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Rulebook INTRODUCTION

10 Warhammer Underworlds is a game of strategy, fast-paced combat and devious ploys for two to four players. In this game, each player takes a warband and pits them against their rivals in search of glory on the hidden battlefields of the Mortal Realms. It is an easy game to pick up, but you’ll quickly find that it has depth to reward dedicated and experienced players.

bjective of the ame Warbands O G When you play a game of Warhammer Underworlds, Your success in this game is measured in glory points, you and your opponent each choose a warband. Each awarded for achieving objectives and vanquishing your warband has its own distinct character and individual foes. Whoever has the most glory points at the end of the fighters, identified by their fighter cards (see opposite) and game wins! represented by their miniatures. You can both use the same warband if you each have a set of the miniatures.

TERMINOLOGY If you are playing with one copy of the Core Set, simply If you come across a word in these rules and you’re not decide between you who will use which warband. sure what it means, you can refer to the Glossary (pg 36-38). When a word is in bold type, it is a keyword The Core Set includes two warbands: Myari’s Purifiers (pg 13). and the Dread Pageant. Myari’s Purifiers consists of four fighters: Myari Lightcaller, Ailenn, the Mind’s Edge, Bahannar and Senaela. The Dread Pageant consists of efore ou lay four fighters: Vasillac the Gifted, the Slaangor Slakeslash, B Y P Glissete and Hadzu. There are also expansions that This section explains the rules you need to understand and let you add additional warbands to your games of the components you need to gather before you play a game Warhammer Underworlds. of Warhammer Underworlds. Sometimes a rule refers to a warband. This means all of the fighters in that warband and all of the cards used by the player of that warband.

If a rule refers to a friendly fighter it means a fighter in your warband, whereas a fighter in the other warband is referred to as an enemy fighter. Each warband has a leader, who is identified by a crown symbol ( ) on their fighter card. Fighter Cards Fighter Card A fighter’s fighter card tells you their characteristics (how fast, how tough and how well-armoured or evasive they 1 are), their Attack actions, and any other actions they have. 11

1 - Picture of your fighter’s miniature 2 2 - Your fighter’s name. A fighter with a crown symbol ( ) before their name is your warband’s leader, and 9 m a fighter with a wand symbol ( ) before their name 3 2 Yari liGhtcaller

is a . A wizard will also have a number next to staff Of enliGhtenment Th is fi ghter’s attack, this symbol – this is their wizard characteristic. 2 1 defence or casting roll only 2 contains successes Keywords that label a fighter (pg 13) may also be 5 . 8 searinG beams At the start of the game, found here. give each friendly fi ghter 3 - 1 one aetherquartz counter. 4 Reaction: Aft er this fi ghter’s attack, defence or 3 - Your fighter’s Attack action (or actions) with Range, casting roll, remove one aetherquartz 7 Dice and Damage characteristics (pg 20) counter from this 4 2 fi ghter and re-roll 3 one dice in that roll.

4 - Your fighter’s Move characteristic © GW 2020 6 5 - Your fighter’s Defence characteristic Inspired Fighter Card 6 - Your fighter’s Wounds characteristic

7 - Additional abilities or Attack action rules may be found here. Attack action rules that have the same name as 1 an Attack action on the fighter card only apply to that Attack action. You may also find italic text that tells you more about the fighter or the world they inhabit – such 2 text has no effect in the game. 9

insPireD 8 - Your fighter’s Inspire condition. When this condition mYari A ft e r is met, the fighter becomes Inspired (see below): flip 2 Reaction: enliGhtenment 3 staff Of this fi ghter’s the fighter card over, revealing the fighter’s Inspired 222 attack, defence or casting roll, 7 characteristics and actions. There is no Inspire remove one 5 beams searinG aetherquartz condition on the reverse of the fighter card. counter from this fi ghter 3 - 2 and re-roll 9 - Your fighter’s warband symbol 4 one dice in 3 that roll. 4 2 6 © GW 2020

INSPIRE When the Inspire condition on a fighter’s card is met, that fighter becomes Inspired immediately, with the following exceptions:

• If the condition is met during an activation (pg 19), In any of the above cases, the fighter becomes Inspired the fighter becomes Inspired after that activation. before any reactions to that activation, superaction or action (pg 27). • Otherwise, if the condition is met during a superaction (pg 24), the fighter becomes Inspired A fighter keeps all their upgrades, tokens and counters after that superaction. when they become Inspired. Once a fighter becomes Inspired, they remain Inspired for the rest of the game, • Otherwise, if the condition is met during an unless un-Inspired by a card. When a fighter is un- action (pg 19), the fighter becomes Inspired after Inspired, flip their fighter card over so that the Inspired that action. side is hidden. A fighter keeps all their upgrades, tokens and counters when they become un-Inspired. The Decks Each player also uses two decks of cards to play a game of Warhammer This is the warband 12 Underworlds: an objective deck made of 12 objective cards, and a power deck symbol for made of at least 20 cards, which are a mix of upgrade cards and gambit cards. Myari’s Purifiers. The different types of cards are described below. You can choose which cards go into each deck, and this is an important and strategic part of the game. You cannot look at the cards in your opponent’s decks. This is the warband symbol for the For your first game, it is best for each player to use the pre-constructed decks Dread Pageant. that are included in the Core Set. There is an objective deck and a power deck for Myari’s Purifiers and an objective deck and a power deck for the Dread Pageant. The Core Set also includes extra cards that can be used by either warband. Once This is the symbol you’re familiar with the rules, you can experiment with customising your decks, for universal cards, allowing you to try different strategies in the game. which are usable by all warbands.

