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GT 1 N M Rulebook Web

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14 views32 pages

GT 1 N M Rulebook Web

Uploaded by

lupercal studio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 32

Generated for #SFU43241. David Campos (eltaur@gmail.

com)

Rulebook
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Game Concept & Design Steamforged Games Team


Mat Hart Co-Founders Finance & IT
Design & Development Mat Hart (CCO), Rich Loxam (CEO) John Ford, Adam King
David Carl, Alex Hall, Steve Margetson, Chairman Marketing & Community
Sherwin Matthews Simon Spalding Derek Baker, Sean Dooley, Jamie Giblin,
Art Non-Executive Director Ronan Kelly
Doug Telford, Rhys Pugh Ian Livingstone CBE Human Resources & Operations
Sculpting Product Owner Gareth Reid
Russ Charles, Ben Charles, Alex Hall Fulfilment & Logistics
Tom Lishman, Mike Appleton, David Fear, John
Design & Writing
Graphic Design & Layout Sherwin Matthews Hockey, Lee Hughes, Richard Jennings,
Tom Hutchings, Abigail Thornton Steve Loxam, Andy Lyon, Luke Pitter,
Development & QA David Pownall
Editing Richard August, Bryce Johnston,
Darla Kennerud Samantha Laydon, Steve Margetson, Support & Sales
Playtesting Fraser McFetridge, Jamie Perkins, Alex Black, Rachel Hall, Firoz Rana,
Daniel Bailey, Tomas Blankley, Dominic Westerland Kieran Shiach, Ben Taylor
Stephanie Chapman, Peter Clarke, Production Special Thanks to
Ben Crowell, Jason Enos, Andrew Henton, Edward Ball, Matthew Elliott, Charlotte Claire and George Andrea, Katherine,
Bryce Jensen, Andrew Jones, Stephanie Holland, Louis Moore, Aitch Parker, and Tom
Kampel, Taylor Kowbel, Matt Nott, Tom Rochford, Paul Waters
Thomas Redden, Shawn Simms

Copyright © 2019 Steamforged Games Ltd. All rights reserved. Godtear and the Godtear logo are registered trademarks of
Steamforged Games Ltd. No part of this book shall be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information retrieval system without written permission of the
publisher. Although every precaution has been taken in the preparation of this book, the publisher and author assume no
responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of this information
contained herein.
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Contents 3

Game Contents. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

The Big Picture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Champions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Preparing for Battle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Card Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Zooming in. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Phases of a Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Ranges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Activating Your Models. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Using Model Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Status Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Knockout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Life. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Knowledge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Quest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Chaos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
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4
Game Contents
Champions Followers

Followers aid champions in their quest


for ascension, and can be anything from
Champions are mighty individuals who seek mercenary henchmen to devoted acolytes, or
out the essence of the gods in order to fulfil even conjured spirits bound to the will of a
their destiny and ascend. Champions are champion. Followers are usually 3 – 6 small
always large miniatures. miniatures formed into a unit, but a few
Banners champions have 1 – 2 large followers instead.

Objective Hexes
Objective hexes
are placed on the
battlefield to represent
an area rich in energy
from a godtear hidden
Banners resemble a flag or icon and allow beneath the ground.
champions to stake claim to an area, driving
their standard into the ground for all to see.
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Battlefield and Dice


Battle Ladder 5

All die rolls in a game of Godtear use these


custom dice.

Cards and Dashboards

The battlefield is a hex grid that makes up most


of the Godtear game board. The battle ladder is
a score track to the side of the battlefield.

Battle Ladder Tokens There are 3 card types in Godtear.


These cards are placed on dashboards
to keep the play area nice and tidy.

There are 2 token types that are placed on Dashboard Tokens


the battle ladder. Each player’s warband
token is placed on the battle ladder before
the game begins. A turn token moves up and
down the steps of the ladder each turn to
determine who wins the turn.

There are 2 token types that are placed on


dashboards. Wound tokens show how many
wounds a model has taken. Status tokens are
double sided tokens that show the boons and
blights a model has cast upon them.
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Our tale begins with the end of days, a time when mortals
6
have abandoned sacred belief and wage bloody wars across
a world coming unbound. Already weakened, the gods weep
for the ruination of the universe at the hands of the faithless,
witnessing the final betrayal and succumbing as their last
worshippers abandon them.

Anguish ravages and shatters each god into a thousand pieces


as they die, their demise heralded by arcane lightning on the
blackened horizon. In a reverent silence, mortals come to
remember their divine masters at last, but their resumed piety
is too late. In the depths of their cities they cower as a rain
of crystalline shards falls, crashing into the ground in great
outpourings of power, liquid fire dispelling the darkness as it
spirals into the skies above.

