Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup

Armies ๐Ÿ“– Rules

Classes

Basic Classes

ClassRules
LevyWhen this unit levels up, it chooses a new class.
ArchersAttacks from commands are Ranged. When attacking, may spend a momentum and apply โˆ’1 to target two enemy armies with a single roll.
Brawlers+1 Presence. After applying presence to a goal, spend a momentum to inflict Weakened 2 on an enemy that applied presence there.
DervishesOnce per round, when attacked, may spend a momentum: remaining momentum is added to defense for the rest of the round.
Axes+1 Attack. When attacking, may spend a momentum: each point of damage destroys two points of armor.
Hammers+1 Attack. When attacking, may spend a momentum: the attack deals Crush damage.
Infantry+1 Defense. After receiving a command, may spend a momentum to gain Taunt 3.
Pikes+1 Presence. After being targeted by a melee or airborne attack, can spend a momentum to attack back.
Rogues+1 Attack. When attacked, may spend a momentum to change the attack target to another valid army on your side. When activated, gain Strengthened 1.
Shieldbearers+1 Morale. When commanded, can spend momentum to restore up to twice that much armor.
Tortoise+1 Morale. When receiving a ranged or airborne attack, can spend a momentum to gain +3 defense against the attack.
Supports+1 Morale. May pass momentum on to other units.

Titan Classes

ClassRules
AngelFlying 1 at the start of even rounds. May spend all Flying + a momentum when an ally is attacked to intercept (attack targets this army).
DragonFlying 1 at the start of odd rounds. May spend a momentum after being attacked to gain Flying 2. 3 base Armor, no equipment.
DemonOn deployment, opposed mortal armies make a threshold-2 morale check, routing a unit per missing success. When any unit is slain, may spend a momentum to gain Flying, Strengthened, and Mobile 2.
DevilOn deployment, opposed mortal armies make a threshold-2 morale check, routing a unit per missing success. When any unit is slain, may spend a momentum to inflict Frozen 2 on its army and gain Flying 2.
GiantUnits survive two wounds, dying on the third. When applying presence, may spend a momentum to target an additional goal.
MonsterUnits survive two wounds. When attacking, may spend a momentum and apply โˆ’1 to target two enemy armies with one roll. 3 base Armor, no equipment.
War BalloonStarts combat with Flying 1; can spend a momentum when commanded to gain Flying 3. Attacks are always ranged.

Ancestries

AncestryElementModifiersKeywordsMomentum
AshbornFireโˆ’1 DefenseFirespittingGains momentum when a Fire spell is cast; loses all momentum when a Water spell is cast.
Deep DwarvesEarth+1 Defense, โˆ’1 MobilityEngineersGains momentum when their armor is broken.
Mountain DwarvesFire+1 Defense, โˆ’1 MobilityMountaineerGains momentum when an ally's armor is broken.
Diverseโ€”โ€”Wild ElementGains momentum when breaking an enemy's armor.
Triumph ElvesAirโ€”Agile, AgelessGains momentum at the end of the spellcasting step if an ally cast a spell with rank matching the round number.
Recluse ElvesWaterโ€”Guerilla, AgelessStarts battles with 3 momentum, reduced by 1 per present friendly army.
HorselordsFire+1 Mobility, +1 Feeโ€”Gains momentum equal to the round number when entering a battle.
HalflingsEarthโˆ’1 AttackValiantGains momentum when attacked by a larger army.
HarpiesWater+1 Attack, โˆ’1 MoraleFlappingGains momentum when they end a round without a wound or rout; +2 difficulty on challenges to provide them armor.
OrcsEarthโ€”โ€”Gains momentum during deployment if wounded (real battle wounds; may keep one as a scar instead of healing).
DrakesFire+1 FeeWallkeepersGains momentum at the end of each round their side wins a goal.
GnollsAirโˆ’1 Defense, +2 MobilitySkirmisher
AntiniumEarthโ€”Alien Mind, RepulsiveGains momentum each round a Centenium is on the battlefield on their side.
SkeletonsDark+1 Attack, +1 Morale, +1 Defenseโ€”Cannot gain momentum.
ZombiesDarkโˆ’1 Attack, +1 Defenseโ€”Gains momentum whenever their Bloodied level increases. Each unit can survive two wounds, dying on the third.
WraithsDarkโˆ’1 Defense, +1 MobilityFearfulGains momentum the first time each round they are attacked by a mortal army.
GhoulsDark+2 AttackRepulsive, FearfulGains momentum when they bloody another army.