DECK-BUILDING Deck-building is a significant part of Warhammer • The objective deck must include exactly 12 objective Underworlds, but it’s a bit challenging until you’ve cards. It cannot include more than 6 Surge objectives played a few games and are familiar with how everything (pg 30). works! The Core Set includes a ready-built objective deck and power deck for each player, so you can ignore • Neither deck can include more than one card this section until you’ve played a few games. When with the same name: each card in the decks must you’re building your own decks, you must follow be unique. these restrictions: • You can only include cards that have the same • The power deck must include at least 20 power cards. warband symbol as your fighter cards or the It can include any number of additional power cards. universal symbol. No more than half of the deck can be gambit cards.

Objective cards (pg 30) Objective card 5 Objective cards give you ways to gain glory points. They have a glory point symbol in the top-left corner (1). Each

objective card has a name (2) and one or more conditions 1 excess Of (3). If you meet the conditions on the card, you gain GluttOnY the number of glory points shown at the bottom of the 2 Join the feast! e table over ows with riches. card (4). The symbol in the top-right corner (5) tells you Surge: Score this immediately aft er an activation if one or more friendly fi ghters are which warbands can use the card (see above). If it is the each adjacent to two or more enemy fi ghters. universal symbol then any warband can use the card. If it 6 is a warband symbol, only that warband can use the card. Some objective cards have a keyword as well as a name (6). 3

©

These objective cards have additional rules on page 30. GW 2020 38/500

Multiplayer variants Some objective cards have one or more of the symbols shown below on them. These symbols are only used in 4 multiplayer games (pg 33); ignore them and the text next to them in a two-player game.

3 Multiplayer variant 3 4 4 symbols Upgrade cards (pg 26) Upgrade card 1 Upgrade cards are used to improve your fighters. They have a cogwheels symbol in the top-left corner (1). Each upgrade card has a name (2) and an effect (3), which could 13 be to boost one or more of a fighter’s characteristics, for 4 example. Some upgrade cards also have a keyword below their name. As with objective cards, the symbol in the top- right corner (4) tells you which warbands can use the card. Some upgrade cards also have restrictions (5; see below). earthinG staff Sorcerous energies directed at this gnarled 2

© sta are not spent, but are diverted into

You will get a chance to play these cards in the power step 2020 GW Beastgrave itself. that follows each of a player’s activations (pg 25-26) and in Th is fi ghter is a Quarry Quarry . If this fi ghter is a 3 , backlash and gambit spells the end phase at the end of each round (pg 30). 438/500 deal damage to this fi ghter. cannot

Gambit cards (pg 25) RESTRICTED: Gambit cards have many uses. They are either ploys or 5 spells. The left of the two cards shown here is a spell. Spell cards have a spell symbol in the top-left corner (1). Ploy cards instead have a dagger symbol, as shown on the right card (2). Each gambit card has a name (3) and an effect (5), Gambit cards which is usually short-lived (it might be to allow a fighter 6 to make an extra Move action, for example). Some gambit cards also have a keyword below their name (4). As with 1 objective cards, the symbol in the top-right corner (6) tells you which warbands can include the card in their deck, 2 and some gambit cards have restrictions in the same way as upgrade cards.

Dauntlesschannel You will get a chance to play these cards in the power step 3 asPect the What blow can hope to strikeElemental true against Zenith

© Ascend to the zenithal vault, where light

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that follows each of a player’s activations (pg 25-26). 2020 GW GW 2020 GW such sorceries? Gambit Spell ( rules alone. Choose ): If cast friendly fi ghter within one friendly3 hexes, choose fiof theghter. one caster. Th at fi ghter is Inspired. You can remove Restrictions 4 Give theaetherquartz chosen fi ghtercounters. one If Guardyou do token. not, this eff ect

persists that fi ghter’s353/500 until the end of the round. When this Upgrade and gambit cards may have restrictions: on an eff ect ends, the fi ghter is un-Inspired. 16/500 upgrade card these tell you which fighters can be upgraded with this card, while on a gambit card they indicate a 5 fighter you must have on the battlefield if you wish to play that card. The restrictions can be one or more fighter names, or instead will list a crown symbol ( ), a wand symbol ( ), and/or one or more keywords, indicating respectively a leader, a wizard and/or a fighter with at least one of those keywords.