These are the godtears, crystals imbued with the essence of the
gods. Their energy is so mighty as to consume most mortals
who might dare to stand in their presence, only a few able
to embrace their divine light. Each shard wreaks destruction
upon impact, levelling mountains and shattering the earth
into great chasms, water rising from the depths to consume all.
Eventually all that remains of the mortal world is barren and
lifeless, mortalkind reduced to a pitiful handful of survivors
and little else.

Yet this cursed fate is not oblivion, but the promise of


resurrection. For through the stark light of the godtears, the
trials of the champions resume once more. Drawn by the lure
of glory untold, mighty individuals chosen by destiny venture
forth in search of these sacred crystals, their actions the birth
of legend and dire portents both.

To claim such sovereignty is to step upon the path of ascension


to godhood. As they absorb more godtears, champions grow
in power and size, towering over mere mortals, who flock to
become the first followers of these future gods. Nations and
religions emerge in thrall of these rulers, their words the divine
teachings of prophets, saints, and demons.

For this is the rite of the immortals, when the birthright of the
champions is claimed once more, and the new pantheon of
gods is born…
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7
Generated for #SFU43241. David Campos (eltaur@gmail.com)

8
Overview
In Godtear, players take command of a Players move the turn token in the following
warband made up of champions and their ways. They can move the turn token multiple
followers, and attempt to gain victory in times per turn for the same accomplishment
a scenario-based battle. During each turn if they meet the requirements more than
players compete to influence the momentum once in a single turn.
of the conflict by carrying out heroic actions,
allowing them to gain the upper hand. This • Knock out an enemy champion
is represented by the turn token moving one (see ‘Knockout’, p. 23). . . . . . . . . . . . 4 steps
or more steps on the Battle Ladder, which • Knock out a small enemy follower . . 1 step
shifts dynamically back and forth between • Knock out a large enemy follower . . 2 steps
each player. • Make a claim action during the
plot phase (see ‘Claim Action’, p. 19). . 1 step
In the plot phase of each turn, warbands • Have one of your banners on an
focus primarily on getting into position and objective hex during the end phase
setting up their game plan for the turn. (see ‘End Phase’, p. 15) . . . . . . . . . . . 4 steps

In the clash phase of each turn,


warbands implement those plans with brutal
Don’t get too comfortable with the
attacks against enemy models.
plan-then-execute dynamic of the
plot phase and clash phase. Some
At the end of the turn, the player with the
champions and followers shake things
turn token in their side of the battle ladder
up with a unique play style.
wins the turn and gains the number of
victory points shown on the back of the
current turn token. Turns increase in value
as the action intensifies with a mighty clash,
and then taper off again as the fighting nears
its conclusion.

The first player to gain 5 victory points


wins the game.
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Champions 9
Champions are divided into four distinct
classes, and each class gains a bonus step for
one of these accomplishments. Slayers
focus on fighting enemy champions, and
gain a bonus step when they knock out an
enemy champion. Maelstroms excel at
eliminating followers, and gain a bonus step
when they knock out an enemy follower.
Shapers can manipulate objective hexes
to find a foothold for their banner, and gain
a bonus step when they make a claim action.
Lastly, Guardians protect the hexes
around their banners, and gain a bonus step
for keeping their banner in play until the
end phase.

An objective hex represents an area of the Champions constantly seek out


battlefield permeated by godtear energy. more godtears to enhance their
Champions may enter objective hexes power. When they find a godtear,
freely, but followers cannot enter objective they mark the crystal as their own
hexes (because getting too close to godtear using some sort of totem or standard
energy is fatal for ordinary mortals). The collectively called banners. Placing
starting position of objective hexes depends a banner and keeping it standing is
on the scenario, but the position and even just as important as knocking out
the number of objective hexes can change enemy models when it comes to
during the game, so players will need to stay winning a game of Godtear!
on their toes.
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10
Preparing for Battle
1. Selecting your Warband
Godtear is a game played between two warbands of equal size. Before the game begins, players
agree on the size of their warbands, with one to four champions and their followers on each side.

If you’re new to Godtear or tabletop games, we recommend starting with just 1 champion
and their followers so you can learn the basics. Once you’re more familiar with the rules we
recommend moving up to games with 3 champions on each side, which is a standard-sized
game that will last about an hour.

Once you’ve agreed a game size, simply select your champion(s), then gather their cards
and muster their followers. Although there are plenty of champions to choose from, it’s
entirely possible both players will want to use the same champion(s) during a game. When
a card refers to a champion or follower unit by name, however, it always means the friendly
champion or follower unit, even if your opponent is using the same models!

