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RULEBOOK
2
The Convicted is a cooperative board game for 1-4 players.
In The Convicted players become convicts who were given a second chance to expiate their crimes. In order to prove their true
devotion for the ruler, they need to colonize new lands in the name of the king. They start building their headquarters town
with just a handful of footman, and a few structures. Through the development of fortications, buildings, researching new
technologies, gathering resources and training recruits they can transform their colony into an impenetrable fortress. Alas, the
new world is full of indigenous inhabitants who by any means possible try to get rid of unwanted colonizers. Countless hordes of
barbarians, forest people, ferocious monsters and wolf men with their beasts and siege machines will spare no effort to storm the
town and its defenders. The whole game-play consists of a campaign of 10 matches, 90 minutes each (15 hours total). After each
match the game is saved on the Save Sheet. That allows the ability to divide the whole campaign into as many parts as is needed.
The goal of each game is to survive all of the enemy assault waves.
CONTENTS
Symbols and denitions 3
Components overview 4
Setting up the game 7
Selecting the Heroes 7
Setting up the components 7
The course of the game 8
Round structure 8
I. Setup 8
II. Executing actions 8
Construction 9
Research 12
Training 13
Receiving resources 14
Fortication repairs 15
III. The siege 16
Setup stage 16
Battle stage 16
Loot stage 20
Invaders 20
General rules 20
Beasts 21
Barbarians 22
Wolfmen 24
Forestmen 26
Invaders siege machines 28
Saving the game 28
Game nish 28
1 / 2 / 3 / 4 player game 29
A player leading the Invader units 29
Index 29
Scenarios 30
GAME COMPONENTS
Game board
Rulebook
26 building tokens
17 building cards
40 fortication tokens
12 moat tokens
12 ditch tokens
12 sharpened stakes tokens
4 enemy cards
21 technology cards
6 hero cards
4 reference sheet
10 spell and blessing markers
913 heroes markers
1 morale marker
1 time marker
1 rst player token
18 action markers
160 defender forces unit tokens
170 invader forces unit tokens
86 resources markers
99 siege machines markers
25 save cards
2 six-sided dice
30 endurance markers
3 boss tokens
If during the game there is a situation where some of the
markers/tokens have run out and it is not possible to take them
from the pool outside the board, that means the limit of units/
resources in the game has been reached. A marker can be used
again if during the course of the game some markers that are
already in play are taken off the board.
THE CONVICTED
INTRODUCTION
2
3
RESOURCES
In the game it is possible to acquire 4 kinds of resources: Wood,
Stone, Iron and Gold. When the game starts the only available
one is Wood. To receive other kinds of resources it is necessary
to develop the appropriate technologies.
Wood
Stone
Iron
Gold
COMBAT UNITS - CHARACTERISTICS
Each unit in the game is de!ned by a few characteristics.
Units !ghting in close combat (Melee Units) have 3
characteristics: Strength, Endurance and Support.
Distance attack units (Ranged Units) have 4 characteristics:
Strength, Endurance, Support and Ranged Fire Strength.
Siege Machines, depending on the speci!c type, can have the
characteristics of Endurance and Ranged Fire Strength.
Strength ST
Endurance EN
Support SU
Ranged Fire Strength RFS
SYMBOLS AND DEFINITIONS
ACTIONS
In each round of the campaign players have 12 actions total
at their disposal. Each of them can be assigned to a different
purpose such as construction or unit training.
CAPACITY
Each forti!cation fragment has a maximum number of units
that can be placed on it simultaneously. The Capacity
characteristic depends on the type and development level of a
forti!cation.
Capacity
Capacity - Siege Machines
FIELDS ON THE BOARD
Note: All areas are shown in the diagram on page 4.
Town all tokens which are placed in the center of the board.
The town consists of 6 !elds: Barracks, Keep, Workshop,
Library, Mage Tower and Chapel.

Library Workshop Barracks

Mage Tower Keep Chapel
Fortications all tokens which are placed on marked
positions surrounding the Town: S, N, W, E, SW, SE, NW, NE.
There are two types of forti!cations: walls and towers.
Towers 4 corner elements of forti!cations marked: SW, SE,
NW, NE.
Walls 4 oblong elements of forti!cations marked:
S, N, W, E.
Moats/Ditches/Sharpened stakes all tokens which are
placed on a ring around the town outside of the forti!cations on
positions marked as: S1, S2, N1, N2, E1, E2, W1, W2, SE, SW,
NE, NW.
Deployment Zone 4 !elds on the board on which the
invaders forces are placed during the !rst phase of the Siege.
They are positioned in front of the 4 wall sections marked as:
N, S, E, W.
Foreground Zone 4 !elds on the board from which a direct
storm on the Forti!cations is performed in order to capture the
Town. They are positioned in front of 4 Wall sections marked
as: N, S, E, W. The enemies can move to this Zone from the
Deployment Zone.
DICE ROLL
Quite often a three-sided dice roll is called for during the game,
but it is possible to use a six-sided dice instead. The best way to
do this is to assign one number from a three-sided dice to two
numbers from a six-sided one i.e. for 1 and 2 the number would
be 1, for 3 and 4 it would be 2, and !nally for 5 and 6 it would
be 3.
three-sided dice roll symbol d3
six-sided dice roll symbol d6
UNITS
Combat Units/Troops all tokens symbolizing archers,
spearmen, swordsmen, armored, crossbowmen and
arquebusiers, all invaders units, and also Siege Machines.
Ranged Units all units that can attack from a distance (i.e.
units with Ranged Fire Strength characteristic) except Siege
Machines.
Melee Units all units that are not able to attack from a
distance (i.e. units without Ranged Fire Strength characteristic).
These are melee combat units performing direct attacks on the
Walls.
Siege Machines all units symbolizing Battering Rams,
Ballistas, Trebuchets, Catapults, Cauldrons, Siege Towers,
Onagers, Bridges, Covers, Bombards and Boulders.
Combat Group a group of units attacking the forti!cations
simultaneously. In each combat group there is a Front Unit
leading the attack and Supporting Units. On one section of the
Forti!cations there can be no more than 4 combat groups.
3
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4
COMPONENTS OVERVIEW
MAIN BOARD
Invaders Card Stack
Technology Card Stack
Deployment Zones
Foreground Zones
Action Path
Ditches/Moats
Losses Chart
Fortications
Library
Mage Tower
Workshop
Keep
Barracks
Chapel
Town
Time Path
Morale Path
4
Morale marker
Time marker
5
Building token
Invaders card
Heros card
Reference sheet
Save sheet
Technology card
Required Library
level
Research description
Building card
Moat token Ditch token Sharpened stakes token
Fortications token
Endurance marker
space
Current building
level
Current building
level
Resources needed to
build this building
level
Options available on
this building level
5
Blessing markers
Spell markers
6
Resources wood
Lord of Destruction
marker
King of Wolves
marker
Forest Shaman
marker
Invaders token archer,
javelin thrower, slinger,
wolf
Invaders token warrior,
spearman, heavy footman
and giant spider
Invaders token
giant, werewolf, assassin,
hawk
Invaders token archer,
javelin thrower, slinger
(veterans) and dragon
Invaders token warrior,
spearman, heavy footman,
giant spider (veterans)
Invaders token giant,
werewolf, assassin, hawk
(veterans)
Siege Machine
marker Boulders
Siege Machine
marker Cauldron
Siege Machine
marker Catapult
Siege Machine
marker Ballista
Siege Machine
marker Onager
Siege Machine
marker Trebuchet
Siege Machine
marker Siege
Tower
Siege Machine
marker Covers,
Siege Machine
marker Battering
Ram
Siege Machine
marker Bombard
Crossbowmen
token
Spearmen
token
Arquebusier
token
Swordsmen
token
Archer
token
Heavy infantry
token
Resources iron
Resources gold
Resources stone
Action marker
Fortication Endurance
marker
Siege Machine
marker Bridge
6
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Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Sp Spea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea earm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rm rmen en en en en en en en en en en en en en en en en en en en en en en en en en en en en en
to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to toke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke kennnnnnnnnnnnnnnnnnnnnnnnnn
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to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to toke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke kennnnnnnnnnnnnnnnnn
Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Sw Swor or or or or or or or or or or or or or or or or or or or or or or ords ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds ds dsme me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me men n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n
to to to to to to to to to to to to to to to to to to to to to to to to to to to toke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke kennnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
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to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to to toke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke kennnnnnnnnnnnnnnnnnnnnn
He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He Heav av av av av av av av av av av av av av av av av av av av avy y y y y y y y y y y y y y y y y y y y y y y y y y y y y y y y y y in in in in in in in in in in in in in in in in in in in in in in in in in in in in in in in in infa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fant nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt nt ntry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry ry
to to to to to to to to to to to to to to to to to to to to to to to to to toke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke ke kennnnnnnnnnnnnnnnnnnnnnnnnnnn
First Player token
Heros special ability tokens He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He He Hero ro ro ro ro ro ro ro ro ro ro ro ro ro ro ros s s s s s s s s s s s s s s s s s s s s s s s s s s s s s s s s ssssssssssssssssssssssssspe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe pe peci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci ci cial al al al al al al al al al al al al al al al al al al al al al al al al al al al al al al al al al al aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bi bili li li li li li li li li li li li li li li li li li li li li li li li li lity ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ttttttttttttttttttttttttttok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok ok oken en en en en en en en en en en en en en en en en en en en en en enssssssssssssss
7
Diviner
The Diviner has been sentenced to death because she dared to
foretell the king that he will never have a male heir. The king
has found in his mind the best solution to lift this spell death
by hanging.
The gift of divining allows this Hero to predict the movements
of enemy troops. At the beginning of each Step 11 (Battle
stage) the Diviner can transport any three units (not Siege
Machines) between any section of the fortications (units do
not have to be on one section of the fortications, but keep in
mind the Capacity characteristic - the maximum number of
units located on one section of fortications).
Deserter
The Deserter, banished for disobeying an order and alleged
desertion from the battleeld. By participating in the expedition
to the new lands he intends to prove his courage and expiate his
crimes.
The Deserter, due to his high leadership abilities in each round
can train an additional unit of any type on the current level
of the Barracks (ability does not apply to Siege Machines).
This special training does not require using any Actions or
resources.
Sorcerer
The Sorcerer, had deceived his lord for many years by his
blundering efforts to turn iron into gold. Eventually he has been
sentenced for fraud and theft. Sentenced to 20 years in a galley.
Thanks to the arcane magic he can cast one additional spell on
levels 1-3 of the Mages Tower in each round (if an appropriate
level of the Mage Tower has already been built). For spell
casting all of the standard rules are applied.
Priest
The Priest has been sentenced to death for heresy and acting
against the ofcial religion. According to the prosecutors in
his sermons he spread defeatism and stirred up hatred for the
magnates. He has also badmouthed his church superiors.
The Priest can use his ery speeches to make even the most
cowardly warriors ght. At the beginning of the Setup stage,
he can designate one section of fortications (the tower or the
wall) where each Ranged Unit receives +1 to the Ranged Fire
Strength. The modier is valid for an entire round.
Murderer
He killed his neighbor whom he accused of poisoning his
cattle. During the following winter his whole family died of
hunger and in nal act of desperation he decided to administer
his own justice. Sentence: decapitation.
Thanks to his huge physical strength in each round he can
choose (at the end of Step 12) one Combat Group which will
receive twice the damage (instead of killing units of Endurance
X the defender can destroy units of Endurance 2X).
Counterfeiter
The Counterfeiter was one of the best specialists in his eld.
Unfortunately he made a wrong call by preparing forged
documents for the main rival of the head of the merchant guild.
His employer was banished and he was blinded.
The Counterfeiter is able to exchange 3 resource markers of
any kind to 3 resource markers of another kind (but only if the
technologies allowing their receiving have been developed)
during the single Round.
SETTING UP THE GAME
SETTING UP THE COMPONENTS
The rst thing to do before the game begins is to place all the elements on the right spaces:
1.Lay out the board.
2.Prepare the Research Card Stack and the Invaders Card Stack and place them on the board.
3.Place the Time Marker on round 1 of the Time Path.
4.Place the two building cards: Barracks level 1 and Keep level 1 next to the board (these are the buildings we start the game
with).
5.Place a specic number of Spearmen on Walls and Towers (these are the units we start the game with, the exact number is given
in the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign).
6.Place a specic number of Wood markers on the pool by the board (these are the resources we start the game with, the exact
number is given in the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign).
7.All players choose their Heroes and place their cards in front of them.
8.A randomly chosen player puts the First Player token in front of him.
9.The rest of the components should be sorted and placed in a spot accessible to all of the players.
SELECTING THE HEROES
Each player taking part in the campaign chooses a Hero to represent him in the game. The Hero card should be placed in front of
the player. The Heroes do not move physically on the board (they dont have tokens/gures depicting them), but they can support
the defenders with their special abilities described on each Heros card.
7
8
ROUND STRUCTURE
The whole game consists of 20 consecutive rounds in which players can perform actions increasing their chance of survival and
the invaders try to capture the town controlled by the players. Each round is divided into three parts which are also divided into
stages, phases and steps.
Structure:
I. Setup
II. Executing actions
III. The siege
Setup stage
Battle stage
Ranged weapon phase
Step 1, Step 2
Siege Machines phase
Step 3, Step 4
Maneuver phase
Step 5, Step 6, Step 7, Step 8
Close Combat phase
Step 9, Step 10, Step 11, Step 12, Step 13
Loyalty phase
Step 14
Loot stage
Before the beginning of each round there are some preliminary activities which need to be performed:
-Move the Time Marker one space forwards.
-Give the players a speci!c amount of Action Markers (depending on the number of players 12 markers total)
-Remove all of the invaders units from the board.
-Remove the Invaders Morale marker from the board.
-Place the used Spell and Blessing markers back on the Mage Tower and Chapel Cards.
-Shuf"e the Invaders Card deck and place it on an appropriate !eld on the board face down.
-First Player token is placed in front of the next player in the clockwise direction.
-Each of the players beginning with the one with the First Player token chooses his sections of the Forti!cations to defend
(detailed rules regarding the possibilities of this choice can be found in chapter: 1 / 2 / 3 / 4 player game).
Note: defenders unit arrangement at the beginning of the round doesnt matter because before the Siege those units are arranged
on walls and towers.
Actions are all the activities which can be performed by the
defenders during each consecutive round of the game before
the siege starts.
Actions may consist of:
-building or upgrading the towns forti!cations
-building or upgrading speci!c buildings
-digging sections of moats/ditches or building sharpened stakes
-researching new technologies
-receiving resources
-training military units
In each round the defenders have 12 Actions total at their
disposal, which can be used freely to reach planned results. The
number of Actions for each player depends on the number of
THE COURSE OF THE GAME
I. SETUP
II. EXECUTING ACTIONS
players taking part in the campaign (details can be found in the
chapter: 1 / 2 / 3 / 4 player game).
In rounds when enemy Bosses attack (rounds 10, 15, 20)
players receive 6 additional actions. Those actions are
distributed evenly among the players and if its not possible the
surplus is given to the player holding the First Player token.
Each of the activities, except forti!cation repairs, requires the
use of exactly one Action.
Actions cannot be handed over from one player to another.
They also cannot be transferred from one round to another. All
unused Actions are irretrievably lost.
Every player performs all his Actions during his turn, beginning
from the player holding the First Player token.
WHAT ARE ACTIONS
Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Be Befo fo fo fo fo fo fo fo fo fo fo fo he he he he he he he he he he he he he he he he bbbbbbbbbb in in in in in in in in in in in in in inni ni ni ni ni ni ni ni ni ni ni ni ni ni ni ni ni ni f f f f f f f f f f f f ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch nd nd nd nd nd nd nd nd nd nd nd nd nd nd nd nd he he he he he he he he he he he he he he he he he he he he he he he el el el el el el el el el el el el el el el el el elim im im im im im im im im im im im im im im imin in in in in in in in in in in in in in in in in in in in in in in in ti ti ti ti ti ti ti tivi vi vi vi vi vi vi vi vi vi vi vi vi viti ti ti ti ti ti ti ti ti ti ti ti hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hich ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch ch d d d d d d d d d d d d d d d bbbbbbbbbbbbb rf rf rf rf rf rf rf rf rf rf d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d: d:
8
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9
CONSTRUCTION
Fortications (walls)
From the walls its only possible to re at the Foreground Zone
(not the Deployment Zone) regardless of the advancement level
0 Fence 0 0 0 0 0 3
1 Palisade 1 0 0 0 1 4
2 Wooden wall 2 0 0 0 2 6