ADDITIONAL CARD RULES Keywords ‘But my card says…’ Some cards have keywords on them. These words are in Some cards allow you to do things that you wouldn’t bold type and are used in two ways: some of them are normally be allowed to do by the rules in this book. used to refer to a rule found in this booklet, in which Whenever a card contradicts the rules in this book, case you can quickly find the relevant rule by checking the card takes precedence (even if the rule in the book the Glossary, and others are used to label that card so says ‘cannot’). that other cards can interact with it (e.g. an upgrade card that has Hunter in the restrictions box can only be Abilities given to a fighter with the Hunter keyword). Rules found on a fighter card or power card are referred to as abilities. ‘Cannot’ If two or more rules come into conflict, and one of them says ‘cannot’, that rule takes precedence (e.g. if a fighter has a rule that says they cannot be pushed, a card that lets you push a fighter does not work on that fighter). The Battlefield Games of Warhammer Underworlds use a battlefield made up of one game board per player. Here you can see an example 14 battlefield, made of two game boards. It is divided into hexes, which are used to determine the position of objectives and fighters, and the distances between them.

3 3 3 3 3 3 3

4 4 4 4 4 4

3 4 4 4 4 4 3

4 5 4 - Starting hexes 3 2 2 - Blocked hexes 4 5 4 3 - Incomplete 3 hexes 4 4 4 - Edge hexes 3 5 - Lethal hexes 4 4 3 2 - One player’s territory 4 2 4 - Completed 3 2 hexes/No one’s 4 4 territory

3 4 4 4 4 4 3

4 4 4 4 4 4

3 3 3 3 3 3 3

Incomplete hexes Blocked hexes The incomplete hexes at the edge of the battlefield are not Some hexes have a thick white border. These are blocked part of the battlefield and not part of the game – fighters hexes. Fighters cannot move into or through these hexes, cannot move or be moved into them, cannot draw line or be placed in these hexes (see opposite), and these hexes of sight through them (pg 21), nothing can be placed block line of sight to what is beyond them (pg 21). If (see opposite) in them, and so on. Incomplete hexes are blocked hexes are adjacent to each other, some of the grid not hexes. lines will be missing to help show that they are no-go areas.

Starting hexes Some of the hexes contain a white Warhammer Underworlds symbol – these are used when placing your fighters, and are called starting hexes.

This diagram includes two blocked hexes.

B

4 are adjacent. are B is within two hexes of A. of hexes two within is B

of A. These hexes hexes These A. of

B is within one hex hex one within is B

B

2

3

B

1

1

2

A

1

A

hexes of A. of hexes A

B is within four four within is B

(which can be straight through blocked hexes). hexes). blocked through straight be can (which

within zero hexes of itself. When counting the distance between two hexes, count the shortest distance possible possible distance shortest the count hexes, two between distance the counting When itself. of hexes zero within

These diagrams show you what the rules mean when they refer to distances. A fighter is always considered to be be to considered always is fighter A distances. to refer they when mean rules the what you show diagrams These

COUNTING DISTANCES COUNTING

a hex. a

lethal hex tokens and scatter tokens must be positioned in in positioned be must tokens scatter and tokens hex lethal

. When placed, fighters, feature tokens, tokens, feature fighters, placed, When . placed

© Games Workshop Limited 2020. All rights reserved. be to said

18) or scatter token (pg 29) is put onto the battlefield, it is is it battlefield, the onto put is 29) (pg token scatter or 18)

When a fighter, feature token (pg 18), lethal hex token (pg (pg token hex lethal 18), (pg token feature fighter, a When

Placing fighters and tokens and fighters Placing

This diagram includes two blocked hexes and one lethal hex. lethal one and hexes blocked two includes diagram This

placement of game boards are no one’s territory. territory. one’s no are boards game of placement

enemy territory. Any hexes that become completed by the the by completed become that hexes Any territory. enemy

game board. Hexes on other players’ game boards are © Gamesare Workshop Limitedboards 2020. All rights reserved.game players’ other on Hexes board. © Gamesgame Workshop Limited 2020. All rights reserved.

A player’s territory is made up of all the hexes on their their on hexes the all of up made is territory player’s A

Players’ territory and no one’s territory one’s no and territory Players’

occupied is both lethal and empty). and lethal both is occupied

addition to any other types (e.g. a lethal hex that is not not is that hex lethal a (e.g. types other any to addition

empty an is it blocked, or occupied not is hex a If hex in in hex

Empty hexes Empty

more than one fighter. fighter. one than more

is both lethal and occupied). A single hex cannot contain contain cannot hex single A occupied). and lethal both is

that hex. that to any other types (e.g. a lethal hex that contains a fighter fighter a contains that hex lethal a (e.g. types other any to

when it becomes lethal, they are not dealt damage from from damage dealt not are they lethal, becomes it when A hex that contains a fighter is an occupied an is fighter a contains that hex A hex in addition addition in hex