Each player should also take one dashboard for each of their champions. Place the cards for each
of your champions on a different dashboard to make it easy to find the information you need.

2. Preparing the Battlefield


1. Place the battlefield in the middle of the table.
Some scenarios or
2. Choose a scenario (see ‘Scenarios’, p. 25) and place starting models can move
objective hexes as shown for that scenario. If this is your first or place objective
game, we recommend the Life scenario to get started. hexes. This can grant
a powerful advantage
3. Randomly determine the first player and second player to a player, but has
for turn 1. its limits!

4. The first player then chooses which deployment hexes An objective hex
they wish to deploy in. The deployment hexes on the can never be moved
opposite side of the battlefield are where the second or placed onto a
player will deploy. deployment hex.

5. The players then take their warband tokens and place


them on the battle ladder on the same side of the
battlefield as their deployment hexes. The scenario rules
show the space on each side of the battle ladder where
warband tokens should be placed.

6. Place the turn token for turn 1 in the space beside the
midline of the battle ladder that is closer to the first
player’s warband token. Place the remaining turn tokens
next to the battle ladder in numerical order as shown.
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3. Deployment 11
When deploying their warbands, players
follow the steps below. To deploy a model,
simply place it in one of the deployment
hexes shown in your chosen scenario. When
deploying small followers (see ‘Cards’, p.
12), up to three followers from the same
unit may be placed in one hex.

1. The first player places a champion and


their follower unit. Morrigan and her Cold Bones deployed for battle

2. The second player places a champion and


their follower unit.

3. Continue performing steps 2 and 3 until


both players have deployed their entire
warbands.

Example of a Completed Setup


Battlefield board

Warband token

First player deployment hexes


Battle ladder

Turn tokens
Objective hexes

Second player deployment hexes

Warband token
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12 Card Types
There are three model types in Godtear. Champions are unique and powerful heroes of your
warband. Followers are groups of one to six models per champion representing forces that a
champion has attracted to their service. Banners allow a champion to stake their claim to a
godtear and begin to absorb its power. The information required to use each champion and
follower is shown on its cards. Banners do not have stat cards but are critical to a warband’s
victory as explained in ‘Overview’ (p. 8).

The first card for each champion shows the


champion’s stats and has two distinct sides. 2 2 3
The lighter side is used in the plot phase and the 2
darker side is used in the clash phase. Each time 2
you use a champion, you’ll flip this card over to
2
3
show that the champion cannot activate again 3
6 1 4
in the current phase.
6Morrigan
Morrigan
1 The champion’s name. Forward, Minions! 4 - -
Move eachSnowball’s
Cold Bones Chance
that is within range 1 1 2
2 The champion’s stats: speed , dodge , up to 2 hexes.
If this skill wounds its target, they gain
protection , and health . wounds until they are knocked
Frosty Glance 3 5 out.-
5
Hit Effect: Iceblade
. Move Morrigan up to 1 hex 1 5 5
3 This shows that this card is for a champion. towards theHittarget.
Effect: If the target has , , or ,
4 The phase that this side of the card is used in. it gains 1 wound.

5 The champion’s skills. Icebolt


Hit Effect:
3 7 3

©Copyright Steamforged Games Ltd. 2019

©Copyright Steamforged Games Ltd. 2019

The second card for each champion shows the


2 3 champion’s traits, abilities they have throughout
the game. The front side of the card also has
their ultimate skill, a skill they can use only
once during an entire game of Godtear. Once
you use a ultimate skill, flip this card over to
1 show that you cannot use it again in the current
Morrigan game.
Morrigan
Flash Freeze 3 - -
Slayer Champion
All enemies within range gain and . 4 1 The champion’s name.
A slayer moves the turn token +1 step when
Slayer Champion
A slayer
they knock out an enemy champion.
moves the turn token +1 step when 2 This shows the champion’s origin.
they knockFrost
out anForged
enemy champion.
Morrigan gains a +2 bonus for boons instead of a
3 This shows the champion’s class: slayer ,
Frost Forged
+1 bonus. 5 maelstrom , shaper , or guardian .
Morrigan gains a +2 bonus for boons instead of a
+1 bonus. 4 The champion’s ultimate skill.
5 The champion’s traits.