3 Stone wall 1 2 0 0 3 8
4 Wall with 3 1 0 0 4 10
hoardings
RFS of enemy Ranged Units and ST of Air Units goes down -1.
5 Wall with 2 3 0 0 5 12
machicolations
RFS of enemy Ranged Units and ST of Air Units goes down -1.
Cauldron and Boulder RFS goes up +1.
Fortications (towers)
0 Fence 0 0 0 0 0 2
From the Fence its only possible to re at the Foreground Zone
(not the Deployment Zone).
1 Wooden Platform 1 0 0 0 1 3
2 Wooden Tower 2 0 0 0 2 4
Allows the placing of one Siege Machine.
3 Stone Tower 1 2 0 0 3 4
Allows the placing of two Siege Machines.
4 Tower with 3 1 0 0 4 4
hoardings
RFS of enemy Ranged Units and ST of Air Units goes down -1.
RFS of the defenders Ranged Units goes up +1.
Allows the placing of two Siege Machines.
5 Tower with 2 3 0 0 5 4
machicolations
RFS of enemy Ranged Units and ST of Air Units goes down -1.
RFS of the defenders Ranged Units goes up +2.
Allows the placing of two Siege Machines.
FORTIFICATIONS
A player can decide whether to perform an Action of building
or upgrading a chosen section of the Towns fortications. To
do this, rst he has to receive a sufcient amount of resources.
The player puts an Action Marker on the Action Path, discards
the correct amount of resources and after selecting the right
fortication element; he places it on the board. Keep in mind
that with every upgrade the endurance of an element increases
+1 (this rule is used even if the element has been partly
damaged during the ght). Therefore the endurance marker of
an upgraded element should be replaced by a new one with a
higher value.
Every section of Fortications must be upgraded one level at a
time (maximum 1 level during 1 Action).
Building fortications (example):
A player has 2 Actions at his disposal. In this round he decides
to upgrade a section of the fortications to a Stone Wall level
3 (at the moment a Wooden Wall is erected level 2) and dig a
section of a Ditch.
First he upgrades the wall. He uses 1 Action and spends 2
Stone markers and 1 Wood marker which gives him the ability
to upgrade the wall to level 3 (Stone Wall). The Wooden Wall
token is replaced by a Stone Wall token and its Endurance
goes up 1 point. Next the player uses his second Action to dig
a ditch in front of the wall section. No resources are needed for
this process so the player places another Action Marker on the
Action Path and puts a ditch token on the board. Now the town
is much better prepared for the defense.
Note: The rst stage of the fortications is the Fence to which
standard siege rules apply. The Fence cannot be destroyed and
its Endurance is always 0. It also has its own Capacity level
like any other element of the fortications.
The Fence is equal to 0 level of fortication.
Note: The north section of the fortications (N) is treated in a
special way. We place two separate Endurance markers here:
one for the wall and another for the towns gate.
Note: If on the same side there are ditch and sharpened stakes
sections, the invaders try to cross ditch - not the stakes.
MOATS, DITCHES AND SHARPENED STAKES
A player can dig a ditch section or build sharpened stakes.
In order to perform this Action he must receive a sufcient
amount of resources. The player puts an Action Marker on the
Action Path, discards the correct amount of resources and after
selecting the right ditch/stakes element; he places it on the
board. A ditch/stakes can be upgraded to a moat (the same way
as fortication upgrade is performed, ditch/sharpened stakes
and moat are two levels of one construction type).
Ditch 0 0 0 0
Going through the ditch takes the invaders more time than a
standard approach to the walls.
Invaders units during Step 5 instead going directly to the
Foreground Zone stay in the Deployment Zone. Only during
another Step 5 they can move their troops.
Digging a ditch does not require the use of any resources, only
the use of one Action.
Sharpened stakes 0 0 0 0
The sharpened stakes causes a loss of 20% of the invaders
units that are trying to cross it. A specic amount of units
is immediately removed from the board (every unit type is
removed according to the chart on the game board).
Moat 1 0 0 0
Going through the moat takes invaders more time than a
standard approach to the walls, just like when crossing a Ditch.
In addition to slowing down the enemy, the moat also causes
a loss of 20% of the invaders units that are trying to cross it.
A specic amount of units is immediately removed from the
board (every unit type is removed according to the chart on the
game board).
9
10
BUILDINGS
A player can use one Action to build a new kind of building
or upgrade an existing building one level up. In order to
perform this Action a player must receive a sufcient amount
of resources. The player places an Action Marker on the
Action Path, discards the correct amount of resources and after
selecting the right construction element; he places it on the
board. All effects of the building are immediately available for
use in performing all the other Actions in this round (by this or
other players).
Each building type has to be upgraded one level at a time. Its
not possible to upgrade a building from level 1 to 3 in one
step (to do so it is necessary to upgrade to level 2 and then
use another Action to upgrade to level 3). There are 6 types
of buildings in the game: Barracks, Workshop, Keep, Chapel,
Mage Tower and Library.
BARRACKS
Constructing the Barracks makes training new units possible.
These units help to defend our town. Every consecutive level of
this building allows for the training of a new type of unit that
was not available before. Below are the costs of construction
for each level of this building (not the cost of unit training).
Level 1 0 0 0 0
spearman
Level 2 4 1 0 0
archer
Level 3 5 2 1 0
crossbowman and swordsman
Level 4 6 3 2 1
heavy infantry
Level 5 6 3 3 1
arquebusier
KEEP
Constructing the Keep allows more efcient defense
organization, higher re damage for some enemy units and
faster transport of units across the town.
Level 1 0 0 0 0

Allows the defenders troops to move directly through the
Keep without the need to go around through all the sections of
fortications. The movement is the same as relocating between
the fortication sections and can be performed during the same
parts of the game.
Level 2 2 3 0 0
When the Keep is upgraded to this level the defender can use
it as a special tower with the maximum Capacity of 4 Ranged
Units. Units can re at enemies the same way as from a normal
tower but all the enemy units in range of any other defenders
unit are also in range of those Ranged Units (located in the
Deployment and Foreground Zones). Maximum Capacity does
not relate to Melee/Ranged Units who can stop in the Keep on
their way to another fortication section.
A Ranged Unit stationed in the Keep receives a +1 modier to
Ranged Fire Strength.
Level 3 2 4 1 0