dealt further damage from that hex. If a fighter is in a hex hex a in is fighter a If hex. that from damage further dealt Occupied hexes Occupied

can move out of it (or be pushed out of it) without being being without it) of out pushed be (or it of out move can

in it without being dealt further damage from that hex, and and hex, that from damage further dealt being without it in hexes are not hexes). not are hexes

damage (pg 21). A fighter that is in a lethal hex can remain remain can hex lethal a in is that fighter A 21). (pg damage to six hexes, it is an edge hex (remember that incomplete incomplete that (remember hex edge an is it hexes, six to

or driven back (pg 22) into a lethal hex the fighter is dealt 1 1 dealt is fighter the hex lethal a into 22) (pg back driven or hex is both lethal and an edge hex). If a hex is not adjacent adjacent not is hex a If hex). edge an and lethal both is hex

15

When a fighter moves, is placed (see right), pushed (pg 19) 19) (pg pushed right), (see placed is moves, fighter a When addition to any other types (e.g. an edge hex that is a lethal lethal a is that hex edge an (e.g. types other any to addition

hexes. hexes. lethal are These border. red a have hexes Some An outermost hex on the battlefield is an edge an is battlefield the on hex outermost An hex in in hex

Lethal hexes Lethal Edge hexes Edge PLAYING THE GAME

16 GAME SEQUENCE A game of Warhammer Underworlds is played in the following sequence:

SET UP ROUND 1 Action phase 1. Reveal your warbands End phase 2. Place the boards 3. Place feature and lethal ROUND 2 hex tokens Action phase 4. Draw cards End phase 5. Place the fighters ROUND 3 Action phase End phase

VICTORY

1. Reveal Your Warbands Simultaneously, the players each reveal the warband they have chosen to use.

2. Place the Boards The players roll off (see opposite). The player who wins picks a player. The player they pick will choose a game board first. This gives that player a disadvantage when the battlefield is set up, but the advantage when placing feature and lethal hex tokens (pg 18).

The player they pick chooses a game board from their collection and decides which side of that game board they will use. The other player then chooses a game board and a side in the same way, and then places the two game boards so that the chosen sides are face up, and so that there are at least three hexes that are completed by connecting the boards long edge against long edge, or two hexes that are completed by connecting the boards short edge against short edge.

Once the game boards are placed, you have what is called the battlefield. Examples of how you might set up the battlefield are shown here. ROLL-OFFS DICE When the rules tell you to roll off, each player takes The keys below show the different symbols on each any combination of four attack or defence dice and of the dice in Warhammer Underworlds. Most rules 17 rolls them. Then they compare the results: just show the symbol itself, but each symbol also has a name – these are useful when discussing your rolls • If one player rolls more symbols than any other with your opponent. players, that player has won.

• Otherwise, if one player rolls more symbols ATTACK DICE than any other players, that player has won. Critical success • Otherwise, if one player rolls more symbols than any other players, that player has won. Attack symbol – Smash • If there is still no winner, start the roll-off again.

In a multiplayer game (pg 33-35), you may need to Attack symbol – Fury establish the loser of a roll-off. In this case, when you compare the results:

• The loser is the player who has rolled fewer Support symbols symbols than any other player. The other players win.

• If there is a tie, the tied player who has rolled fewer symbols than any other tied player loses. The other players win. DEFENCE DICE

• If there is still a tie, the tied player who has rolled Critical success fewer symbols than any other tied player loses. The other players win. Defence symbol – Block • If there is still a tie, the tied players should roll off again. The other players win. Defence symbol – Dodge RE-ROLLS When a rule tells you to re-roll a dice, roll it again immediately after making the relevant roll. If you Support symbols are told to re-roll a dice roll that involved multiple dice, roll all of them again unless specified otherwise. Whatever the new result is, it replaces the old result, even if it is worse. Unless specifically stated otherwise, you cannot re-roll a re-rolled dice. MAGIC DICE