©Copyright Steamforged Games Ltd. 2019

©Copyright Steamforged Games Ltd. 2019


Generated for #SFU43241. David Campos (eltaur@gmail.com)

Follower units have only one card for their skills


13
2 1 3 and traits. As with the first champion card,
1 follower cards have a lighter side that’s used in
2 the plot phase and a darker side that’s used in
2 the clash phase. Each time you use a follower
3
3 unit, you’ll flip their card over to show that they
1 1 4
cannot activate again in the current phase.
1Cold Bones
Followers of Morrigan
Cold Bones
1 The follower unit’s name.
Followers of Morrigan
So Cool, Mistress! 3 - -
If Morrigan is within range, - - -
she gains
Intense
or
Cold
. 5 2 The follower unit’s stats: speed ,
Chill OutSnowblade Fight! 1 1* - 1 1* 3 dodge , protection , and health .
This skill has +1 for each 1* -
This skill has +1 for
Cold Bones adjacent to the target. each 1* - 1* 4
1* 5 3 The starting and maximum number of
Cold Bones adjacent to the target.
Hit Effect:
Brain Freeze
followers in the unit.
Brain Freeze
After an enemy model uses a skill to knock out one
After an enemy model
6 4 The phase that this side of the card is used in.
or more Colduses a skill
Bones, thetoenemy
knock model
out onegains .
or more Cold Bones, the enemy model gains . 5 The follower unit’s skills.
6 The follower unit’s trait.
©Copyright Steamforged Games Ltd. 2019

©Copyright Steamforged Games Ltd. 2019

Dashboard
For each champion, lay out their cards on a dashboard as shown below. Note that
you’ll flip the card on the left each time you activate the champion and the card on the
right each time you activate their follower unit. You’ll only flip the middle card when
you use the champion’s ultimate skill.

2 1
2 2
3 3
6 1
Morrigan Morrigan Cold Bones
Followers of Morrigan

Forward, Minions! 4 - - Flash Freeze 3 - - So Cool, Mistress! 3 - -


Move each Cold Bones that is within range All enemies within range gain and . If Morrigan is within range,
up to 2 hexes. she gains or .
Slayer Champion
Frosty Glance 3 5 - A slayer moves the turn token +1 step when Chill Out 1 1* -
Hit Effect: . Move Morrigan up to 1 hex they knock out an enemy champion. This skill has +1 for each 1* -
towards the target. Cold Bones adjacent to the target. 1* -
Frost Forged Hit Effect:
Morrigan gains a +2 bonus for boons instead of a
+1 bonus. Brain Freeze
After an enemy model uses a skill to knock out one
or more Cold Bones, the enemy model gains .

©Copyright Steamforged Games Ltd. 2019 ©Copyright Steamforged Games Ltd. 2019 ©Copyright Steamforged Games Ltd. 2019
Generated for #SFU43241. David Campos (eltaur@gmail.com)
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Phases of a Turn 15
A game of Godtear takes place over 3 – 5 turns and ends when a player has 5 victory points.
Each turn has two phases of action followed by one phase to reset for the next turn’s action.

In the plot phase, an entire warband acts together. The first player activates all of their
champions and followers, then the second player does the same. In the clash phase, each
champion and follower unit activates individually, and those activations alternate between
players. The end phase determines who won the turn, but models do not activate during the
end phase.
Plot Phase
1. The first player activates each champion and each follower unit in their warband.

2. The second player activates each champion and each follower unit in their warband.

Clash Phase
1. The first player activates one champion or one follower unit from their warband.

2. The second player activates one champion or one follower unit from their warband.

3. Repeat steps 1 and 2 until every champion and follower unit has activated.

End Phase
1. Both players add up 5 end phase points for each banner they have on the battlefield
belonging to one of their guardian champions and 4 points for each of their banners from
other champion classes. If one player has more points than the other, the player with more
points moves the turn token one step closer to their warband token for each point they
have above their opponent’s total. Then remove all banners from the battlefield.

2. The player who has the turn token on their side of the battle ladder wins the turn.
They take the token, flip it over, and gain victory points equal to the number shown.

3. Follow the scenario rules for the end phase (see ‘Scenarios’, p. 25).

4. The player who did not win the turn chooses whether to be the first player or the second
player next turn. Place the turn token for the next turn in the space beside the midline of
the battle ladder that is closer to the first player’s warband token.

The end phase may look long, but it’s actually quite simple. Once you’ve played a game
or two, the first few steps will come naturally without even thinking about them!
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16
Movement
There are two ways that models can get to new hexes on the battlefield. When a model
moves one hex, you put the model into an adjacent empty hex. When moving two or more
hexes, repeat moving into adjacent empty hexes that many times. When a model is placed,
you simply put the model into any empty hex that meets the conditions of the rule that
placed the model.