Allows for the increase of the Keeps Capacity to 2 additional
Siege Machines.
Ranged Units stationed in the Keep receive a +2 modier to
Ranged Fire Strength.
Note: the Keep (on every level) is completely resistant to
damage during Step 13 of Close Combat Phase.
WORKSHOP
Siege Machines are possible to construct after building
the Workshop. These units help to defend our town. Every
following level of this building allows the construction of a
new type of unit not available before.
Level 1 3 0 0 0
cauldron with pitch
Level 2 2 2 0 0
catapult
Level3 2 2 2 0
ballista
Level 4 2 2 2 2
onager
Level 5 3 3 2 2
bombard
LIBRARY
Building the Library makes possible the researching of new
technologies that are essential for the Towns fast development
and training of a proper army.
All available technologies are described in the next chapter.
Below are the costs of construction for each level of this
building (not the cost of research).
Level 1 5 0 0 0
stonemasonry, archery, cauldrons with pitch, fortications
Level 2 5 2 0 0
beasts of burden, construction, chainmail, crossbow, mining,
catapults
Level 3 5 3 2 0

masonry, goldsmithery, ballistas
Level 4 5 3 3 1

mechanics, structures, armory, onagers, militia
Level 5 6 4 4 2

gunpowder, bombards, discipline
10
11
BLESSINGS
Protection: saves one selected Ranged or
Melee Unit from the defenders team from
death. This Blessing can be used whenever a
unit is going to be removed from the board.
After using it the unit is placed back on its
former position and is reinstated to the game.
Barrier: increases the endurance of a selected
Forti!cation section +1 for one round. This
Blessing must be used during the Setup stage
(not during the !ght).
Fusion: allows restoring up to 3 endurance
points on a selected forti!cation section. This
Blessing can be used at the end of Step 11 of
the Siege stage.
Note: The endurance level can never be
increased above the initial level.
Aura: provides full damage protection for a
selected Forti!cation section for one round.
This Blessing must be used during the Setup
stage (not during the !ght).
Resurrection: saves all Ranged and Melee
Units on a selected Forti!cation section from
death. Similar to Protection, this Blessing can
be used once a round after step 13 of Battle
Stage. All dead units from one section of
forti!cation are reinstated to the game.
Note: Any player can use a Blessing, but
no Blessing can be used more than once per
round. If a player uses a Blessing, the other
players cannot use it until the next round
begins.
SPELLS
Hail of stones: provides an additional
attack which is similar to the standard use
of Boulders. This Spell must be used after a
standard Boulder and Cauldron attack.
Blindness: allows the defender to exclude a
selected invader combat group from the !ght.
The spell can be casted at the beginning of
Step 11 and it is only valid during steps 11, 12
and 13 (it has no impact on the combat group
in the next steps). The !ght with this combat
group always ends with a draw regardless of
defenders units assigned to it.
Paralysis: can be used against two selected
enemy units (except Siege Machines and
Bosses). Targets are immediately removed
from the board. Casting of this spell is only
possible during the Setup stage (not during
the Battle stage).
Magic !re: can be used against any enemy
Siege Machine. Selected target is immediately
removed from the board. Casting of this spell
is only possible during the Setup stage (not
during the Battle stage).
Earthquake: destroys 50% of the invaders
units (counted according to endurance level,
speci!c units are selected by a player casting
the spell) from a selected Combat Group.
There can be no Bosses among the selected
units. The Spell must be used after a standard
Boulder and Cauldron attack (but after the
Hale of stones Spell).
Note: Any player can use a Spell, but no Spell
can be used more than once per round. If a
player uses a Spell, the other players cannot
use it untill the next round begins.
CHAPEL
Building the Chapel enables the use of Blessings which can
help to defend the Walls and units.
Each consecutive Chapel level allows the use of one additional
Blessing.
Level 1 1 1 0 0
Protection
Level 2 1 2 1 0
Barrier
Level 3 1 2 2 0
Fusion
Level 4 1 2 2 1
Aura
Level 5 1 2 2 2
Resurrection
MAGE TOWER
Building the Mage Tower unlocks the use of spells which can
aid in attacking the enemies. Every consecutive level of the
Mage Tower allows the use of one additional Spell.
Level 1 0 2 0 0
Hail of stones
Level 2 0 2 1 0
Blindness
Level 3 0 2 2 1
Paralysis
Level 4 0 3 2 1
Magic !re
Level 5 0 3 2 2
Earthquake
11
12
Stonemasonry level: 1
Stonemasonry allows players to receive a new type of resource
Stone.
Archery level: 1
Archery allows the construction of the second level of the
Barracks, where you can train archers.
Cauldrons level: 1
This technology allows the construction of the !rst level of the
Workshop and the production of Cauldrons with pitch.
Forti!cations level: 1
After the invention of the Forti!cations, it is possible to build
wooden walls and towers.
Beasts of burden level: 2
Beasts of burden improve the process of receiving resources
- after the invention of this technology, in every action of
receiving resources you can get 3 pieces of Wood or 2 pieces of
Stone, or 2 pieces of Iron, or 1 piece of Gold (if the ability to
receive those resources is available).
Construction level: 2
This technology allows the construction of a new type of
forti!cations Stone Walls and Towers and the Keep (level 2),
the Workshop (level 3), the Barracks (level 3), the Mage Tower
(level 3) and the Chapel (level 3).
Chainmail level: 2
After the invention of Chainmail it is possible to build the third
level of the Barracks, where you can train Crossbowmen and
Swordsmen.
Crossbow level: 2
After the invention of Crossbow it is possible to build the third
level of the Barracks, where you can train Crossbowmen.
Mining level: 2
Mining allows players to receive a new type of resource Iron.
Catapults level: 2
This technology allows the construction of the second level of
the Workshop and production of Catapults.
Masonry level: 3
This technology allows the construction of a new type of
forti!cations Walls and Towers with hoardings and the Keep
(level 3), the Mage Tower (level 4), the Workshop (level 4),
the Barracks (level 4) and the Chapel (level 4).
Goldsmithery level: 3
Goldsmithery allows players to receive a new type of resource
Gold.
Ballistas level: 3
This technology allows the construction of the third level of the
Workshop and production of Ballistas.
Mechanics level: 4
Mechanics improve the process of receiving resources - after
the invention of this technology, in every action of receiving
resources you can get 4 pieces of Wood or 3 pieces of Stone,
or 2 pieces of Iron, or 1 piece of Gold (if the ability to harvest
those resources is available).
Structures level: 4
This technology allows the construction of a new type of
forti!cations Walls and Towers with machicolations and the
Mage Tower (level 5), the Workshop (level 5), the Barracks
(level 5) and the Chapel (level 5).
Armor level: 4
After the invention of Armor it is possible to build the fourth
level of the Barracks, where you can train Heavy infantry
.
Onagers level: 4
This technology allows the construction of the fourth level of
the Workshop and production of Onagers.
Militia level: 4
After the invention of Militia the invaders can only destroy 1
randomly chosen building level instead of 2 during Step 13 of
the game.
Gunpowder level: 5
After the invention of Gunpowder it is possible to build the
!fth level of the Barracks and the !fth level of the Workshop.
Bombards level: 5
This technology allows the construction of the !fth level of the
Workshop and production of Bombards.
Discipline level: 5
Discipline allows to train 2 Archer units or 2 Spearmen units
instead of 1. The cost of training is 3 pieces Wood for every 2
units trained.
TECHNOLOGIES
12
Building the level 1 Library unlocks new research possibilities which can aid in acquiring resources faster, upgrading buildings,
training new units and receiving new kinds of resources.
Researching a new technology does not require the use of resources just the use of Actions. All effects of a technology are
immediately available for use in performing all the other Actions in this round (by this or other players).
After placing an Action Marker on the Action Path the player takes a speci!c card from the Technology Card Stack, reveals it and
puts it by the defenders building cards. The selected technology will provide certain bene!ts (even if during the !ght the Library
is destroyed or its level decreased).
13
Spearman 1 0 0 0

2 1 1 -
Archer 1 0 0 0

1 1 1 1
Swordsman 1 0 1 0

3 2 2 -
Crossbowman 1 0 1 0

1 1 2 2
Heavy infantry 0 0 1 1

4 3 3 -
Arquebusier 0 0 1 1

1 1 3 3
TRAINING
A player can use 1 Action to train precisely 1 new unit. To
perform this Action a suf!cient amount of resources and an
adequate building level is required (Barracks for Warriors,
Workshop for Siege Machines). To start training a new unit the
player places an Action Marker on the Action Path and discards
the correct amount of resources and after selecting the right
Unit Token he places it on the selected Forti!cation section.
The new unit is immediately available for use in the Battle
stage of this round.
Note: Any unit can be removed (and replaced) from the board
if another type of unit is trained (it simply means that a warrior
received new equipment).
MELEE UNITS AND RANGED UNITS
Units are divided into two types (not including Siege
Machines): Ranged Units and Melee Units (close combat). The
main difference is that while both types can participate in melee
combat, only Ranged Units can !re at enemies from a distance.
Every unit has certain characteristics depicting its strong and
weak points:
Strength (ST): !ghting skills used during a melee combat
Endurance (EN): level of natural resistance to wounds or
armour level
Support (SU): strength used in a !ght on a second position
during combat group attacks.
Ranged Fire Strength (RFS): strength of any kind of ranged
weapons.
Every unit also has the cost of training in resources assigned to
it and can also posses special abilities.
13 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333
14
RESOURCE RECEIVING
In order to perform all types of Actions (except technologies
research, Ditch digging and Boulder piling) specic amounts
of resources are needed. Players can acquire resources in two
ways: as spoils of war in the Loot phase (once for each round,
after a Battle stage) or by using an Action to receive resources.
There are four kinds of resources in the game: Wood (available
from the beginning of the game), Stone, Iron and Gold (the
ability to receive those three types of resources is available
after a specic technology research). At the beginning a use
of one Action allows to receive 2 Wood resources, 1 Stone
resource, 1 Iron resource or 1 Gold resource. In time the speed
of extracting resources may increase thanks to new researches.
Players can exchange or give each other selected resources
during any part of the game should the need arise but each of
the players can exchange/give only one resource type per round
with another player of his choice.
SIEGE MACHINES
A player can use 1 Action to build precisely 1 new siege machine. To perform this Action a sufcient amount of resources and an
adequate building level is required (Barracks for Warriors, Workshop for Siege Machines). To start building a new siege machine
the player places an Action Marker on the Action Path and discards the correct amount of resources and after selecting the right
Siege Machine Marker he places it on the selected Fortication section. The new unit is immediately available for use in the Battle
stage of this round.
Siege Machine is the only type of unit which is able to attack not only enemy Melee Units and Ranged Units but also other Siege
Machines
Every unit of this type has one or two characteristics depicting its strong and weak points:
Ranged Fire Strength (RFS): strength of any kind of ranged weapons
Endurance (EN): level of damage resistance
Every machine also has the cost of construction in resources assigned to it and can also possess special qualities.
Note: Any siege machine can be removed (and replaced) from the board if another type of siege machine is built.
Note: Boulders production doesnt need any level of Workshop.
Boulders 0 0 0 0

- d3
It is assumed that at the beginning of the siege on every Wall
section (regardless of its level) there can be a maximum of
one Boulder pile ready for use. Boulders must be used during
the Battle stage Step 10. Boulders provide an attack (on one
target) with the RFS each time set by a dice roll 1d3.
Cauldrons 1 0 0 0
with pitch
- 2x d3
It is assumed that at the beginning of the siege on every Wall
section (regardless of its level) there can be a maximum of one
Cauldron ready for use. Cauldrons must be used during the
Battle stage Step 10. Cauldrons provide an attack (on one or
two targets) with the RFS each time set by a dice roll 1d3 (the
RFS is set separately for each one of two available attacks).
Catapult 1 2 0 0

3 3+d3
A Catapult allows one attack to be performed (on one target)
with the RFS of 3 increased by a dice roll 1d3. A Catapult can
attack Melee Units, Ranged Units and Siege Machines gathered
in a Deployment Zone.
Ballista 2 1 1 0
3 2x d3
A Ballista allows for two attacks (on one or two targets) with
RFS equal to a dice roll 1d3(the RFS is set separately for each
one of two available attacks). A Ballista can attack Melee Units
and Ranged Units gathered in a Deployment and Foreground
Zone. The Ballista cannot attack invaders Siege Machines.
Onager 1 1 1 1

4 5+d3
An Onager allows one attack to be performed (on one target)
with the RFS of 5 increased by a dice roll 1d3. An Onager can
attack Melee Units, Ranged Units and Siege Machines gathered
in a Deployment Zone.
Bombard 1 1 2 1