Elemental Ancestries

ElementMomentum
AirGains momentum the first time each round this army applies presence (automated by the battle runner).
FireGains momentum the first time each round this army attacks (automated by the battle runner).
EarthGains momentum the first time each round this army is attacked (automated by the battle runner).
WaterGains momentum the first time each round a goal is lost by their side (automated at goal resolution by the battle runner).
LightGains momentum at the end of the first four rounds when fighting in sunlight, or just the first round otherwise (automated at cleanup โ€” set the battleโ€™s sunlight tick).
DarkGains momentum the first time each round an enemy unit routes (automated by the battle runner).

Keywords ๐Ÿ“– Rules

General

KeywordRules
Agile โš™Can spend Momentum to dodge incoming attacks, absorbing wounds like armor. โš™ Automated: Attack apply on the battle runner: spend defender momentum to absorb that many wounds.
Bloodlust โš™When attacking, this army chooses how wounds are distributed. โš™ Automated: Attack apply on the battle runner: the attacker distributes wounds onto chosen units.
Needler โš™When attacking, may halve the threshold for success (usually the targetโ€™s defense) and the number of successes โ€” round down both times. โš™ Automated: Attack-roll mode on the battle runner: halves threshold and successes.
Fearful โš™When this army bloodies a target, the targetโ€™s morale check has difficulty equal to their size, rather than half of it. โš™ Automated: Bloodied morale checks against this attacker propose routs from the targetโ€™s full size instead of half.
Immunized โš™Resists a total of 3 wounds whenever taking damage of a type matching their element. โš™ Automated: Attack apply: suggested resist of 3 total when the damage type matches the armyโ€™s element.
Siege โš™After applying presence to a wall or other defensive feature, damage it and reduce its threshold by 1 for your side for the remainder of the battle. โš™ Automated: Presence apply: automatically lowers a wall goalโ€™s threshold by 1 for the armyโ€™s side.
Skirmisher โš™Starts each battle with 2 momentum. โš™ Automated: Battle start: the runner grants Momentum 2.
Slayer โš™When attacking, may double the threshold for success (usually the targetโ€™s defense) to deal two wounds per success; each pair of wounds is applied to the same unit. Conflicts with Needler. โš™ Automated: Attack-roll mode on the battle runner: doubles threshold, pairs 2 wounds per success onto one unit.
Valiant โš™Negative statuses tick down by 2 each cleanup instead of 1. โš™ Automated: Negative statuses tick down by 2 at cleanup instead of 1.
Vanguard โš™Has +1 defense against attacks for each previous attack this round. โš™ Automated: +1 defense per previous attack against this army this round, folded into attack thresholds.
Wallkeepers โš™While defending with an untaken wall, gains a bonus to morale equal to the wallโ€™s rank (wooden 1, stone 2, layered 3). โš™ Automated: Morale-roll option on the battle runner: + wall rank while defending an untaken wall.
Wild Element โš™Element is whichever terrestrial element (A, F, E, or W) is best for its controller and worst for its enemies at any moment โ€” primarily, resists one wound of each terrestrial elemental damage type. Conflicts with Immunized. โš™ Automated: Attack apply: +1 suggested resist against any terrestrial damage type.

Terrain

KeywordRules
Guerilla โš™+1 attack and defense while in Forests. Forests are never difficult terrain. โš™ Automated: +1 attack / +1 defense folded into battle rolls while the battle hex is Forest.
Mountaineer โš™+1 attack and defense while in Mountains. Mountains are never difficult terrain. โš™ Automated: +1 attack / +1 defense folded into battle rolls while the battle hex is Mountain.
Naval โš™+1 attack and defense while in Coasts. Can move through water like roads. โš™ Automated: +1 attack / +1 defense folded into battle rolls while the battle hex is Coast.
Nomad โš™+1 attack and defense while in Plains. Deserts are never difficult terrain. โš™ Automated: +1 attack / +1 defense folded into battle rolls while the battle hex is Plains.
Stealthy โš™Not visible on the world map. Starts battles with Strengthened 1. โš™ Automated: Battle start: the runner grants Strengthened 1 โ€” 2 on a Personal Army whose power holds the upgraded Subtle Titan perk (map invisibility is handled by the armies registry).