Critical success

Magic symbol – Channel

Magic symbol – Focus 3. Place Feature and 4. Draw Cards Lethal Hex Tokens Each player shuffles their objective and power decks 18 A two-player game uses the feature tokens numbered 1-5. separately and places them face down next to the (The tokens numbered 6-9 are used in games involving battlefield. Each player then draws three objective cards more players, as detailed on page 33.) Each feature token and five power cards. There will be opportunities for is double-sided, with numbers on one side. With the players to draw additional cards during a game. numbered side face up, it is referred to as an objective token. With the numbered side face down, it is referred to Once a player has drawn their cards, they can use one as a lethal hex token. ‘do‑over’. To do so, they discard all of the objective cards they have drawn, or all of the power cards they have Shuffle the tokens with the numbered sides face down. drawn, or all of the cards they have drawn. They then draw The players take it in turns to place the tokens on the replacements for the cards they discarded. For example, if battlefield, starting with the player that chose the first a player doesn’t like two of their objective cards, they might game board. When a player does so, they must place the discard all three objective cards and draw three new ones token face down (without looking at the other side) in any (keeping all of their power cards). hex on the battlefield, with the following exceptions: they cannot place it in a starting hex, a blocked hex, a lethal hex The player who chose the first game board is first to decide or an edge hex (pg 14-15), or within two hexes of another whether to use a do-over. token. The final token is placed following the same rules, except that it can be placed in an edge hex. If another token cannot be placed because of the above exceptions, it can be DRAW placed in an edge hex. Once all tokens have been placed, When a rule tells a player to draw a card, this means turn them over, revealing the numbered side. that they take the top card from the relevant deck. The cards a player has drawn but has not yet played Starting with the player that chose the first game board, are referred to as their hand, and are kept secret from each player may then choose to place one lethal hex token their opponent. A player’s hand can contain any (not a feature token) in any hex on the battlefield, with the number of power cards, but never more than three following exceptions: they cannot place it in or adjacent objective cards. If a player would draw a card, but to a lethal hex, and they cannot place it in a blocked hex, the relevant deck is empty, they cannot draw a card – a starting hex or a hex that contains an objective token. A discarded cards are not shuffled back into the deck. hex which contains a lethal hex token is treated in every way as a lethal hex (pg 15).

Objective tokens indicate important areas of the battlefield DISCARD that the warbands will fight to hold. A fighter (and their When a player discards a card, they place it face up warband) is said to hold an objective if they are in the same in a pile next to that card’s matching deck, so you will hex as the objective token. have an objective discard pile for your objective cards and a power discard pile for your power cards. Rules Sometimes a feature token is moved during the game: it on cards in discard piles have no effect on the game, cannot be moved into a blocked hex, a hex that contains unless they specify otherwise. All players can look at another feature token or a hex that contains a lethal the cards in any discard pile. hex token.

Sometimes a feature token is flipped during the game. lace the ighters An objective token flipped in this manner will become a 5. P F lethal hex token. Note that a fighter in that hex is not dealt The players roll off again. The player who wins picks a damage when the token is flipped. If that token is flipped player. That player places one of their fighters in an empty again, it becomes an objective token once more. Lethal hex starting hex in their territory (pg 14-15). Then players take tokens that are not feature tokens cannot be flipped. it in turns to place one fighter at a time in the same way, until all of the fighters in the warbands have been placed. If either player runs out of fighters to place, the other player continues placing fighters until all of the fighters have been placed.

A fighter on the battlefield is referred to as a surviving fighter.

Feature token (Objective token/lethal hex token) 19 B C a fighter, push their push a fighter, PUSH It can be easy to lose track of how many many how be lose can of easy track to It of taken in the heat you’ve activations four has player each is why This battle! take an Each time you tokens. activation over. the tokens of one turn activation, A Draw a power card. a power Draw an then draw and card objective an Discard card. objective activation). an (forfeit Pass

• • • When a rule tells you to push to a rule you tells When of the number hex empty adjacent an into miniature any can be in by specifiedpush times the rule. Each is specifiedotherwise. unless direction that A fighter they in the hex started the push end cannot pushed in. the push You can also take activations to make player actions. actions. player make to also can take activations You these actions instead, – fighters your involve Thesedon’t of so uses one Doing something. do to a player allow the make can Players the phase. for activations four your actions: following Players take it in turns to take an activation. In their In activation. take an to turns in take it Players a making as such action, an makes a player activation, they After their fighters. of one with action Attack or Move both where step a power is there activation taken an have then play and 25-26), (pg cards power play can players When take their activation. to player the other passes to phase the action activations, taken four have both players begins. phase the end and over, is make to a fighter allow activations most although that Note things! different are actions and activations action, an

© Games Workshop Limited 2020. All rights reserved.

ACTIONS , you move move , you Move actionMove ction When a fighter completes a Move action, give action, give Move a completes a fighter When overleaf). (see token Move A a fighter that cannot tokens Move more or one with fighter action. Charge or a Move make A ve Guard (pg 24) (pg Guard Move (see below) Move 20-21) (pg Attack 24) (pg Charge