4 2x 2+d3
A Bombard allows two attacks to be performed (on one or two
targets) with the RFS of 2 increased by a dice roll 1d3(the RFS
is set separately for each one of two available attacks). The
A Bombard can attack Melee Units, Ranged Units and Siege
Machines gathered in a Deployment Zone.
14
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15
FORTIFICATIONS REPAIRS
No use of an Action is needed to repair a fortication, but it can
only be performed during the part of the turn where players use
their Actions (construction, training etc.) The only cost needed
to make a repair is the use of the required amount of resources.
After declaring repair work to a specic fortication section
and discarding the correct amount of resources the endurance
value of this section should be immediately increased +1 (a
player replaces the lower value marker with a higher one).
Note: The Endurance level can never be increased above the
initial level of the current section of the fortication which is
being repaired (e.g. for fortications level 3 Wooden wall, the
maximum Endurance level is 3).
Repair costs of one section (wall or tower):
levels I, II 1

levels III, IV, V 1
gate 1
An example of using an Action by one player:
The player with a Deserter Card (well call him the Deserter for
short) plays the campaign with two friends. That means every
player has 4 Actions at his disposal (12 Actions total).
The Deserters rst Action is to receive some resources. To
do so he places one of his 4 Action Markers on the Action
Path. Because other players have already researched Beasts of
burden and Masonry technologies the player can choose if he
wants to get 3 pieces of Wood or 2 pieces of Stone. He decides
to get 3 pieces of Wood and puts the markers next to his Heros
card.
He decides to use the second Action to invent a new
technology. At the moment the Library is at level 2 so all the
technologies from levels 1 and 2 are available for research. The
Deserter selects the Construction card and puts the next Action
Marker on the Action Path (its the only cost of this technology)
and the researched Construction card is placed next to other
cards available for all the players to use.
Another Deserters activity is training an Archer. The player
puts the third Action marker on the Action Path and discards
1 Wood marker from his resources (thats the cost of the unit).
He takes an Archer marker from the pool outside the board and
places it on a selected section of the Fortications (he chooses
the south section S).
The last, fourth Action the Deserter uses to dig a ditch section.
He places the Action marker and takes the selected Ditch
section from the pool outside the board (digging ditches does
not require the use of any resources). Next he places it along
the south section of the Wall in order to reinforce fortications
on this eld.
In the end the Deserter uses his special ability to train any
additional unit type without any cost. He takes a Spearman
token from the pool outside the board and puts it on the
selected Fortication section (he chooses the south one S).
After all 4 Actions have been used the next player continues the
game.
15
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16
16
III. THE SIEGE
SETUP STAGE
BATTLE STAGE
During a setup stage we perform the following activities:
1. A draw for invader types from the Invader Card stack.
2. Determining the number and composition of the Invaders
army (details can be found in the chart in the Invaders chapter).
3. Setting the position of the Defenders troops on the Walls,
Towers and inside the Keep (no units except Ranged Units/
Siege Machines stationed in the Keep can stay on its grounds)
4. Determining the locations of the Invaders attack (randomly
determined directions, according to the tips in the Invaders
chapter) and positioning the troops on Deployment Zones.
5. Using Blessings and Spells: Aura, Barrier, Magic Fire.
Note: the maximum number of units that can be placed on one
section of the Forti!cations (Capacity) can be found in chapter
Construction/Forti!cations.
RANGED WEAPON PHASE
Step 1. Defenders Ranged Units attack
The Defenders Ranged Units are able
to attack any of the invaders units in the
Deployment Zone or in the Foreground
Zone. They cannot attack Siege Machines
though. Every Ranged Unit selects its target
by pointing at one of the zones. All Ranged
and Melee Units gathered in one of the
zones are treated as one target. Keep in mind
that the number of killed units in one zone
cannot exceed the number of Ranged Units
performing an attack.
After selecting all the targets, Firing
commences. The RFS of all Ranged Units
performing an attack on a selected zone is
summed up and compared with EN of the
target. If the RFS is equal to or higher than
EN a certain number of units is removed
from the board. Each Ranged Unit can
perform only one shot in each step (even if
it has more units in its range closing in from
different directions).
Step 2. Invaders Ranged Units attack
The Invaders Ranged Units randomly attack
the defenders gathered on the Forti!cations
sections (detailed instructions regarding
target selection depend on the type of an
enemy unit and can be found in the chapters
concerning individual unit types). After
selecting all the targets, the assault begins.
The RFS of all Ranged Units is summed up
and compared with the targets EN. If the
total RFS is equal to or higher than the EN, a
certain number of targets are taken away.
The Invaders total RFS is reduced during
the assault by the amount of EN resulting
from the current Forti!cation level.
Example: Step 1.
On the western side of Fortications
there are 3 Ranged Units of the
Defenders army (No. 2). All of them
choose the Deployment Zone (No. 1) as
their target. The player adds up their
Ranged Fire Strength: two Archers with
RFS=1 and one Crossbowman with
RFS=2 gives a total RFS=4. Invaders
troops consist only of Slingers (each
with EN=1). Therefore it would be
possible to destroy 4 enemy units but
taking into account the rule that the
number of killed units in one zone
cannot exceed the number of Ranged
Units performing the attack only 3
Slingers can be killed.
Example: Step 2.
From the western side 5 Ranged Units
begin the assault (No. 2). The invader
is drawing for the target (in case of
Barbarians a six-sided dice throw is
needed). We get 6 pips and check the
Barbarians chapter for the result.
Number 6 means that the attack needs
to be performed on the SW Tower (No.
1). The invader adds up the Ranged Fire
Strength: ve Slingers with RFS=1 gives
a total of 5. Their RFS is decreased by
3 ( a bonus to the current Fortication
level) and we get 2. Among the
defenders units there are only Archers
(each with EN=1). In this situation the
defender must remove 2 Archers.
17 17
SIEGE MACHINES PHASE
Step 3. Defenders Siege Machines attack
A defender selects a target for every Siege
Machine. Multiple Siege Machines are able to
attack a common target. Some of them can also
select multiple different targets during one attack
(details can be found in the Siege Machines
chapter).
Siege Machines can select a Deployment Zone
or a Foreground Zone as their target ( all units
gathered in one zone are treated as one target in
a similar way to the Ranged Units attack in Step
1).
After selecting all the targets ring commences.
RFS of each Siege Machine or a group of Siege
Machines performing an attack on a selected
target is summed up and compared with EN of
the target. If the RFS is equal to or higher than
the EN, the target is removed from the board.
Keep in mind that the number of killed targets
in one zone cannot exceed the number of
Siege Machines performing an attack (unless
special rules of a specic Siege Machine state
otherwise).
Step 4. Invaders Siege Machines attack
The Invaders Siege Machines attack random
Wall and Tower sections or defending units.
Detailed instructions regarding target draw
depend on the type of enemy unit and can be
found in the chapters concerning individual unit
types. After selecting all the targets, the assault
begins. Each Siege Machine is treated separately
during the attack. The Siege Machines RFS is
compared with the EN of the target (if a Unit/
Siege Machine is the target, its EN is increased
by the current Fortication level). If the RFS is
equal to or higher than the total EN, the target
is immediately removed from the board (if its
a Unit or a Siege Machine). If a Fortication
section is the target after a successful attack
its EN is reduced by 1 and its EN marker is
replaced by a new one with a lower value (
if a total RFS is multiple times higher then
Fortications EN is reduced accordingly).
Note: If an EN level of a Fortications section
at any moment reaches 0 its element is removed
from the board and is replaced by a Fence
printed on the main board. If a wall is reduced
to a Fence, any existing boulders and cauldrons
must be removed from the board.
Note: If an assault cannot be performed due
to lack of a target (e.g. there are no units on
a Tower and they have been drawn for the
target) then another element located on that
eld becomes the target (e.g. instead of Units
Siege Machines, instead of Siege Machines
Fortications, instead of Fortications Units).
If there are no units nor Fortications on that
eld then the assault is performed on the closest
eld possible (e.g. instead ring at a Tower the
assault reaches the next Wall section).
Note: The Invaders Siege Machines attack from
the strongest to the weakest one.
Example: Step 3.
The defender has 1 Siege Machine
a Ballista. He selects the Foreground
Zone as a target. A Ballista has
an ability to perform 2 attacks. In
order to determine the Ranged Fire
Strength two three-sided dice rolls
have to be performed (result 2 and
3 pips). This Siege Machine doesnt
have an initial RFS. Its RFS depends
only on a dice roll. After summing up
the two attacks we get a total number
of RFS = 2+3=5.
There are Warriors (EN=2) and
Giants (EN=5) in the Foreground
Zone. The defender selects 2
Warriors to be removed from the
board. One unused RFS point
remains which is wasted because
there is no unit with EN=3 in the
zone. Instead of that move the
defender could decide to remove one
Giant (EN=5).
Example: Step 4.
The Invader has 2 Siege Machines
a Trebuchet and a Catapult. The
invader draws for a target (in case
of Barbarians a six-sided dice
throw is needed). We get 2 pips
for the Trebuchet and check the
Barbarians chapter for the result.
Number 2 means that the attack
needs to be performed on the Wall
(No. 1). We roll the dice once more
for the Catapult and again we need
to attack the Wall. Next, we draw
to select if the Siege Machines will
attack only Forti!cations or also the
units placed on them. A Trebuchet,
according to the rules (see Siege
Machines chapter) can only attack
forti!cations. A Catapult on the
other hand is able to attack various
elements. We roll the dice and get 3
pips so the target for the Catapult are Ranged Units/Melee Units gathered on
the Wall.
First we take care of the attack on the Forti!cations: Trebuchets RFS is 4 and
to that we add a three-sided dice roll (2 pips) which gives us a total RFS of
6. Because the level of Forti!cations is 3 its reduced by 2 endurance points
(RFS is twice as high as the Walls EN). If the RFS would be 3, 4 or 5 then
EN of the Wall would be reduced only by 1 point. Next, lets have a look at
the attack performed on the units gathered on the Wall. A Catapults RFS is 3
and we add a dice roll (1 pip). Now the Catapults RFS is 4. From this result
we deduct EN of the Wall (only 1 at this point) and get the !nal RFS=3. There
are Spearmen (EN=1) and a Swordsman (EN=2) on the Wall that means we
can remove 3 Spearmen from the board (following the rule that the weakest
units are removed !rst).
18
18
CLOSE COMBAT PHASE
Step 9. Forming Combat Groups
The invaders units must be divided into Combat Groups which
will try to storm the walls using ladders. In case of 1-4 unit
attack only one ladder is used (one Combat Group is formed),
5-8 units means 2 Combat Groups, 9-12 units means 3 Combat
Groups and 13+ units means 4 Combat Groups. There can
be only 4 ladders on one section of walls (a maximum of 4
Combat Groups formed). Invaders are grouped according to
their ST: rst the strongest units are placed by the ladders then
weaker etc. until the weakest unit is placed. In each Combat
Group the rst (strongest) unit is called the Front Unit. All the
other units are called Supporting Units.
There is also a special Combat Group which is equipped with
a Battering Ram. To perform an attack using a Battering Ram
their summed up ST characteristic must be at least 6. If a group
has a high enough ST value it can still perform a Battering
Ram attack even after it has been thinned out by Boulders or
Cauldrons (if the ST characteristic wont drop below 6, if it
does the Ram is thrown away and units attack as a standard
Combat Group).
Note: If you have any doubts, how you can form Combat
Groups, you can use the same method like in the Loot Stage
(each group consecutively beginning with the strongest units
gets one unit, if one type of units runs out another is distributed
etc).
Step 10. Using Cauldrons/Boulders
On each wall section where Boulders are piled up (they
dont need any research or a special building players have
the ability to use them from the beginning of the game) or
Cauldrons with pitch are placed (Workshop level 1 is required)
this step is performed. Cauldron/Boulders run out after every
use and cannot be used used again in the same round (but there