Profession

KeywordRules
Greybeards โš™Warfare expertise, primarily assisting โš”๏ธ challenges. Describe a signature command; they are too wizened to use it themselves, but once per battle it can be used on a friendly army. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool. Once-per-battle signature command tracked on the battle runner.
Engineers โš™Assists in building roads and walls (but not other features). +2 presence against goals related to walls or siege equipment. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool. +2 folded into battle presence rolls against wall goals.
Racketeers โš™Experienced in appraising materials and squeezing money out of peasants, primarily assisting โš–๏ธ challenges. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool.
Stablemasters โš™Provides beasts of burden and capable managers thereof, primarily assisting ๐Ÿฆถ challenges, including those to move this army. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool.
Scoundrels โš™An endless supply of pickpockets, pranksters, and battlefield vultures, primarily assisting ๐Ÿ‘ค challenges. +1 Fee, but provides 1 coin every time they slay a unit in battle. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool.
Scouts โš™Maintains a keen eye on the surroundings, primarily helping in ๐Ÿ‘๏ธ challenges. +1 Mobility, โˆ’1 Presence. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool.
Arcanists โš™Provides magical assistance, primarily in ๐Ÿ”ฎ challenges. Armor functions against elemental damage types. โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool. Attack-apply option on the battle runner: armor applies against elemental damage types.
Cooks โš™Organizes fine meals and feasts, primarily assisting โ™ฅ๏ธ challenges. Other armies on your side start with a momentum (doesnโ€™t stack with other Cooks). โš™ Automated: Profession keyword โ€” the army can assist once per season in any challenge pool. Battle start: every OTHER army on the side gains a momentum โ€” one feed per army, and cooks feed each other.

Premium

KeywordRules
Stampeding โš™Can deal Crush damage with Charge attacks. โš™ Automated: Attack-roll damage option: Crush on Charge commands.
Firespitting โš™Can deal Burn damage on odd rounds. โš™ Automated: Attack-roll damage option: Burn on odd rounds (bypasses armor).
Frigid โš™Can deal Frost damage on even rounds. โš™ Automated: Attack-roll damage option: Frost on even rounds (bypasses armor).
Stormblooded โš™Can deal Shock damage, but when doing so only rolls as many damage dice as it has wounded units. โš™ Automated: Attack-roll damage option: Shock, rolling dice equal to wounded units.
Nightmare โš™Whenever an attack this army makes would inflict a wound, instead route a unit in the targeted army. โš™ Automated: Attack apply on the battle runner: wounds rout units instead.
Alien Mind โš™Doesnโ€™t make morale checks when bloodied. Immune to illusions and mental enchantments, positive and negative. โš™ Automated: The battle runner flags that this army skips Bloodied morale checks.
Juggernaut โš™+2 dice on presence checks. Counts as +2 size. โš™ Automated: +2 dice folded into battle presence rolls; counts as +2 Size for the momentum cap, Bloodied rout counts, and "a larger army".
IncorruptibleWhile visible in a hex, influence cannot be added to that hex by any means. Grants vision of the influence layer. โœ‹ Not automated
Flapping โš™Gains Flying 1 at the start of odd rounds. โš™ Automated: Round start (odd rounds): the runner grants Flying 1.

Negative

KeywordRules
Mercenary โš™Negative keyword: +2 Fee and +2 Mobility (included in sheet). โš™ Automated: Excluded from the support-limit count for a power holding Privateers; counted toward Recruit Mercenariesโ€™ difficulty.
Repulsive โš™Negative keyword: when this army joins a battle on the same side as mortal units, those units must pass a rank 2 morale challenge. โš™ Automated: Deployment: batch roller on the battle runner โ€” allied mortals roll the rank-2 morale challenge, a unit routing per missing success.
Ageless โš™Negative keyword: heals half as many wounds at the end of each season. โš™ Automated: Halves the armyโ€™s healing at cleanup.
ServileNegative keyword: โˆ’1 Morale, but any fees for this army are halved when paid with Fear. โœ‹ Not automated

App marker

KeywordRules
Royal Guard โš™Designates the sovereignโ€™s current royal guard for Grand Knighting and succession. โš™ Automated: Marker: Grand Knighting and royal-guard succession find (and move) the guard by this keyword.
Personal Army โš™Designates the championโ€™s personal army (Reform, personal mobility, Dread Growth). โš™ Automated: Marker: designates the championโ€™s body for automation: the Reform action requires it, personal mobility moves the power at this armyโ€™s speed, and Dread Growth grows it each Tidings. It takes no profession keywords and adds no dice to any pool.
Finger Template โš™The army whose stats cult finger-conversions copy. โš™ Automated: Marker: cult finger-army actions copy their stats from the army carrying this keyword.