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Chapters · Units · Special Rules

Appendix

Rules at a Glance From setting up to the end of the Round

A quick reference for how a game of First Blood flows. See the relevant chapter for the full rules.

Before the Battle

  1. Muster your Warband — choose Warlords, Heroes, Regiments and Monsters within the points limit, then buy Upgrades and Command Models. Each entry has its own Command Card.
  2. Generate the Scenario — set the Mission, Territory and Encounter. Missions and Encounters award Victory Points; the Territory sets deployment and terrain.
  3. Set up the Battlefield — Territory and Mission Maps are set up from the First Player's perspective. Critical Sites are always Placed beneath any Terrain Features.
  4. Deploy — Place your Warriors in the Deployment Zones the Scenario sets.

Round Sequence

A Battle lasts 6 Rounds, and each Round runs through these four Phases in order.

PhaseWhat happens
i. Supremacy Phase Both Players Roll a Die; the lower result is the Supremacy Player and acts first. On a draw the Player with fewer Victory Points chooses; if still tied, Re-Roll.
ii. Command Phase The Supremacy Player performs one Command Ability with each of their [Character]s, then the other Player does the same. Effects last until the end of the Round.
iii. Action Phase Players take turns choosing a Command Card that has not Activated this Round and Activating its Warriors, until every Command Card has been Activated.
iv. Victory Phase Remove Command Cards whose Warriors have all been Slain, then calculate the Victory Points set by the Scenario.

One Activation

  1. Choose a Command Card that has not Activated this Round and still has Warriors on the Battlefield.
  2. Select one Warrior from that card.
  3. Choose whether to perform that Warrior's Draw Events (any number, before any Actions).
  4. Perform 2 Actions with that Warrior.
  5. Repeat one Warrior at a time until every Warrior of the card has Activated.

When a Regiment Activates, all its Warriors Activate, but each performs their own Draw Events and Actions. Finish one Warrior completely before moving to the next.

Choosing Actions

A Warrior Engaged with an Enemy may only perform Combat Actions; an Unengaged Warrior may only perform Out-of-Combat Actions. Apart from March, a Warrior cannot perform the same Action twice in one Activation.

Out-of-Combat ActionsCombat Actions
March · Take Aim · Volley Reposition · Inspire · Clash

The Attack Sequence (Clash and Volley)

  1. Roll Attacks — Roll Attacks (A) for a Clash Action or Barrage (X) for a Volley Action.
  2. Assign Hits — take the lowest results up to Clash (C) or Volley (V) as Hits. A '6' is always a failure and is discarded.
  3. Roll Blocks — the Defender Rolls Defense (D) or Evasion (E), whichever is higher. Each Block negates one Hit of the same number or higher.
  4. Wounds — each Hit not Blocked inflicts a Wound.
  5. Resolve Test — when Wound Markers reach the Wounds Characteristic, Test Resolve immediately. On a pass the Warrior survives and ignores the Wound but becomes Broken!

Outnumbered

Assisting Warriors needed to Outnumber an Enemy, by the Target's Battlefield Role:

TargetAssisting Warriors
[Infantry]1
[Brute] · [Cavalry]2
[Monster]3

When does the Battle end?

The Battle ends after 6 Rounds; the Player with more Victory Points wins.

The Battle does not end when a Warband is wiped out. The survivors keep scoring Objectives until Round 6, and a Player whose whole Warband was Slain still wins with more Victory Points.

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