is no need to replenish them in the following rounds). Results
of an attack are settled in the same manner as Ranged Units
attacks but with one Cauldron/Boulders more than one unit can
be destroyed.
Step 11. Assigning defenders units to Combat Groups
The defenders can freely assign their units to available Combat
Groups (they too select a Front Unit and Supporting Units for
each group)
Note: If a Combat Group using a Battering Ram still has the ST
of minimum 6 (the Battering Ram has not been thrown away)
none of the defenders units is to be assigned to this group.
Note: If at the beginning of this step a defenders unit cannot be
assigned to a Combat Group on the section of the Wall which
is currently under attack and all the buildings in the Town have
been destroyed, the defense is terminated and the game ends.
MANEUVER PHASE
Step 5. Regrouping the enemy to the Foreground Zone
The Invaders Melee Units are moved to the Foreground Zone
(if theyre not already there). If a moat,a ditch or sharpened
stakes has been dug in front of this section of Fortications (to
be effective a moat/ditch/stakes must have at least 4 sections
without gaps completely securing a wall section and two
adjoining towers. For example sections: SW, W1, W2 and
NW) Invaders must overcome this obstacle at rst. Detailed
instructions on crossing moats, ditches and sharpened stakes
can be found in the chapter Executing Actions/Construction.
Step 6. Defenders Ranged Units second attack
When invaders reach the Walls defenders attack the same way
as in Step 1.
Ranged Units participating in close combat (if it took place
during Step 12) are not able to re.
Step 7. Regrouping defenders
Any number of defenders units can regroup to an adjoining
fortications section in both directions (from a tower to a wall,
from a wall to a tower). They can also move to the Keep or
from the Keep to any section of fortications. Ranged Units
participating in the ght during Step 6 and Siege Machines
cannot be regrouped. Keep in mind that walls and towers have
a maximum Capacity which cannot be exceeded at any point of
the game.
Step 8. Invaders Ranged Units second attack
The invaders units respond in the same manner as during
Step 2.
Example: Step 9.
The invaders troops storming the Walls have 2 Giants and 5
Warriors. In this case we form two Combat Groups (standard
procedure with 5-8 invaders). First, we take the strongest units
to become the Front Units. Giants will be our Front Units in
both groups because they have the highest ST characteristic.
Warriors will play the part of Supporting Units divided equally
into both Combat Groups.
Note: If you have any doubts, how you can form a Combat
Groups, you can use the same method like in Loot Stage (each
group consecutively begining with the strongest units gets one
unit, if one type of units runs out another is distributed etc).
Example: Step 10.
The defenders piled up Boulders on one section of the Walls
which is under attack. In this situation after arranging the
invaders Combat Groups and before assigning the defenders
for the counter attack (in Step 11) a Boulder attack is
performed (a Cauldron attack would also be possible). The
defender rolls a three-sided dice to determine the Boulders
RFS. We get 2 pips and that means a unit with a maximum
endurance of 2 can be destroyed. There are Warriors with
EN=2 and Giants with EN=5 among the invaders so the only
possibility is to kill one Warrior. If this Warrior would also
be a Front Unit his place is taken by the strongest among the
Supporting Units.
19 19
LOYALTY PHASE
Step 14. Loyalty test.
An invader must perform a loyalty test if he has lost a minimum of 50% of his units in combat (in relation to the amount at
the beginning of the Siege). If an invader has been forced to perform a loyalty test once he must do it again after every Step 13
regardless of his losses.
Initial level of morale for each invader is determined individually in chapter: Invaders tactics. A six-sided dice roll is performed
and if the value is higher than the current morale level, the invaders must ee. In this situation all invaders units are removed
from the board and the game continues to the next stage (Loot stage).
After each Step 13 invaders morale goes down 1 point a marker on the Morale Path should be moved 1 space. It means that the
probability of enemies eeing in the next Loyalty phase is greater.
If a dice roll result shows that invaders unit should stay on the battleeld the ght continues from Step 3.
Note: If there are invaders standing on the wall, they dont need to perform a loyalty test.
Step 12. Close combat outcome
First, the Battering Ram attack is resolved. Its ST (equal to a total ST of units
holding it) is compared with the EN of the Towns gate. If its higher , then
the gates EN is reduced by 1. Similarly as in the Siege Machines assault, if
the ST of a Battering Ram is multiple times higher than the EN of the Towns
gate, it can be weakened by multiple EN points during a single attack. When
its EN goes down to 0 it collapses. The strongest unit from the Battering
Ram group is put in place of the gate. From this moment, the defenders
assigned to the Combat Group that charged inside the Town will not have
any of the modiers that were previously provided by the Fortications
levels. On all the other Wall sections the ght is run by standard rules.
The Combat Group which destroyed the gate from this moment on is treated
the same as the rest of the attacking Groups. After dividing invaders and
defenders into mutually assigned groups and after the Battering Ram attack
is resolved, its time for the rest of the armed clashes.
We add up the Front Units Strength of the Combat Group (the strongest
unit) and Support values of the rest of the units in the group. The result is
increased by a three-sided dice roll. The defender adds up the Front Units
Strength and Support values of the rest of the units in the group increased
by the Fortications endurance characteristic and special modiers (i.e.
blessing, heroes special abilities) and a three-sided dice roll 1d3. Next, both
results are compared. The difference is the sum of the losses. If the defender
won, the invaders units from the specic Combat Group with an EN equal
to the sum of the losses are removed (the defender chooses the units) and
the rest retreat to the Foreground Zone. If the invaders won, the defenders
units are removed in order from weakest to strongest. In the case of a tie,
the invader retreats to the Foreground Zone as he would after a defeat. If all
the defenders assigned to one ladder would die, one of the invaders from
the Combat Group would be placed on the Wall. From this moment on,
the defenders assigned to that Combat Group do not add to their ST any
modiers related to the level of the Fortications (until they win the clash
after which the invader retreats to the Foreground Zone). On all the other
Wall sections the ght is run by standard rules.
Step 13. Destroying the Town/regrouping enemy units
Each invader who is standing on the Wall without any defender assigned to
him causes the destruction of one level of two randomly chosen buildings
in the Town. Buildings are chosen randomly by a dice roll: a D6 or D3
depending on the amount of the development.
After the clash is resolved on the whole Wall section, if a minimum of 1 of
the invaders survived, units are regrouped and moved to the Foreground
Zone.
If over 50% of invaders units (in relation to the amount at the beginning of
the ght on the whole board) are killed we move to Step 14. If not, then the
ght continues by the same rules starting with Step 3 (Siege Machines attack
again). Ranged Units that took part in close combat phase in Step 12 cannot
participate in this attack.
Note: If the invaders manage to get onto a Wall, the unit standing on
it cannot be targeted by Ranged Units. It also doesnt withdraw to the
Foreground Zone but stays on the Wall as a Front Unit of a Combat Group
formed later during the game.
Note: If at any time the invaders lose all of their Melee Units, they instantly
retreat from the Battleeld and the Loot stage begins.
Note: If an invader or a defender gets 3 pips on a dice roll and his opponent
gets only 1 pip, even if the result shows that no unit should die, the weakest
unit of the losers Combat Group should be removed from the board (its an
additional loss regardless of the ones suffered during a standard clash).
Example: Step 12.
After assigning the defenders to their Combat
Groups we have two situations to resolve in this
example. (1) the invaders Strength is: ST of the
Front Unit (Giant) =3, increased by the Support
of other units (3 Warriors, each with SU=1). We
roll the three-sided dice and get 1 pip. Total ST of
the invader is 7.
The Strength of the defenders assigned to
that Combat Group is: ST of the Front Unit
(Swordsman) =3, increased by the Support of
other units (1 Spearman SU=1). We add the
current Wall EN=3 and roll the three-sided dice
(we get 2 pips). The result of the clash is 2 in
favor of the defenders so the invaders units
with EN=2 can be removed from the game. The
defender decides to remove 1 Warrior.
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LOOT STAGE
INVADERS
After the battle, the defenders may collect any loot abandoned
by the invaders and plunder the enemys camp. The amount and
type of found resources depends on the current round and the
type of the invaders units that participated in the last assault.
Players divide the spoils in the following manner:
Each player consecutively beginning with the most precious
resource (gold) gets one marker. First player getting a marker is
the one holding the First Player token. If one type of resources
runs out another is distributed (beginning with gold, then iron,
stone and nally wood).
Barbarians
Round 1 3 0 0 0
Round 2 3 0 0 0
Round 3 4 0 0 0
Round 4 4 1 0 0
Round 5 5 2 0 0
Round 6 5 2 1 0
Round 7 6 2 2 0
Round 8 6 3 2 0
Round 9 7 3 3 0
Round 10 7 5 3 0
Round 11 8 6 3 0
Round 12 8 6 4 0
Round 13 9 6 4 1
Round 14 9 7 4 1
Round 15 10 7 5 1
Round 16 10 7 5 2
Round 17 11 8 5 2
Round 18 11 8 6 2
Round 19 12 10 6 3
Wolf men
3 0 0 0
3 0 0 0
4 0 0 0
4 1 0 0
5 2 0 0
5 2 1 0
6 2 2 0
6 3 2 0
7 3 3 0
7 3 5 0
8 4 5 0
8 4 6 0
9 4 8 0
9 5 8 0
10 5 9 0
10 5 11 0
11 6 11 0
11 6 12 0
12 6 14 0
Forest men
3 0 0 0
3 0 0 0
4 0 0 0
4 1 0 0
5 2 0 0
6 3 0 0
6 2 0 0
8 3 0 0
10 3 1 0
10 3 1 1
10 4 1 1
11 4 1 1
11 4 2 2
11 5 2 2
12 5 3 2
12 5 3 3
12 6 4 3
13 6 5 3
13 6 6 4
Beasts
3 0 0 0
3 0 0 0
4 0 0 0
4 1 0 0
3 2 1 0
3 3 2 0
3 3 3 0
3 4 3 0
4 4 4 0
4 5 5 0
5 6 5 0
5 6 5 1
6 6 6 1
6 7 6 1
7 7 7 2
7 7 7 2
8 8 7 3
8 8 8 3
9 8 8 4
GENERAL RULES
Each type of invader has two characteristics that dene their
type. They are: level of tactics showing how dangerous and
thought out attacks are, and level of morale showing how
ercely they can attack. The higher their level, the greater the
danger those invaders pose.
Below is a full list of armies for each type of invader with
charts showing the amount of enemies storming the town in
each round of the game. There are also rules for resolving an
attack for each type of enemy.
Invaders usually attack with the highest strength possible on
one selected/drawn section of fortications (depending on
their type). This direction of attack will later be called the Main
Assault Direction.
DIFFICULTY LEVELS
During each campaign, players can select one of three difculty
levels for each type of opponent. For example: Barbarians can
be on easy level, Forest Men on medium level and the rest of
the factions on hard level. This allows for a great deal of
!exibility in setting the difculty level for the campaign as a
whole. All the differences are listed at the end of every
opponents description.
DETERMINING THE WEAKEST FORTIFICATION
SECTION
Very often it will be necessary to determine which of the
fortications sections is the weakest. For each section of
the fortication, we add the defenders ST to the current
fortications EN. If a section has a ditch/sharpened stakes that
protects it fully, then we add 10% to our result. In the case of a
moat, we add 30%. The section of the wall that has the lowest
total is declared to be the weakest one.
Note: Often it will be obvious which section is the weakest
and calculations wont be necessary. Especially to more
experienced players.
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BEASTS
GENERAL INFO
Tactics 1
Morale 6
Determining Main Assault Directions:
All Beast Units will attack the same randomly selected wall
section, referred to as the Main Assault Direction. The MAD
is determined using the chart below. Beasts will avoid moats if
they can. If some of the walls sections have moats, reroll on the
chart until a wall without a moat is selected. If all of the walls
have moats, simply determine the MAD as normal.
Main direction is chosen by a D6 dice roll:
1,2 N Wall section with the gate
3 S Wall section
4 W Wall section
5 E Wall section
6 another dice roll
TYPES OF UNITS
Wolf 1 1 1 -
Special rule: Jump a Wolf despite not having a ladder
climbing ability can jump to defenders standing on Fences and
level 1 Forti!cations (Palisade).
Giant Spider 2 2 2 -
Special rule: Walking on Walls - Giant Spiders do not need
ladders to climb walls. Therefore, a forti!cation sections
current Endurance level bonus is reduced by 50% (rounding
up). In addition Giant Spiders are immune to any negative
effects caused by ditches.
Giant Hawk 5 5 3 -
Special rule: Flight Giant Hawks are able to perform air