o • • • • You will use most of your activations to activate your your activate to activations your will of use most You an they make a fighter activate you When fighters. the for activations four your of so uses one Doing action. actions: following make the can All fighters phase. Other actions fighters can make may be found on fighter on fighter found be may make can fighters Other actions cards. upgrade and M a makes fighters your of one When to their roll. The player who wins picks which player is first is first player which picks wins who player The their roll. to phase. action that in activation take an to ACTION PHASE ACTION three of up made is Each game battle! to ready now You’re and phase action an of up made is round each and rounds, phase. end an This off. roll the players phase, action each the start of At the start of at happens elsethat anything before happens finished who player the round the first In phase. action an one adds first in warband their the fighters all of placing A fighter’s position on the battlefield sometimes changes changes sometimes on the battlefield position A fighter’s when they (e.g. action are them taking a Move without that give not do see – when this happens, right) pushed, token. Move a fighter of characteristic a Move need would Myari diagram, this In and B, hex to move 3 to least A, at hex to move 2 to least at C. hex to move 4 to least at them into an adjacent hex a number of times up to their to up times of a number hex adjacent an them into The card. on fighter their found is This characteristic. Move them into move cannot You direction. be can in any move that 14-15). A fighter (pg occupied or blocked is that a hex in the action their Move end cannot action a Move makes in. action theyhex started the Move TOKENS AND COUNTERS significance they have. The reverse of a wound counter Some rules tell you to give a fighter a token. When you can be used to represent any kind of counter. 20 give a fighter a token, place the relevant token next to that fighter. That fighter is then said to have that token, Some rules tell you to remove a token or a counter. This and whenever that fighter’s position on the battlefield means that you take that token from next to the fighter, changes, their tokens go with them. or that counter from the card it is on. If the fighter or card has none of the relevant token or counter, you Some rules instead tell you to use a counter – they will cannot remove it. say to give it to a fighter or place it on a power card. The most common of these are wound counters. To give a fighter a counter, place it on their fighter card. That fighter is then said to have that counter. These rules may also name these counters – the names are simply used to label the counters in the same way as keywords (pg 13). Move/Charge Guard Generic The rules will explain how to use the counters, or what token token counters

Attack Action Most fighters have at least oneAttack action on their fighter card. Fighters can gain additional Attack actions when they are given an Attack action upgrade (pg 26), or in some cases when they are Inspired (pg 11). Fighters can even gain temporary Attack actions from some gambits (pg 25). A fighter must have a target that is within range and visible (see opposite) to be able to make an Attack action. 1 haDZu All Attack actions have the following information: Hunter

arrOws 2 Of Desire 1 - Name. Some Attack actions have the spell symbol ( ) Arrows of Desıre by their name. This means they are spell Attack actions. 133In the drive back Aft er an activation, surviving step of this Attack fi ghters have 6 or more action, instead of wound counters. driving the target 3 back, push the 2 - Range characteristic. A fighter making an Attack target up to 1 hex. action can target a visible fighter (see opposite) within 4 a number of hexes equal to the Attack action’s Range 4 1 characteristic (so a Range 1 Attack action can only 2

target enemy fighters within 1 hex of the fighter making © GW 2020 the Attack action). The distance to the target does not affect the Range characteristic (e.g. a Range 3 Attack action which targets an adjacent fighter is still a Range 3 Attack action). Some cards may refer to, for example, ‘Range 3+ Attack actions’: this means all Attack actions with a Range characteristic of the stated value and higher. 1 sPear 3 - Dice characteristic. This characteristic is a number and sOultOOth is polearm strikes with the instinct of a a symbol. The number tells you how many attack dice honed predator. 3 . to roll when making the Attack action. The more dice © Th is fi ghter is a Hunter GW 2020

you roll for an Attack action, the greater your chance of 4 492/500 2 2 2 success. The symbol tells you which symbol ( , or 2 one dice in the attack roll if ) you need to roll on the attack dice for a success. You can re-roll the target has one or more Move Spell Attack actions use magic dice instead, and have and/or Charge tokens. different symbols you need to roll for a success ( , 5 or ). Spell Attack actions may have a hyphen instead of a number – where this is the case, roll a number of magic dice equal to the fighter’s wizard level (pg 11). 5 - Some Attack actions have additional rules text, which 4 - Damage characteristic. This tells you how much damage may refer to a number of common abilities, such as the attacking fighter deals to the target if the Attack Cleave and Knockback (pg 23) or may include other action is successful. rules that change how the Attack action works. Line of sight Line of sight is used to determine which fighters are visible to each fighter. It is usually used when checking if one fighter can make an Attack action that targets another. A A A 21 Fighters have line of sight in all directions – it doesn’t matter which way the miniature is facing.

To check if a fighter has line of sight to a hex, draw a B A straight imaginary line from the centre of the hex they are in to the centre of the hex in question. If that line goes through or touches any blocked hexes, or goes off the edge of the battlefield, the fighter does not have line of sight to that hex. Otherwise, they have line of sight to that hex, and B B B A anything in that hex is visible to that fighter. Fighters and occupied hexes do not block line of sight. In this diagram, Myari has line of sight to all hexes labelled A, but does not have line of sight to any of the hexes labelled B.