Whether a model moves or is placed, it enters a hex when you put the model into a new hex.
Models can only ever enter empty hexes (hexes without any models in them) with two exceptions.

1. Small followers from the same unit may 2. Champions can enter a hex that contains an
enter a hex that already has one or two enemy banner model, removing the banner
other models from their unit in the hex, from the battlefield (see ‘Claim’, p. 19).
because up to three small followers from
the same unit can be in a hex together.
Move onto your opponent’s banners
and remove them from the battlefield
The models from a single follower whenever you can. Keeping a banner
unit in Godtear can be spread out around until the end of the turn is
all over the battlefield if you wish. one of the most effective ways to win
There are often benefits, however, to the turn. It’s worth as many steps on
keeping them in a group or keeping the battle ladder as knocking out an
them near their champion. opposing champion!

At times, models must also move in a


specific way:

• Toward – The number of hexes between


two models gets smaller with each hex
moved.

• Away – The number of hexes between


two models gets bigger with each hex
moved.

• In a Straight Line – The model moves


following a straight path that does not
bend or turn.
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Ranges 17
Ranges in Godtear are expressed in hexes just like movement. Simply count out a number of
hexes to determine how far apart they are. The following diagram shows some example range
measurements.

Nia is within 4 hexes of Morrigan.

Morrigan is within 1 hex of Nia Morrigan is within 2 hexes


and is therefore adjacent to her. of the Cold Bones.
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18
Activating
Your Models
In each plot phase and each clash phase, the Champion or
players’ champions and follower units will Follower Unit Actions
activate as follows:
Advance Action
1. Choose one champion or one follower The advance action allows a champion
unit in your warband. model or each model in a follower unit to
move a number of hexes up to its speed. The
2. Take up to two actions with that advance action is a common way to move a
champion or follower unit. model, but it is far from the only way! Skills
• A specific action may be used only and traits can also move models.
once per activation.
• You cannot interrupt an action once Skill Action
you’ve begun. (You cannot interrupt Skill actions are the most varied actions
an advance action to use a skill, for a model can perform (see ‘Skills’, p. 20).
example.) A champion or follower unit with multiple
• Some skills and traits grant a bonus skills listed can even use a skill as both of their
action, which gives the model a third actions. (Note, however, that they can still
action. A model may only ever gain use a specific skill only once per activation.)
one bonus action per activation.

3. Flip the champion phase card or the


follower card to the other side, indicating
that the champion or follower unit cannot
activate again this phase.

When one champion or one follower unit


makes its actions, that is one activation.

If a skill or trait allows a model


to use an action outside of its
activation, it can still use that action
during its own activation.
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19

Champion-Only Actions Follower-Only Actions


Ultimate Skill Action Recruit Action
The ultimate skill action allows a champion A follower unit with fewer models on the
to use their ultimate skill. Ultimate skills work battlefield than its unit size can use the
the same way as other skills, but they can recruit action to return a model to play.
only be used once per game. After using the Place 1 model from the follower unit in a
ultimate skill, flip the champion’s trait card to hex adjacent to its champion. If it is a large
the back to show it cannot be used again. follower, remove all wound tokens from
that follower. In the rare case that there are
no hexes adjacent to the champion where a
Some ultimate skills are stronger
follower can be placed, place the follower in
versions of other skills, others
one of your deployment hexes instead.
simply provide the champion with
an additional tactical option, and
others are even exceptions to the
standard rules of the game!

Claim Action
The claim action can only be used during
the plot phase and only when a champion is
adjacent to an empty objective hex. When
a champion uses the claim action, place
that champion’s banner model in an empty
objective hex adjacent to the champion.

Rally Action
After a champion is knocked out (see
‘Knockout’, p. 23), it must make a rally
action before continuing the battle. When
it makes a rally action, the champion is no
longer knocked out. Remove all wound
tokens from the champion.
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20
Using
2
2
Model Skills
Skills are the backbone of the action in a game of Godtear. They can wound enemy models,
3 to friendly models, move models around the battlefield, and so much more.
grant bonuses
Using the right skills at the right time can mean the difference between victory and defeat.
Each6skill contains the following information.
Morrigan 3 4 5
1
Snowball’s Chance 1 1 2 Example of a Skill
2 If this skill wounds its target, they gain
wounds until they are knocked out. 6 1. Nia chooses her Blinding Light skill and
Iceblade 1 5 5 targets Morrigan, as she is within range.
1 The Hit Effect: If the target has
itname
gains 1of the skill.
wound.
, , or ,

Icebolt 3 7 3
2. Morrigan has a dodge stat of 2, so 2 is the
2 The Hit
type of model you can use this skill on.
Effect: number Nia must equal or beat to hit Morrigan.