attacks on defenders. Standard rules apply to air attacks, but
thanks to their "ight ability, they ignore the effects of ditches,
moats and sharpened stakes.
Giant Spider veteran 3 3 3 -
Special rule: Walking on Walls - Giant Spiders veterans do not
need ladders to climb walls. Therefore, a forti!cation sections
current Endurance level bonus is reduced by 50% (rounding
up). In addition Giant Spiders veterans are immune to any
negative effects caused by ditches.
Giant Hawk veteran 6 6 4 -
Special rule: Flight Giant Hawks veterans are able to perform
air attacks on defenders. Standard rules apply to air attacks, but
thanks to their "ight ability, they ignore the effects of ditches,
moats and sharpened stakes
Dragon 9 9 6 -
Special rules:
Flight Dragons are able to perform air attacks on defenders.
Standard rules apply to air attacks, but thanks to their "ight
ability, they ignore the effects of ditches, moats and sharpened
stakes.
Dragon !re if a dragon survives a !ght at the end of every
Step 12 it can destroy one additional weakest defenders unit
from the group it fought.
Available Siege Machines:
none
Note: All Beast units have an additional special ability:
Dodging. This ability penalizes every Ranged Unit that is
trying to hit a Beast unit with a -1 modi!er to their RFS.
Note: All Beast units are immune to Blindness.
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1 2 - - - -
2 4 2 - - - -
3 - 5 - - - -
4 - 6 - - - -
5 - 8 - - - -
6 - 8 1 1 - -
7 - 8 3 3 - -
8 - 9 4 4 - -
9 - 9 6 4 1 -
10 - 9 7 4 1 1
11 - 10 8 5 2 2
12 - 10 8 7 3 3
13 - 11 9 8 4 4
14 - 11 9 9 5 5
15 - 12 9 11 6 6
16 - 12 10 11 7 7
17 - 12 10 12 8 7
18 - 12 11 12 9 9
19 - 12 12 12 10 10
20 - 12 12 12 12 12
UNITS NUMBER CHART - BEASTS
This chart indicates the number of units of each type that will
attack each round from the Main Assault Direction.
DIFFICULTY LEVELS - BEASTS
Level I Territorial defense: standard rules apply
Level II The Call of the Wild: ST characteristic of every
Beast unit is increased +1
Level III Surprise attack: In addition to all level II rules,
Beasts do not abandon Loot. Players do not get any spoils of
war after defeating Beasts.
22 22
BARBARIANS
GENERAL INFO
Tactics 1
Morale 5
Determining Main Assault Directions:
One randomly selected Wall section is treated as the MAD
and attacked by most of invaders units (according to the chart
below).
Main direction is chosen by a D6 dice roll:
1,2 N wall section with the gate
3 S wall section
4 W wall section
5 E wall section
6 another dice roll
Rules of selecting targets by Ranged Units:
1,2,3,4 pips on D6 attack on a Wall
5 pips on D6 attack on Left-side Tower
6 pips on D6 attack on Right-side Tower
Rules of selecting targets by Siege Machines:
1,2,3,4 pips on D6 attack on a wall
5 pips on D6 attack on left-side tower
6 pips on D6 attack on right-side tower
After drawing for a forti!cation section to attack (wall or one
of the towers), the target that is selected must either be the
forti!cation or the units that are gathered on the forti!cation,
depending on the Siege Machines type and its special
qualities.
TYPES OF UNITS
Slinger 1 1 1 1
Warrior 2 1 2 -
Giant 3 2 5 -
Special rule: A Giant is able to perform one special attack in
each Battle stage: demolition with ST=1 + D3, if a Giant is
a Supporting Unit this attack is performed at the beginning
of Step 12. This special attack is treated as a standard Siege
Machine attack on forti!cations.
Slinger veteran 1 1 1 2
Warrior veteran 3 2 3 -
Giant veteran 4 3 6 -
Special rule: A Giant veteran is able to perform one special
attack in each Battle stage: demolition with ST=2 + D3, if a
Giant veteran is a Supporting Unit this attack is performed at
the beginning of Step 12. This special attack is treated as a
standard Siege Machine attack on forti!cations.
Available Siege Machines:
Battering Ram, Ballista, Catapult, Trebuchet, Cover, Bridge,
Siege Tower
For descriptions see end of chapter: Invaders.
LORD OF DESTRUCTION
The Boss of Barbarians attacks always with his troops in round
10, 15, 20. Even if his unit is removed from the board, after 5
rounds when his wounds heal he returns to the game. He is a
Melee Unit so he attacks with other units in Combat Groups.
7 - 4 -
Special abilities:
Panic: Lord of destruction spreads panic in the defenders
troops. None of the defenders units dears to !re at him
therefore he cannot be a target for Ranged Units or Siege
Machines.
Terror: Lord of destruction also spreads terror among his
subjects. This means that every units SU in his Combat Group
is increased by +1.
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1 -/- 1/1 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- -
2 2/1 4/2 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- -
3 3/2 7/3 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- -
4 4/2 8/3 1/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- -
5 5/2 8/4 1/- -/- -/- -/- - -/- -/- -/- 1/- -/- -/- -
6 5/3 9/4 2/- -/- -/- -/- - 1/- -/- -/- 1/- -/- -/- -
7 6/3 10/5 2/1 -/- -/- -/- 1* 2/- -/- -/- 1/- -/- -/- -
8 6/3 10/5 3/2 -/- -/- -/- 1* 2/- -/- -/- 1/- 1/- -/- -
9 7/4 12/6 3/2 -/- 2/0 -/- 1* 2/- 1/- -/- 1/- 1/- -/- -
10 7/4 12/6 5/2 -/- 4/2 -/- 1* 1/1 1/- -/- 1/- 1/- -/- 1**
11 7/4 12/6 5/2 2/1 6/3 -/- 1* 1/1 2/- -/- 1/- 1/- -/- -
12 8/4 12/6 5/2 3/1 7/3 1/- 1* 1/1 1/1 1/- 1/- 2/- -/- -
13 8/4 12/6 6/3 4/2 8/4 2/- 1* 1/1 1/1 1/- 1/1 2/- -/- -
14 9/4 12/6 6/3 4/2 9/4 2/1 1* 2/1 2/1 1/- 1/1 1/1 1/- -
15 9/4 12/6 6/3 4/2 9/5 3/1 1* 2/1 2/1 1/1 1/1 2/1 2/- 1**
16 9/4 12/6 6/3 5/2 10/5 3/1 1* 2/1 2/1 2/1 1/1 2/2 1/1 -
17 9/4 12/6 7/3 5/3 11/5 3/2 1* 2/1 2/1 3/1 1/1 2/2 1/1 -
18 9/4 12/6 7/4 5/3 12/5 3/2 1* 2/1 2/2 3/1 1/1 3/2 1/1 -
19 9/4 12/6 7/4 6/3 12/5 4/2 1* 3/1 2/2 3/1 1/1 3/2 2/1 -
20 9/4 12/6 7/4 7/4 12/6 5/3 1* 3/1 3/2 3/2 1/1 3/2 2/1 1**
*Battering Ram attacks always from the Towns gate side
**Lord of Destruction attacks always from the Main Assault Direction
UNITS NUMBER CHART - BARBARIANS
In each space there are two characteristics: the number of units
attacking from the Main Assault Direction, and the number of
units per side that are attacking from the other three directions
(the same number for each of the 3 directions.)
DIFFICULTY LEVELS - BARBARIANS
Level I Loot stage: standard rules apply
Level II A cover attack: All Barbarians units (Melee and Ranged Units) gathered in a Deployment Zone always receive a +2
EN bonus as if they were behind cover, even if no Cover markers are in their area. Tis bonus is cumulative with standard Covers,
which can be used as normal, according to the Unit Numbers Chart. If the standard Cover is destroyed, the +2 EN bonus still
remains.
Level III Ancient runes: all level II rules apply but also all units and siege machines are completely immune to Spells.
24
24
WOLFMEN
GENERAL INFO
Tactics 2
Morale 4
Determining Main Assault Directions:
The Main Assault Direction for Wolfmen is always the weakest
forti!cation section, (For determining the weakest forti!cation
section see page 20) and is attacked by most of the invaders
units (according to the chart below).
Rules of selecting targets by Ranged Units:
Ranged Units will attack the enemy units gathered either on
the wall or the adjoining towers, depending on which one has
the lowest Endurance (if its equal everywhere, the units on the
wall are selected as the target). If there are no defenders units in
the choosen area (tower or wall) then Ranged Units will change
a target to the next with the lowest Endurance (if its equal
everywhere, the units on the wall are selected as the target).
Rules of selecting targets by Siege Machines:
1,2,3,4 pips on D6 attack on a wall
5 pips on D6 attack on right-side tower
6 pips on D6 attack on left-side tower
After drawing for a forti!cation section to attack (wall or one
of the towers), the target that is selected must either be the
forti!cation or the units that are gathered on the forti!cation,
depending on the Siege Machines type and its special
qualities.
Note: If a Wall has an endurance level of 1 or 2 its always a
target (a D6 dice roll is not performed).
TYPES OF UNITS
Javelin Thrower 1 1 1 1
Spearman 2 2 1 -
Werewolf 5 3 3 -
Special rule: Panic when a unit is killed by a Combat Group
that is led by a Werewolf, all defenders on this Wall section
receive a -1 modi!er to their Strength until the end of the next
round.
Javelin Thrower veteran 1 1 1 2
Spearman veteran 3 2 2 -
Werewolf veteran 6 4 4 -
Special rule: Panic when a unit is killed by a Combat Group
that is led by a Werewolf veteran, all defenders on this Wall
section receive a -1 modi!er to their Strength until the end of
the next round.
Available Siege Machines:
Battering Ram, Ballista, Catapult, Cover, Bridge, Siege Tower
For descriptions see end of chapter: Invaders.
KING OF WOLVES
The King of Wolves attacks always with his troops during
round 10, 15 and 20. Even if his unit is removed from the
board, after 5 rounds when his wounds heal he returns to the
game. He is a Ranged Unit therefore he maintains his position
in the deployment zone throughout the whole round.
- - 15 -
Special abilities:
Call of battle: The King of Wolves is able to spur his troops
to !ght. All of the invaders units receive a ST modi!er of +1
(regardless of the attack direction).
Delusions: The King of Wolves is able to trigger
hallucinations among defenders. 1 unit (chosen by the
defender) assigned to EVERY Combat Group placed on the
Wall from the side where the King of Wolves stands doesnt
add its ST (if its the only unit) or SU to the overall strength.
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1 -/- 1/1 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -
2 1/1 2/2 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -
3 2/2 5/3 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -
4 4/2 7/5 1/- -/- -/- -/- - -/- -/- -/- -/- -/- -
5 5/2 8/5 2/- -/- -/- -/- - -/- -/- -/- -/- -/- -
6 5/3 8/6 1/1 -/- 1/- -/- - 1/- -/- -/- -/- -/- -
7 6/3 8/6 2/1 -/- 1/- -/- - 2/- -/- -/- -/- -/- -
8 6/3 9/6 3/2 -/- 2/- -/- - 2/- -/- -/- -/- -/- -
9 7/4 10/7 4/2 1/- 2/1 -/- 1* 1/1 1/- -/- -/- -/- -
10 8/5 11/7 4/2 2/- 4/3 -/- 1* 2/1 1/- -/- 1/- -/- 1**
11 8/5 13/7 4/3 2/1 5/4 1/- 1* 2/1 2/- -/- 2/- -/- -
12 8/5 13/7 5/4 3/2 6/4 2/- 1* 2/1 1/1 -/- 2/- -/- -
13 9/5 13/7 6/4 4/2 7/5 2/1 1* 2/1 2/1 1/- 2/1 -/- -
14 10/5 13/7 6/5 4/2 8/5 2/1 1* 2/2 2/1 1/- 2/1 -/- -
15 10/5 13/7 7/5 4/3 9/6 2/2 1* 2/2 2/2 1/1 2/1 -/- 1**
16 10/5 13/7 7/6 5/3 10/6 3/2 1* 2/2 2/2 1/1 2/2 -/- -
17 10/5 13/7 8/6 5/4 11/6 5/2 1* 2/2 3/2 1/1 2/2 -/- -
18 10/5 13/7 9/6 6/4 12/6 5/3 1* 2/2 3/2 1/1 3/2 1/- -
19 10/5 13/7 9/6 6/5 13/6 6/3 1* 3/2 3/2 1/1 3/2 1/1 -
20 10/5 13/7 9/6 9/5 13/7 6/4 1* 3/2 3/2 1/1 3/2 2/1 1**
*Battering Ram attacks always from the Towns gate side
**King of Wolves attacks always from the Main Assault Direction
UNITS NUMBER CHART - WOLFMEN
In each space there are two characteristics: the number of units
attacking from the Main Assault Direction, and the number of
units per side that are attacking from the other three directions
(the same number for each of the 3 directions.)
DIFFICULTY LEVELS - WOLFMEN
Level I Fight for land: standard rules apply
Level II A twilight attack: The ST, SU and EN of all of the veteran units are increased by 1.
Level III Reinforced constructions: All level II rules apply and in addition, all siege machines receive a +1 modi!er to their
RFS.
26
26
FORESTMEN
GENERAL INFO
Tactics 3
Morale 3
Determining Main Assault Directions:
The weakest wall section (for determining the weakest
forti!cation section see page 20) is treated as the MAD and
attacked by most of invaders units (according to the chart
below).
Rules of selecting targets by Ranged Units:
The Ranged Units will attack the enemy units gathered either
on the wall or the adjoining towers, depending on which one
has the lowest Endurance (if its equal everywhere, the units on
the wall are selected as the target). Ranged Units will attack the
enemy units gathered either on the wall or the adjoining towers,
depending on which one has the lowest Endurance (if its equal
everywhere, the units on the wall are selected as the target).
If there are no defenders units in the choosen area (tower or
wall) then Ranged Units will change a target to the next with
the lowest Endurance (if its equal everywhere, the units on the
wall are selected as the target).
Rules of selecting targets by Siege Machines:
1,2,3,4 pips on D6 attack on a wall section
5 pips on D6 attack on right-side tower
6 pips on D6 attack on left-side tower
Note: If a wall has an Endurance level of 1 or 2 its always a
target (a D6 dice roll is not performed).
If a wall has an Endurance level of 3 or more and one of
adjoining towers has an Endurance level of 1 or 2 then the one
with a lower value is chosen as a target (a D6 dice roll is not
performed)
If both Towers have the same Endurance level a draw for one
of them is performed.
After drawing for a forti!cation section to attack (wall or one
of the towers), the target that is selected must either be the
forti!cation or the units that are gathered on the forti!cation,
depending on the Siege Machines type and its special
qualities.
TYPES OF UNITS
Archer 1 1 1 2
Heavy footman 2 1 1 -
Assassin 4 3 3 -
Special rule: Line the use of lines to climb walls provides an
element of surprise with an unexpected attack. While !ghting
with a Combat Group that is using lines (at least one unit with
this special rule), every defenders units SU in this Combat
Group is decreased by -1.
Archer veteran 1 1 1 3
Heavy footman veteran 3 2 2 -
Assassin veteran 5 4 4 -