ombat equence C S If you rolled more than your opponent, but you When you choose one of your fighters to make an Attack did not roll any symbols, this is called a ‘hit’. The action, follow the sequence described here. This is called Attack action succeeds. Go to step 5. the combat sequence. Once the sequence is complete, that action has been resolved. A fighter making an Attack If you rolled the same number as your opponent, and action is referred to as an attacker while that action is you rolled at least one success, this is called a ‘draw’. being resolved, and that fighter’s player is referred to as the The Attack action fails. Skip to step 7. attacking player. Otherwise, this is called a ‘miss’. The Attack action 1. Declare Attack action: Pick an Attack action and a fails. Skip to step 8. target. You can only pick one Attack action (which will be on the attacker’s fighter card or on an upgrade that If a spell Attack action succeeds, it is cast – see fighter has), and the target must be within the Attack page 24. action’s Range and visible to the attacker. You cannot target a friendly fighter. 5. Deal damage: The attacker deals damage to the target equal to the Damage characteristic of the Attack action 2. Attack roll: Roll a number of attack dice equal to the (see page 23). Attack action’s Dice characteristic (or magic dice if the Attack action is a spell, see page 24). 6. Check if the target is taken out of action: If the target has a number of wound counters that is equal to or 3. Defence roll: The target’s player rolls a number of greater than their Wounds characteristic, they are taken defence dice equal to the target’s Defence characteristic. out of action (pg 23). If so, skip to step 8. The target’s Defence characteristic also shows which symbol ( or ) is a success. 7. Drive back: The target can be driven back (pg 22). In some cases, the target may be trapped (pg 22). 4. Determine success: Compare how many symbols you both rolled: 8. End sequence: The Attack action ends. • If you rolled more than your opponent, this is called a Note that fighters do not gain a token for making an Attack ‘’. The Attack action succeeds. Go to step 5. action – a single fighter can make multiple Attack actions • If your opponent rolled more than you, this is called a in the same round. ‘miss’. The Attack action fails. Skip to step 8. Outmanoeuvred • If you rolled the same number of symbols If, at the start of any of the steps 2-5, the target is no longer (including if neither of you rolled any), compare how visible and/or within range, the Attack action fails – skip many successes you both rolled: to step 8. If you rolled more than your opponent, and you rolled at least one symbol, this is called a ‘critical hit’. The Attack action succeeds. Go to step 5. as successes. E

as successes.

D and

A as successes. Finally, if Hadzu Hadzu if Finally, successes. as B

C In this diagram, if Myari (A) was attacking Glissete (D), Glissete attacking (A) was Myari if diagram, this In Slakeslash neither and Myari support would (B) Ailenn as Glissete, support to a position in (E) are Hadzu (C) nor one Myari give would This Myari. to adjacent not are they supportingso he fighter, wouldrolls count of was attacking Ailenn, Myari is not in a position to support support to a position in is not Myari Ailenn, attacking was a position in are Slakeslash and Glissete both while Ailenn, supporting two Hadzu give would This Hadzu. support to of rolls count would he so fighters, When Myari drives Glissete back, Glissete can be pushed pushed be can Glissete back, Glissete drives Myari When diagram. this in shown hexes three the of one into If, on the other hand, Ailenn was attacking Glissete, Myari Myari Glissete, attacking was Ailenn hand, other the on If, would support Ailenn, but Slakeslash would support Glissete. Both Glissete. support to a position in is not Hadzu Again, so fighter, supporting one have target the and attacker the of rolls count would each are are successes are . When a target is is target a . When and

© Games Workshop Limited 2020. All rights reserved.

© Games Workshop Limited 2020. All rights reserved. DRIVEN BACK DRIVEN . symbols. This means that, while rolls of rolls while that, means This symbols. or

can be successes in the defence roll for the target the target for roll be in the defence can successes

A fighter who provides support in this way is said to is said in way this support provides who A fighter be supporting The attacker receives support for each other friendly each for support receives attacker The to their target. adjacent is that fighter other friendly each for support receives The target attacker. to the adjacent is that fighter

upport driven back be can , the driven action Attack an of the target If hex. one the target push choose to can player attacking further the takes target that direction any be in can This chooses player the attacking If the attacker. from away back. driven not is the fighter to, not Trapped be could driven action a failed Attack of the target If (e.g. into they be hex no could is pushed there but back, because they or are occupied, are because those hexes trapped is the target hex), edge in an trapped, the Attack action succeeds instead of failing – it – it failing of succeeds instead action the Attack trapped, 5 of step to Return cast. is it a spell, is if it and a hit, is resolve Do (Deal not sequence damage). the combat action this Attack time for a second back) (Drive 7 step of out is taken if 6 (Check the step target after – instead, sequence). 8 (End step to skip action), • • • and of a spell Attack action, they cannot be rolled in the attack in the attack be rolled they action, cannot a spell Attack of action. a spell making Attack attacker an for roll Note that although supporting fighters are counted as counted are fighters supporting although that Note do dice the magic actions, spell Attack for described above have not in their attack or defence roll. defence or in their attack successes in their attack or defence roll. If a fighter has two has two a fighter If roll. defence or in their attack successes of rolls fighters, supporting more or S luxuryfoe their the of facing have rarely fighters combat, In allies will and try them help to Each fighter’s one-on-one. Underworlds in Warhammer and their enemies, hinder support. by represented this is If a fighter has one supporting fighter, rolls of rolls fighter, supporting one has a fighter If 22 23

