warband of fighters. When first
setting up a game, each player must assemble a warband 5-6: 3 Treasures 1 Glory
which abides by the following guidelines:
Bounty Table:
● The combined points value of all fighters and items Each player adds 3 Bounty to their Leader (x) and 3
in each player’s warbands may not exceed 1000 1: Bounty to one of their Champion (h) or Elite (;)
points, though the players may choose to increase fighters.
this limit in order to play a larger engagement. Each player adds 6 Bounty to fighters in their Dagger
2: (9)
● All fighters in a player’s warband must share the Each player adds 6 Bounty to fighters in their Hammer
same faction runemark. 3: (0)
Each player adds 6 Bounty to fighters in their Shield
● There must be 1 fighter with a Leader (x) 4: (-)
runemark in each warband. Each warband may
Each player adds 5 Bounty to any of their enemy’s
include up to 1 additional Leader (x) , this leader 5: fighters
is a Hero, and is considered in all regards to be have
6: Each player adds 7 Bounty to any of their own fighters

8
Terrain
The Battlefield Archways and Doors
Standard games of Warcry are fought on a 22’’ by 30’’ Some terrain features are said to be archways or
in area. The Battlefield refers to the area of play, doors. Before the battle begins all players must agree
including any and all terrain features set up on that area. which terrain features are archways and doors.

During a fighter’s move action, if any part of their base


Objectives touches a terrain feature defined as an archway or door,
Objectives should be circular objects approximately 1’’ that fighter may move through it, even if their base is
in diameter. They are not considered to be obstacles, too large to physically fit through. A fighter must be able
and may be moved onto or over without penalty. When to move completely through an archway or door; they
measuring distance from an objective, measure in the cannot pass partially through it. All other normal
same manner as for a fighter, from the closest edge - not movement rules apply.
the center of the objective.
Fighters with the following runemarks may not move
Deadly Terrain through archways:
Some terrain features are said to be deadly terrain. ● Gargantuan (,)
Before the battle begins all players must agree which ● Mount (.)
terrain features are considered to be deadly before any
features are chosen or placed on the battlefield. Fighters with the following runemarkes may not move
through doors:
If a fighter is pushed or pulled into deadly terrain, if ● Gargantuan (,)
they climb or jump onto deadly terrain, or if they fall ● Mount (.)
and are placed within 1’’ of deadly terrain, they ● Beast (s)
immediately suffer 1 impact damage, in addition to

1
any other impact damage they would normally suffer. Note that these restrictions do not apply to dungeon
doorways (see Catacombs Rules, page 10)
Low Terrain
Fighters may move onto terrain features which are less Cover
than 1’’ tall, even if this results in their base not being Fighters may receive cover when they are the target of
fully level on the battlefield floor or on a platform. an attack if there is a Major or Minor Terrain feature
between them an the attacker.
Fighters standing on Low Terrain are considered to be
off-balance. To determine if a target fighter is in cover, draw a direct
line between the attacker’s and the target’s bases. If the
Stairs and Ladders line crosses through a Major or Minor Terrain feature,
Some terrain features are said to be stairs or ladders. the target is in cover and receives a bonus of 1 added to
They are treated as obstacles, with the following their defense characteristic. For example, a fighter
exceptions: standing on a platform or a fighter standing against a
● Fighters that finish their activation while climbing short wall would receive cover.
a stair or ladder are not said to have fallen, and can
remain part way up the stair or ladder. Exception: If the attacker’s base is touching the terrain
● When a fighter on a stair or ladder is attacked, they feature, and the target’s is not, the target is not in cover.
are considered to be off-balance. For example, an archer shooting from behind a wall or
from the top of a platform.
Off-Balance
A fighter that is off-balance suffers a penalty of 1 Falling
subtracted from their Defense characteristic (to a When a fighter standing within 1/2’’ of the unenclosed
minimum of 0). edge of an platform would be driven back by an attack,
they are not pushed as usual. Instead, the attacker may
Special Terrain Features choose to make them fall off the platform, and may place
Some terrain features have special effects. They function them on a lower platform or the battlefield floor within
in the same manner as normal terrain features, but with 2’’ horizontally of the point from which they fell. This
an additional effect. When the players are setting up, rule does not affect flying (') fighters.
they may each choose 1 terrain feature with a special
effect.

See the Special Terrain Reference Card for more detail.

9
Catacombs Rules
General Dungeon Rules objectives, the distance is not measured in a straight
When playing a dungeon battle, there are a few unique line, but rather the shortest possible distance without
rules which apply. Those rules are detailed in this crossing through a dungeon wall. As a result, fighters
section. Unless specifically overruled in this section, all separated from an objective by a wall may not be
standard rules apply. considered to be within 3’’, etc.