Special rule: Line the use of lines to climb walls provides an
element of surprise with an unexpected attack. While !ghting
with a Combat Group that is using lines (at least one unit with
this special rule), every defenders units SU in this Combat
Group is decreased by -1.
Available Siege Machines:
Ballista, Trebuchet, Cover, Bridge
For descriptions see end of chapter: Invaders.
Forces of nature:
All Forest Men troops are supported by the power of primeval
nature. During the Siege phase, when we stand ground against
their attack, the defenders ability to use Blessings disappears.
(all Blessings are treated like they were used up from the
beginning of the Siege phase).
FOREST SHAMAN
The Forest Shaman attacks always with his troops during round
10, 15 and 20. Even if his unit is removed from the board,
after 5 rounds when his wounds heal he returns to the game.
He is a Ranged Unit therefore he maintains his position in the
deployment zone throughout the whole game. He doesnt have
any characteristics because he is completely elusive to the
defenders Ranged Units.
Special abilities:
Camou!age: The Forest Shaman is able to conceal his units
from the defenders sight. All Melee Units (not Siege Machines
or Ranged units) can pass unnoticed as far as the foreground
zone (from every direction). They cannot become a target
during Step 1 of the Siege.
Brewing poisons: The Forest Shaman is a master in brewing
poisons. All Ranged Units attacking from the same direction
receive a +1 modi!er to their RFS.
27
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1 -/- 2/1 -/- -/- -/- -/- -/- -/- -/- -/- -
2 1/- 5/3 -/- -/- -/- -/- -/- -/- -/- -/- -
3 2/1 6/4 -/- -/- -/- -/- -/- -/- -/- -/- -
4 3/1 8/5 2/- -/- -/- -/- -/- -/- -/- -/- -
5 3/2 9/5 2/1 -/- -/- -/- -/- -/- -/- -/- -
6 4/2 9/5 3/1 -/- -/- -/- 1/- -/- 1/- 1/- -
7 4/3 9/5 3/2 -/- -/- -/- 2/- -/- 1/- 1/- -
8 5/3 10/5 4/2 1/- 1/- -/- 2/- -/- 1/- 1/- -
9 6/3 11/5 5/2 2/- 2/- -/- 1/1 1/- 1/- 1/- -
10 6/3 11/6 5/2 2/1 2/1 1/- 1/1 1/- 1/- 2/- 1**
11 7/3 12/6 6/2 2/1 3/1 1/- 2/1 2/- 1/- 2/- -
12 7/4 12/6 6/3 2/1 4/2 2/- 2/1 1/1 1/- 1/1 -
13 8/4 13/6 7/3 2/1 5/2 2/1 2/1 1/1 1/1 1/1 -
14 8/5 13/6 7/4 2/1 5/3 3/1 3/1 1/1 1/1 2/1 -
15 9/5 13/7 8/4 2/2 6/4 3/2 2/2 2/1 1/1 2/1 1**
16 9/5 13/7 8/5 3/2 7/4 3/2 2/2 2/2 1/1 2/1 -
17 9/5 13/7 9/5 4/2 8/5 4/2 3/2 2/2 1/1 2/2 -
18 10/5 13/7 9/5 4/2 9/6 5/2 3/2 2/2 1/1 2/2 -
19 10/5 13/7 9/6 4/2 10/6 5/3 3/2 2/2 1/1 2/2 -
20 10/5 13/7 10/6 5/2 12/6 6/4 4/2 3/2 1/1 3/2 1**
**Forest Shaman attacks always from the Main Assault Direction
UNITS NUMBER CHART - FORESTMEN
In each space there are two characteristics: the number of units
attacking from the Main Assault Direction, and the number of
units per side that are attacking from the other three directions
(the same number for each of the 3 directions.)
DIFFICULTY LEVELS - FORESTMEN
Level I Chase away the invader: standard rules apply
Level II Flat Ditches: all rules regarding slowing down units while crossing Ditches and Moats do not apply any more (but
invaders still sustain unit damage while crossing)
Level III Poisoned blades: All level II rules apply; but also, all of the invaders Ranged Units receive a +1 modi!er to their
RFS characteristic.
28
28
Battering Ram 5 -
A Battering Ram provides a special attack in Step 13 of the
Close Combat phase. A Battering Ram moves like all other
Melee Units
Bridge 4 -
Using a bridge eliminates all effects caused by a ditch/moat/
sharpened stakes. Across every straight section of a ditch/moat/
sharpened stakes a maximum of 2 Bridges can be thrown. One
Bridge is able to serve all of the invaders troops. Having more
Bridges on one section of a ditch/moat/ sharpened stakes means
only that its going to be harder for the defenders units to
destroy all of the bridges.
Note: A bridge is treated like an element placed in a
Deployment Zone.
Ladder
A Ladder is an essential tool that allows to climb Forti!cations.
Invaders have an unlimited supply of ladders at their disposal.
Every Combat Group attempts to reach the Walls crown using
a ladder.
Siege Tower 7 -
A Siege Tower is extremely useful during a direct assault on a
wall.
A Combat Group attacking from a Siege Tower (we assign
a Siege Tower to the strongest speci!c Combat Group at the
beginning of Step 10 - to select strongest Group we add ST of
the front units + SU of the others) will completely ignore the
defenders forti!cation bonus during an assault. In addition,
a defenders Ranged Fire Strength is reduced by 1 any time
they are targeting enemy units in a Foreground Zone of a
forti!cation section with a Siege Tower . A Siege Tower moves
like all other Melee Units.
Invaders Siege Machines characteristic (for all factions)
Catapult 3 3+d3
Allows for one attack (on one target) with RFS=3 increased
by a dice roll 1d3. A Catapult can attack Melee Units, Ranged
Units, other Siege Machines as well as Forti!cation elements.
1,2,3,4 pips on D6 attack on units
5,6 pips on D6 attack on Forti!cations
If there are no units, catapult always attacks Forti!cations.
Ballista 3 2x d3
A Ballista allows for two attacks (on one or two targets) with
RFS equal to a dice roll 1d3 (the RFS is set separately for each
one of two available attacks). A Ballista can attack Melee Units
or Ranged Units. Its not able to attack other Siege Machines or
destroy Forti!cation elements.
Trebuchet 5 4+d3
A Trebuchet allows for one attack (on one target) with RFS=4
increased by a dice roll 1d3.
A Trebuchet is able to attack only Forti!cation elements.
Cover 6 -
A Cover provides additional protection for the Invaders
Ranged Units by increasing their EN +2 (applys to all Ranged
Units in a speci!c Deployment Zone and works the same way
as Forti!cations with EN=2). If two or more Covers are placed
in one Deployment Zone their values are not summed up. The
only difference is that its more dif!cult for the defenders units
to destroy the Cover (all of the Covers need to be destroyed in
order to eliminate their effect).
The game can have two ending scenarios:
All players win if at the end of last round, the invaders forces
are defeated or "ee from the battle!eld.
All players loose if at the beginning of Step 12 of the Siege,
there are any of the invaders Combat Groups that do not
have any defending units assigned to them and all the towns
buildings (without the Keep) have been destroyed, the defense
is discontinued and the game ends.
Both scenarios are a team effort and are achieved by all the
players.
After the end of each round (when the Loot stage has ended),
the game can be stopped and saved on one of the Save Sheets
that is included in the package.
The Save Sheet is used to write down the following elements:
-the current state of all the armies (their arrangement on the
board does not matter)
-the amount of each type of resources received
-all of the researched technologies
-the number of the completed rounds
In addition, we save all of the upgrade and endurance levels
of the walls/towers (in case any of the forti!cations have been
damaged) on the board scheme at the bottom of the Save Sheet.
INVADERS SIEGE MACHINE
SAVING THE GAME GAME FINISH
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29
29
1/2/3/4 PLAYER GAME
INDEX
The game differs somewhat when played by a different number
of players.
1 PLAYER
If only one person plays the game he has 12 Actions at his
disposal. The player selects a Hero that will represent him in
the campaign. The Player begins the game with 8 pieces of
Wood and 8 Spearmen. A the end of each round, during the
Loot stage, the player receives an additional 5 pieces of Wood
resources.
2 PLAYERS
If two people participate in the game each one receives 6
Actions (12 total).
Each player defends 2 Wall sections and 2 adjoining Towers. In
each round a player holding the First Player token commands
the Keep defense. Each player chooses one Hero which gives 2
Heroes participating in the game. Every player begins the game
with 4 pieces of Wood and 4 Spearmen (8 pieces of wood and
8 Spearmen total). At the end of each round, during the Loot
stage, additional 2 pieces of Wood resource are given to every
player.
action 3, 8
action path 4
barbarians 22
barracks 10
battle stage 16
beasts 21
blessings 11
building 10
capacity 3
chapel 11
close combat phase 18
combat group 3, 18
combat units/troops 3
construction 9
deployment zone 3,4
dif!culty levels 20
ditches 9
endurance/EN 3
executing actions 8
fence 9
foreground zone 3, 4
forest shaman 26
forestmen 26
forti!cations 9
forti!cations repair 15
game !nish 28
gold 3
hero 7
invader 20
invaders card stack 4
iron 3
keep 10
king of wolves 24
library 10
loot stage 20
lord of destruction 22
losses chart 4
loyalty phase 19
mage tower 11
maneuver phase 18
melee units 3
moats 9
morale 19, 20
morale path 4
ranged !re strength/RFS 3
ranged units 3
ranged weapon phase 16
resources 3, 14
saving the game 28
sharpened stakes 9
siege 16
siege machines 14, 28
siege machine phase 17
spells 11
stone 3
strength/ST 3
support/SU 3
technologies 12
technology card stack 4
time path 4
towers 9
town 3, 4
training 13
walls 9
weakest forti!cation section 20
wolfmen 24
wood 3
workshop 10
3 PLAYERS
If three people participate in the game each of them receives 4
Actions.
Each player defends one section of the Wall and one adjoining
Tower. In each round a player holding the First Player token
defends the fourth Wall section, the fourth Tower and the
Keep. Each player chooses one Hero which gives 3 Heroes
participating in the game.
Every player begins the game with 3 pieces of Wood and 3
Spearmen (9 pieces of wood and 9 Spearmen total). At the
end of each round, during the Loot stage, additional 1 piece of
Wood resource is given to every player.
4 PLAYERS
If four people participate in the game each of them receives 3
Actions (12 total).
Each player defends one section of the Wall and one adjoining
Tower. In each round a player holding the First Player token
defends the Keep.
Each player chooses one Hero which gives 4 Heroes
participating in the game.
Every player begins the game with 2 pieces of Wood and 2