3 Range – The maximum number of hexes away 3. The Blinding Light skill has an accuracy of 4,
a model can be and still be affected by this skill. so four dice are rolled to see if the attack hits.
©Copyright Steamforged Games Ltd. 2019 All four dice show a 1, leaving an accuracy
4 Accuracy – The number of dice rolled to total of 4. The accuracy total is higher than
hit your target ( skills only). Morrigan’s dodge stat, so the skill hits!

5 Damage – The number of dice rolled to 4. Blinding Light has Hit Effect: , so we
cause damage to your target ( skills only). add a Distract token to Morrigan, then it’s
straight on to damage!
1
6 Special rules for the skill.
5. Blinding Light uses five dice for the damage
2
When a follower unit uses a skill, choose roll, so five dice are rolled. Two of the
just one follower to use the skill. When a hex five dice show a 1, two are blank, and one
3
contains multiple follower models that are part shows a 2, leaving a total of 4. Morrigan’s
of the same unit, however, those models work protection of 3 is subtracted from the 4
1
together to increase the skill’s power. Check of the damage roll. The skill results in 1
Cold
the individualFollowers
Bones
skill to of
see how it functions
Morrigan wound being inflicted to Morrigan, so a
for one, two, or three models in one hex. wound token2 is placed on Morrigan.
Intense Cold - - - 4
2
1-3
6
Snowblade Fight! 1 1* 3 1 Nia

This skill has +1 for each 1* 4 2 2 Crystal Glare 2 - -

1* 5
Choose a blight on any model within range.
Then choose an enemy model within range
2
Cold Bones adjacent to the target. 3
to gain that blight.
Erosion 2 5 -
3 Hit Effect:

Brain Freeze 6 Blinding Light


Morrigan
Hit Effect:
2 4 5

After an enemy model uses a skill to knock out one ance


1 1 2
Snowball’s Chnds its target, they gain
2
or more Cold Bones, the enemy model gains . If this skill wou
4
they are kno
cked out.
wounds until ©Copyright Steamforged Games
1 Ltd.52019 5
If a follower is the only Iceblade
the
Hit Effect: If nd.
target has , ,
or ,

1
2
4-5 it gains 1 wou 7 3
model in its hex when it uses
3
Icebolt
6
Hit Effect:
Nia
a skill, use the first row. If 2 Crystal Glare 2 - -

2 Choose Steam
a blight s Ltd. 2019
on any model
within range.

there are two models in its


forged Game
©Copyright
Then choose an enemy model within range
2 to gain that blight.
©Copyright Steamforged Games Ltd. 2019 Erosion 2 5 -
3
hex, use the second row. If 6
Hit Effect:
Blinding Light 2 4 5

3 Morrigan
Hit Effect:

there are three models in its ance


1 1 2
Snowball’s Chnds its target, they gain

hex, use the third row. If this skill wou they are kno
cked out.
wounds until ©Copyright Steamforged Games
Iceblade
1 Ltd.52019 5
, , or ,
ct: If the target has
Hit Effe nd.
s 1 wou
it gain 3 7 3
Icebolt
Hit Effect:

Games Ltd. 2019


Steamforged
©Copyright
Generated for #SFU43241. David Campos (eltaur@gmail.com)

The model type icon is the first thing you should note when looking at a skill, because that
icon determines how the skill is used.
21
The skill usually affects the champion The skill usually targets a single enemy
or all models in the follower unit using model within range, but some skills
the skill. Always read skills carefully, can target more than one enemy. When
however. Some skills only affect a you use a skill that targets multiple
single follower or only affect followers models, follow the steps below once
in a single hex. for each target. You roll Godtear dice to
determine the success or failure of
The skill usually affects any friendly skills as follows.
champion or follower unit within range,
which could be the model using the skill. 1. The player who controls the model using
Some skills affect multiple models the skill chooses an enemy model in
within range, can only affect followers, range as the target.
or can only affect champions.
2. Make a hit roll to determine if the skill
The skill affects banners, hexes, both friendly hits or misses.
and enemy models, or it has multiple • The model using the skill gathers the
effects combined into a single skill. Be number of dice equal to the skill’s
sure to read skills most carefully of all! Accuracy and rolls them.
• Add up the number of symbols on those
dice to determine the accuracy total.
If a skill does not have any dice listed
• If the accuracy total equals or exceeds
for damage, then you do not make a
the target’s dodge, the skill hits. If not,
damage roll. Effects that add dice to
the skill misses, and the skill action
a damage roll do not apply to skills
ends immediately.
that don’t have one!
3. If the skill has any hit effects, resolve
them now.