Dungeon Terrain: Doorways


Special Dungeon Setup Dungeon Doorways have two states: open and closed.
When setting up dungeon terrain, players will still make When a Dungeon Doorway is closed, it is considered to
three rolls. Instead of Major Terrain Features, however, be a Dungeon Wall. When a doorway is open, it is
the first roll indicates how many Dungeon Doorways the considered to be an open space. The floor section in a
players will place. Dungeon Doorways must always be doorway is not considered to be low terrain, and there
closed when they are placed on the board. are no restrictions as to which types of units may pass
through them.
Do not roll for which board quadrant to place a door in;
they are placed instead in any valid doorway space on Fighters may target doorways with a special attack
the board. When placing a Doorway, a player may also action, in order to break it down or prevent it from
choose to place a Lever within 1’’ of that doorway, being closed by a lever. Choose a melee (2) weapon
provided there are any Levers remaining to place. action that is within range of the door and roll a number
of dice equal to weapon’s Strength characteristic. If you
After each Doorway has been placed, each player may roll a number of (_) results equal to or greater than the
place 0, 1 or 2 bridges on the board. The bridges may be number of tokens beside the door, remove 1 token, then
of any size or type (wooden or metal), but they must be - if you removed at least 1 token - remove an additional
placed over a Dungeon Pit, and must cross from one side tokens for each (_) result. If the last token is removed,

1
of the Pit to the other. the door is opened, and may not be closed again.
After each Dungeon Doorway and Bridge has been
placed, place 1 generic markers beside each wooden Dungeon Terrain: Bridges
bridge, 2 beside each doorway, and 3 beside each metal Bridges in a dungeon battle work the same as in a
bridge. normal battle, with one exception. Each time a fighter
takes a move action which ends on the bridge or takes
Placing Warbands them across the entire span of the bridge, they must roll
When placing your battle groups on a roll of 1-4, they an attack dice. On a result of (_), remove one token from
cannot be placed anywhere on a board edge, but must beside the bridge. If the last token is removed, remove
be placed within 3’’ of a dungeon entrance on a the bridge. The moving fighter and each other fighter on
corresponding board edge, even if that will place them the bridge falls into the pit.
within 6’’ of an enemy fighter or objective. Each entrance
can only be used by one battle group. If there are no Dungeon Terrain: Pits
viable entrances, the battle group is placed in the reserve. Most dungeon boards feature pits. Pits are dungeon
terrain features printed directly on the board. Fighters
On a roll of 5-6, a battle group if placed in the reserve. standing on bridges over pits or within 1/2’’ of pits are
considered to be on the edge of a platform. When
Reserve Fighters fighters fall into or jump across pits, they suffer different
In a dungeon battle, reserve fighters are not placed in effects, depending on the type of pit.
the normal manner. Instead, they are scattered
throughout the vast underground catacombs. At the end Lava: If a fighter falls into Lava, they are immediately
of the hero phase of the second turn, the players will take taken out of action. If a fighter jumps over Lava, they
it in turn to roll a dice for each individual fighters in their suffer impact damage.
reserve. On a result of 1-4, the fighter is placed within
3’’ of a corresponding dungeon entrance, even if that will Vortex: If a fighter falls into or jumps across a Vortex,
place them within 6’’ of an enemy fighter or objective. the controlling player rolls an attack dice. On a result of
On a result of 5-6, the fighter may be placed at any (_) or (_), that fighter is removed from the board and
dungeon entrance. placed within 1’’ of the edge of the other vortex. On any
other result, the fighter is either unaffected - in the case
of a jump - or taken out of action - in the case of a fall.
Dungeon Terrain: Dungeon Walls
The thick black lines on the board indicate Dungeon Pit of Souls: If a fighter falls into a Pit of Souls, they
Walls. These are impassible obstructions which prevent are immediately taken out of action. Fighters jumping
movement and line of sight under all circumstances. across and/or ending an action within 3’’ of a Pit of Souls
Additionally, when measuring distances to or from suffer impact damage.

10
Twists
1. Climate: 4. Magical Phenomena:
1: Dawn 1: Bloodwind
2: Dusk 2: Rainstorm of Ghyran
3: Dead of Night 3: Winds of Rot
4: Deluge 4: Winds of Fate
5: Howling Winds 5: Azyrite Lightning Storm
6: Blizzard 6: The Goremoon Rises

2. Environment: 5. Psychology:
1: Murky Swampland 1: Grudge Match
2: Foreboding Location 2: No Respite, No Quarter
3: Enervating Totems 3: Battle of Wits
4: Insidious Malignance 4: Battle Frenzy
5: Arcane Inscriptions 5: Bitter Rivals
6: Encircling Direflock 6: Eager for the Fight
3. Fate: 6. Wild Creatures:
1: Eerie Silence 1: Sinister Bargain
2: No Holding Back 2: Rampaging Beasts

1
3: Favorable Position 3: Bloodscent
4: Double or Nothing 4: Hidden Predators
5: Hunting Grounds 5: Apex Predator
6: Dark Omens 6: The Hunt

Dungeon Twists
1. Infernal Forgefloor: 2. Dungeon Architecture:
1-3: Suffocating Heat 1: Sealed Passages
4-6: The Forgeworks 2: Weakened Frames
1. Lair of the Sphiranx: 3: Strong Crossings
1-3: The Mindstealer’s Call 4: Treacherous Bridges
4-6: Confusing Haze 5: Dangerous Doorways
6: Hidden Traps
1. Halls of Velorum:
1-3: The Restless Dead 3. Mysteries of the Depths:
4-6: Deathless Battle 1: Deep Shadows
1. Temple of Nagendra: 2: Lost in the Dark
1-3: Swarming Snakes 3: Rumored Riches
4-6: The Serpent’s Eye 4: Advance Scouts
5: Steady Footing
1. Cinder Warrens: 6: The Unknown Beast
1-3: Denizens of the Warrens
4-6: Bursting Sparks 4-6. Use Standard Twists

11

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