Spearmen (8 pieces of wood and 8 Spearmen total).
30
30
SCENARIO 1 - THE LAST STAND
INTRODUCTION
The Town has survived many storms and is on a brink of destruction by enemy forces. Southern and eastern fortications are
practically non existent as well as a big part of town itself. Whats even more disturbing, main defenders forces had begun to
explore the enemy territory and until they return the Town can only count on its meager defense resources.
This scenario can be played by a maximum of four players on the defenders side.
Apart from the standard campaign mode presented in this rulebook there is a possibility to play single scenarios based on special
rules. Below you can nd an example of such scenario. More of them can be found on our website www.ofcinmonstrorum.com
(PvE and PvP versions of each scenario).
RULES OF SELECTING TARGETS BY RANGED UNITS AND SIEGE MACHINES
Rules of selecting targets by Ranged Units and Rules of selecting targets by Siege Machines are the same as during the barbarian
attack in the campaign mode (rulebook page 22).
SPECIAL RULES
The scenario consists of a Setup Phase after which the Siege begins.
The game begins with a single Setup Phase (the defender has 18 actions to use freely). Then we have Siege Phases (new enemy
waves attack in each next Step 3 of Battle Stage).
There are no Morale dice rolls performed by the invaders. Step 14 is omitted in all of the rounds.
The invaders appear in the deployment zones at the beginning of each Step 3 and add up to the forces that are already on the board
(previous invaders units are not removed from the game until they are destroyed by the defenders).
DEFENDERS WINNING CONDITIONS
The defender at the end of Step 13, after the last (third) invader wave takes place, cannot have more than 7 building levels
destroyed and must have at least one unit alive (not including siege machines). If those conditions are fullled the main defenders
army comes back and crushes the remaining enemy forces.
INVADERS WINNING CONDITIONS
The Invader wins when at least 7 building levels in the Town are destroyed (not including start levels printed on the main board)
or if the defender has lost all his units (not including siege machines).
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1 4/3 7/5 4/2 -/- 5/2 1/- 1* 1/- 1/- 1/- -/- 1/- -/- -
2 3/1 3/1 3/2 -/- 5/3 1/- - 1/1 1/- 1/- -/- 1/- 1/- 1
3 3/1 3/1 3/2 -/- 3/2 1/- - 1/1 2/1 1/1 -/- 2/2 2/- -
UNITS NUMBER CHART - BARBARIANS AND DRAGONS - PLAYER VS ENVIRONMENT
In each space there are two characteristics: the number of units attacking from the S direction, and the number of units per side
that attack from the other three directions (the same number for each of the 3 directions.)
31
31
RESOURCES AND INITIAL UNITS
At the beginning of the game the defender has a specic amount of resources and units (divided among all the players according
to the rules of Loot Stage in the campaign mode):
4 players on the defenders side:
11 spearmen, 4 archer, 4 swordmen, 4 crossbowmen, 2 ballistas, 2 catapults, 2 couldrons, 2 boulders
12 wood, 5 stone, 4 iron, 1 gold marker
3 players on the defenders side:
additional (to the 4 players initial resources) 6 wood and 2 stone markers
2 players on the defenders side:
additional (to the 4 players initial resources) 6 wood and 4 stone and 2 iron markers
1 player on the defenders side:
additional (to the 4 players initial resources) 6 wood, 6 stone and 3 iron markers
DIFFICULTY LEVELS
The players can make shared decisions on the choice of next level difculties before the scenario begins.
Level 1
the game is played according to standard rules stated above
Level 2
Initial units:
9 spearmen, 4 archer, 4 swordmen, 3 crossbowmen, 2 ballistas, 2 catapults, 2 couldrons, 2 boulders
Level 3
Initial units:
8 spearmen, 4 archer, 4 swordmen, 2 crossbowmen, 2 catapults, 2 couldrons, 2 boulders
INITIAL CONFIGURATION
3
3
4 3 3
3 2 3
3(-1) 3(-2)
0
0
3(-2)
3(-1) 3
4(-2)
Ditch
Moat
Moat Moat Moat
Technologies: all from the levels 1, 2 i 3 and Militia
Moat
Ditch Ditch Ditch Ditch
32
Rules Writing: Mateusz Albricht
Game Design: Mateusz Albricht, Marek Sanecki, Pawe Puchniewicz
Graphic Design: Mateusz Albricht, Marek Sanecki, Pawe Puchniewicz
Music: Marek Sanecki
Game Development: Ofcina Monstrorum, FourFlies
Publisher: BoardGames4U
English translation: Pawe Puchniewicz
www.ofcinamonstrorum.com
FourFlies Szymon !ukasik al. Sowackiego 50/12 30-018 Krakw Poland
Special Thanks:
Katarzyna Albricht, Iwona Kaplan, Szymon !ukasik, Florent
Bienfait, Micha Szilder, Anna Popawska-Szilder, Konrad
Moszczy"ski, Agnieszka Sanecka, Grzegorz Oro#, Justyna
Oro#, Magda Piela, Przemysaw Malik, Jonas Daneby, Michael
Washburn, Ellen Wobrak, Eugene Koh, Josh Herreshoff,
Jozsef Lorincz, Thomas Lordanic, Cid Sugioka, Bradford
Stephens, Jared Sechrist, Julie Struve, Stephen Kong, Holger
Presch, Lance Henricks, Stephen Pilch,Chandra Crowther,
Boris Leshko, Phillip Marbury, George Ellsworth, Alex
Parker, Szymon !ada, Daan Roovers, Cornelis DeBruin,
Duane Crago, Volker Tietjen, Carl Kleihege, Dale Hall,
Cedric Kirsch, Tissier Samuel, Frederic Dayre, Christopher
Snyder, Markus Pltz, Mirco Veschi, Clemens Zeilinger,
Hetaldo Makrakis, Alan Taylor, Paul Armstrong, Kenneth
Weir, Gregory Krywusha, Casey Pittman, Jamie Lee Kwan
Jin, Sze Kui, Ben Edwards, Robert Dickerson, Paul Bachleda,
Tyrone Boyd, Corinna Vigier, Logan Logie James, Jeroen
Meganck, Mr Francis E Hughes, Patrick Scott Chamberlain,
Benjamin Ihms, Herremans Yannick, Johannes Heier,
Levasseur Vincent, Teng Sean How, Mr E J W Butler, W.
Vernon, Dean Nicolson, Mark Jimenez, Mark Jimenez, Brian
Peres, Matt Norman, Karsten Spreen, Michael Stevens, James
Davis, Mathias Hagstrln, James McHugh, James Jones, Bryce
Nielsen, Robert Rodriguez, Preston Ellsworth, Jess Boronico,
Michael Zautner, Yew Turk Cheng, Charles Martinez, John
Trolinger, Daryl Markey, Brian Salisbury, Chad Carlson, Mark
Burgos, Bernhard Stomporowski, Chad Coffman, Krzysztof
Wajtknecht, Chris Antony, Andrei Gorshenin, Stefan Becker,
Biamonti Lionel, Ronny Heinz, Jeffrey Greening, Mathieu
Cardinal, Mr Simon Lawrence, Sebastian Ross, Marc Reamer,
Juliano de Souza Silva, Mateusz Manecki, Bart Van Bogaert,
Steven Morris, Jeff Fike, Craig Wright, Volker Jacobsen, Eric
Crafton, Matteo Chiarion, Calvin Schafer, Alexander Postlep,
Kenneth Thronberry, Adam Harrison, Jan Helmdag, Binh
Vu, Jonathan Ohana, Lapin Vladimir Olegovich, Scott Nairn,
Igor Mayorov, Chris Anusich, Marcel Vermeulen, Michael
Humphrey, Nathaniel Scott ONeill, Florian Kohn, Brendan
Coffey, Rudi Willemsen, Piotr Buchali, Tony Baregi, Mr R
Wraight, Jim Miller, Adam Smith, Mark Johnson, Lawrence
Wimsatt, Willmer Martinez, Pawe Dudzik, Jakub Falkowski,
Johan Grderud, Patrick Arbus, Hector M Lopez, Ashley
Kasner, Thomas Neu, Marian Lengert, Eric Cunningham, Tyler
Royal, William Wenz, Ben Appleton, Gabriele Radaelli, Sean
Akbani, Travis Clarke, Angelo Pileggi, David Brightman,
Chaoran Cheng, Jeffrey Jones, Thierry Lemay-Proulx, John
Poulard, Oliver Mayer, E. Justin Mast, Toni Frogell, James
Perlmutter, Nate Miller, Dhiraj Joseph, Wuytack Christophe,
Carlos Macera, Marc Winter, Jimmy Sjgren, Thomas Asedo,
Myles Clark, Bree Frost, Charles He$in, Roy Mikaelsson,
Michaniotis Dimitrios, Iain Brown, Daniel Wandrei, Frederik
Christensen, Andrew Thorpe, Tom Hardigree, Alex Eaton-
Salners, Joe Loos, Dorota Wyrzykowska, Joshua Davis, Marcin
Laskowski, Timothy McGowan, Benjamin Van Ryseghem,
David Studley, S. L. Neldon, Rodolfo Amadeo, Pablo Lukas,
ST Nieuwoudt, Clint Moore, Bowmont Animal Hospital,
Diogo Csar Ferreira, Tommi Koivula, Jaime Perron, Ron
Sparks, Etienne Gagnon, Chris Pearson, David Travers, Fredrik
Persson, Matthew Lewis, Geoffrey Delage, Roelants Wim,
David Clark, Salvador Bernado Sala, Dave Anderson, Daniel
Austen, Jeremy Robertson, Juha Lautala, Treavor Bland, Jason
Phillipo, Till Hoffmann-Remy, Julian Kiefer, Jeff Tjaden,
Richard Guerrero, Meik Sauer, Joscelyn Mejias, Aaron Barton,
Michael S McNerney, David Rennie, Joseph Lau Kong Kin,
Aleksey Borisov, Sarah and Andreas Bringmann, Danielle
Lamoureux, Chad Waterman, Will Goring, Gordon Hart, Ian
Webster, Gilbert Camama, Brett Orr, Matthew C Snyder, Gero
Elerd, Nikiforov Nikolay, Len Brody, Jeremiah Reynolds,
Ian King, Isaac Vickery, Tod Sistrunk, Robert Kania, Antonio
Snchez Vargas, Cameron Abernethy, Nigel Buckle, Todd
Lynch, Nathaniel Walter, Mateus Costa Pinheiro de Araujo,
Marta Dotkus, Tom Dale, Sebastian Walbaum, Ral Miravet
Valero, Riccardo Andrea Bertacchini, David Lawrence, Edward
Kabara, Brian Gaither, Jack Gulick, Ivan Soo, Ralf Krusat,
Jean-Philippe Garcia Ballester, Anders Theet, David Moran,
Jordi Salvador Bernad , Ben Verhaevert, Wei Wang, Matt
Pappathan, Frank Raskow, Jason Brady, Nathan M. Phillips,
Stephen Donaldson, Egor Golsky-Dias, Alana Rigby, Ada
Fillmore, Tania Standard, Nicholas Saunders, Nicholas Gray,
Sean Clements, Greg Peterfreund, Bartosz Waresiak,
Brian Finaly, Ryan Nakagawa, Kevin Chizik, Robert
Belkowski, Angelus Morningstar, Randall Fischer, Chris
Roberts, Mark Becker, Pierre de Mooij, Simon Barfoot,
Nathan Bryan, Peter Van Rossem, Gabriel Marquez, Thomas
S Darragh, Eric Berry, Olivier Decaix, Boris Hampp, Jordan
M Brooks, Derek Graden, Arron Mitchell, Ryan Anderson,
Nicolas Pupat, Matthew Champlin, Cory Cubbage,
PishPosh Tv, Christopher Matheis, Souhei Hirata, Romain
Vergnaud, Andrew Ng, Andy Madden, Osama El Agha,
Philippe Longa, Brian Spicer, Roussel Pierre, Jeremy Copley,
Florian Fontein, Wei Jen Seah, Jason Rasso, Todd Cavanaugh,
Vuillemin Stephane, Matthew Kirby, Gibaldo Dominique,
Jrme Archer, Dennis Scott Jr, Chris Givler, Patrick Cihak,
Shanon McKernan, Michael E. Brinyark, Stephen Maroney,
Stephen Hayden, Scott Pinnow, Sacha Mallais, Lord Martin
Silva Leyva, Sam Klein, Timothy Vollmer, Eric Bryson, Brian
W Fitting, Derek Bray, Marcin Raczkowski, Giovanni Galasso,
Gary Gray, Kyle Schleich, Thanasis Kaltsoudas, Charles
Pearson, Tobias Southworth-Barlow, Monge Camille, Michael
Rust, Gwenael Grenier, Felix Abraham, Bjrn Zinner, David
Levin, Fabian Schmidt, Jamie Conklin, Mark Witzke.