4. If the skill has any dice listed for its damage,


determine how much damage it causes.
• If the skill has any dice listed for
its damage, make a damage roll to
determine how much damage it causes.
• Add up the number of symbols on
those dice to determine the damage.

5. Determine how many wounds the


damage inflicts.
• Subtract the target’s protection from
the damage total.
• The result is the number of wounds.
Gather that many wound tokens, and
place them above the target’s card on
its dashboard.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

22 Status Effects
There are five different status tokens in Godtear. Each has a boon on one side and a blight on
the other. Boons are bonuses that benefit champions or follower units. Blights are penalties
that hinder champions or follower units. When a follower unit has a boon or blight, all
models in the unit are affected. When a champion or follower unit is affected by a boon or
blight, place its status token above that model’s card on its dashboard. Boons and blights
stay in play from turn to turn until they expire as explained below. When a boon or blight
expires, remove its token.

A model can never have more than one of the same type of status token. If a model already
has a status token and an effect would give it a token of the same type, the effect is ignored.
If a model already has a status token and then gains a status token with the opposite effect,
remove both tokens from its dashboard, as they cancel each other’s effect.

A boon or blight only ever affects one die roll or advance. After adds a die to a
hit roll, for example, it goes away immediately and will not affect any other hit rolls.

Boons Blights
The champion or follower unit has The champion or follower unit has
+1 speed. After resolving its next –1 speed. After resolving its next
advance action, expires. advance action, expires.

The champion or follower unit has The champion or follower unit has
+1 dodge . After the next hit roll –1 dodge. After the next hit roll
against it, expires. against it, expires.

The champion or follower unit has The champion or follower unit has
+1 protection. After the next damage –1 protection. After the next damage
roll against it, expires. roll against it, expires.

The next time the champion or The next time the champion or
follower unit makes a hit roll , follower unit makes a hit roll ,
roll +1 die, then expires. roll –1 die, then expires.

The next time the champion or The next time the champion or
follower unit makes a damage roll follower unit makes a damage roll
, roll +1 die, then expires. , roll –1 die, then expires.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Knockout 23
A knockout occurs when a model has wounds equal to its health stat. The number of wound
tokens on a model can never exceed its health. Any additional wounds over a model’s health
are simply lost.

Champions Followers
When a champion is knocked out, the player When a follower model is knocked out,
who caused the knockout may move the the follower model is removed from the
champion up to 2 hexes. Discard all status battlefield. When the last follower in a unit is
tokens above the champion’s card from its removed, discard all status tokens above the
dashboard, but leave the champion on the unit’s card from its dashboard.
battlefield in the chosen hex. A knocked
out champion cannot move, be placed, or A follower unit with no models on the battlefield
gain status tokens. The only way to remove still activates normally. They must make a recruit
wounds from a knocked out champion is the action as their first action that activation.
rally action.

To get back in the fight, a knocked out If a model is removed from the
champion must use the rally action the next battlefield by an ability (without
time it activates. A champion cannot take suffering wounds equal to its health),
any other action while it has wounds equal then it does not award steps on the
to its health, and it cannot have wounds battle ladder for being knocked out.
removed until it uses the rally action.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

24
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Life 25
Tears of Allasha the Mother, Goddess of Life

Godtears from the life goddess cause rapid growth and mutation in the land around them.
Their energy expands ever outward as the roots of Allasha’s essence dig deep into the earth.

In the end phase of each turn, the player who lost the turn rolls a die and adds 2 to the result.
Then they gather that many objective hexes and place them one by one on empty hexes that
are adjacent to other objective hexes. In the rare case that there are no empty hexes adjacent
to objective hexes, they may place the next objective hex on any empty hex.

We recommend starting with the Life scenario for your first game of Godtear!
Generated for #SFU43241. David Campos (eltaur@gmail.com)

26 Death
Tears of Gavorrah the Reaper, Goddess of Death

Plants wither, streams dry out, and the very soil fades to ashes around godtears from the
goddess of death. Their energy draws back into itself, leaving concentrated regions of
immense power where the godtear has fallen.

In the end phase of each turn, the player who lost the turn removes any two objective hexes
of their choice. If there are any models on an objective hex when it is removed, they remain
on the hex.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Change 27
Tears of Essell the Restless, God of Change

Considered the most elusive of godtears, crystals from the god of change do not remain in a
single location but seemingly blink from place to place within the ground they occupy.

In the end phase of each turn, the player who lost the turn rolls four dice. Then they move up
to that many different objective hexes one by one onto empty adjacent hexes. If there are any
models on an objective hex when it is moved, they move with the objective hex.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

28 Knowledge
Tears of Ellian the Sage, God of Knowledge

The godtears of knowledge invade the very minds of those who seek them. Until the tear
is claimed, a champion’s thoughts are increasingly consumed by the crystal until no other
thoughts remain.

In the end phase of each turn, the player who won the turn moves their warband token a
number of steps closer to the middle of the battle ladder equal to the number of victory
points they just won.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Quest 29
Tears of Trillinka the Huntress, Goddess of Quests

It requires great dedication and fortitude to successfully claim the power of one of the tears
of Trillinka. Such crystals retreat deep within the earth if a champion has not proven worthy
of their power.

In the Quest scenario, players score end phase points only for their banners that are on the
opponent’s half of the battlefield. In the end phase of each turn, the player who lost the turn
may place one objective hex on an empty hex adjacent to one or more objective hexes. In
the rare case that there are no empty hexes adjacent to objective hexes, they may place the
objective hex on any empty hex.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

30 Chaos
Tears of Korrivian the Trickster, God of Chaos

The legend of Korrivian is filled with tales of betrayal and bloodshed. His chaotic godtears
lend themselves to brutal brawls and epic battles in which few mortals are left standing.

In the end phase of each turn, the player who lost the turn may place one objective hex on any
empty hex on the battlefield.
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Index 31
A M
Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Adjacent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 O
Advance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Objective hex . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Away. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
P
B Place. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Banner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Plot phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Battlefield. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Battle ladder . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 R
Blights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Rally. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Boons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Range. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Recruit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
C
Claim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 S
Clash phase. . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Class. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Status token. . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Straight line. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
D Super skill. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Damage roll. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Dashboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 T
Target. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
E Toward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Empty hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
End phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Enter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Turn token. . . . . . . . . . . . . . . . . . . . . . . . . . 8, 15

F V
Follower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Victory points. . . . . . . . . . . . . . . . . . . . . . . . . . 8
Follower unit. . . . . . . . . . . . . . . . . . . . . . . . . . 13
W
H Warband . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Hit effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Winning. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Hit roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Wound tokens. . . . . . . . . . . . . . . . . . . . . . . . . 21

K
Knockout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Generated for #SFU43241. David Campos (eltaur@gmail.com)

Battle Ladder Steps Phase Icons


Knock out an enemy champion Clash Phase
. . . . . . . . . . . . . . . . . . . . . . . . 4 steps (+1 for )
Plot Phase
Knock out a small enemy follower
. . . . . . . . . . . . . . . . . . . . . . . . . 1 step (+1 for )
Knock out a large enemy follower
Actions
. . . . . . . . . . . . . . . . . . . . . . . . 2 steps (+1 for )
Champion or Follower Unit
Make a claim action during the plot phase Advance: Move the champion or each
. . . . . . . . . . . . . . . . . . . . . . . . . 1 step (+1 for ) follower a number of hexes up to its speed.
Have a friendly banner on an Skill: Use a skill from the model’s card.
objective hex during the end phase
Champion Only
. . . . . . . . . . . . . . . . . . . . . . . . 4 steps (+1 for )
Ultimate Skill: Use the champion’s ultimate skill.
Claim: Place the champion’s banner model in
Stat Icons an adjacent empty objective hex.
Speed: The number of hexes the model Rally: Clear a champion’s wounds after it is
may move with an advance action. knocked out.
Dodge: The number an enemy needs on its Follower Only
hit roll when it targets this model with a skill. Recruit: Return a follower model to the
battlefield after it is knocked out
Protection: The amount of damage that is
ignored each time this model suffers damage.
Health: The number of wounds a model
Status Icons
can have before it is knocked out.
Boon Icons
+1 for its next advance action.
Skill Icons
+1 for the next hit roll against it.
The skill affects the champion or follower
unit using the skill.
+1 for the next damage roll against it.
The skill affects a friendly champion or
follower unit. +1 die on its next hit roll .
The skill affects the models or hexes
+1 die on its next damage roll .
described in the skill.
The skill targets an enemy champion or Blight Icons
follower.
–1 for its next advance action.
The maximum number of hexes away a
model can be and still be affected by this skill. –1 for the next hit roll against it.
The number of dice rolled to hit your target.
–1 for the next damage roll against it.
The number of dice rolled to damage
your target. –1 die on its next hit roll .

–1 die on its next damage roll .

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