ords eyw keyword, rolls of of rolls keyword, keyword, rolls of of rolls keyword, K ction A ttack In this diagram, Myari attacks Glissete with a successful a successful with Glissete attacks Myari diagram, this In can player attacking 1. The Knockback with action Attack of a result as into Glissete drive to hexes three of one choose that how show arrows the and action, Attack successful the Knockback. of a result as continues movement Scything the Scything has action when that keyword, Attack an If to adjacent fighter enemy each targets it made is action fighter, enemy adjacent one only is there If the attacker. this ability. have didn’t if it as resolved is action the Attack a superaction as resolved is action Otherwise, the Attack Attack the resolves (seeplayer overleaf). attacking The in whatever separately, the targets of each against action resolved is action they Because choose. Attack each order next affects the a rule is in effect if there that separately, Attack action first the affect will it only action, Attack superaction. the whole not in this way, resolved A Cleave the Cleave has action Attack an If roll. bethe in defence successes cannot Ensnare the Ensnare has action Attack an If roll. be in the defence successes cannot Knockback the where Knockback has action X keyword, Attack an If the successful is action when the Attack a number, X is of a number back the target drive can player attacking Attack an if that means X. This to up hexes additional player 2 succeeds, the attacking Knockback with action Attack the successful for hex one back the target drive can up and sequence), combat the normal (following action must push The the Knockback. further for two to hexes player the attacking If direction. in the same continue the target further direction, in that the target push cannot or two has action Attack an If further. any pushed not is together the numbers add Knockback, rules it giving more rules two has action Attack if an (e.g. total a combined for 2). Knockback has 1, it Knockback it giving apply doesnot rule (see opposite) the Trapped that Note actions Attack to applies only Knockback as Knockback, to succeeded. that

© Games Workshop Limited 2020. All rights reserved.

damage, take a number of wound wound of take a number damage, dealt ge ama If a lethal hex deals damage, the lethal hex is said the said lethal is hex a lethal deals hex damage, If have to if relevant, and, damage that dealt have to is This action. of even true out fighter taken that an during lethal a hex into pushed is when a fighter action. Attack If a gambit spell (pg 25) or backlash 24) deals (pg spell 25) or (pg a gambit If to the spell said is casting was that the wizard damage, taken have to if relevant, and, damage that dealt have action. of out fighter that the of the warband deals damage, card another If that dealt have to said is card who used that player out fighter taken that have to if relevant, and, damage of action. If an Attack action or an upgrade a fighter has deals has a fighter upgrade an or action Attack an If damage dealt that have to is said the fighter damage, action. of out fighter taken that have to if relevant, and,

• • • • D is a fighter When counters equal to the amount of damage dealt (which will (which dealt damage of the amount equal to counters action Attack an of characteristic beusually the Damage that them to give succeeded)and them and targeted that card. fighter fighter’s on that them placing by fighter to considered is what who or know need to you Sometimes a fighter: to damage dealt have (X), where X is a number, that means that you remove that that remove you that means that a number, X is (X), where or fighters the fighter from counters wound of number wound enough have (if they not do described the card by A counters). all their wound remove simply counters, one least at beenhealed if have to only said is fighter card. their fighter from removed was counter wound Out of action or to equal counters wound of number a has a fighter If is fighter that characteristic, their Wounds than greater action. of taken out offthe action, of take them out is taken a fighter When the battlefield. from clear of tokens alland their battlefield and card their fighter from all counters clear addition, In counters and these tokens that Note their upgrades. from the example, for (so, been removed have to said not are the healed discard – not not is Do see below). fighter upgrades. fighter’s no further plays part in action the of out is that A fighter become they cannot be activated, – they cannot game use any cannot you actions, make they cannot Inspired, so on. and their upgrades on abilities 1 glorygain action, of out is taken fighter enemy an When of characteristic Wounds a had fighter enemy that If point. glory 1 additional point. gain more, 6 or Heal a from counters wound remove to you allow cards Some to Healyou tells card If a as healing. isknown This fighter. Charge Action Guard Action When your fighter makes aCharge action, first remove As an activation, a fighter may make aGuard action. 24 any Guard tokens that fighter has (see right). They then When they do, give that fighter a Guard token: the Guard make a Move action, then an Attack action. You must action is then complete. follow all of the rules for Move and Attack actions (pg 19- 20), with the exception that you give the fighter a Charge A fighter with one or more Guard tokens is on Guard. token (rather than a Move token) after the Move action. If A fighter who is on Guard counts both and as any of the conditions for making those actions cannot be successes in their defence rolls. In addition, they cannot be met, the fighter cannot make a Charge action. Once you driven back. have followed the rules for those actions, the Charge action is complete. A fighter with one or more Guard tokens cannot make a Guard action. A fighter with one or more Charge tokens cannot be activated.

SUPERACTIONS A Charge action is an example of a special kind of action known as a superaction. These actions combine two or more actions in one, and when you activate a fighter to make a superaction it only requires a single activation. Each action within a superaction follows the rules for an action of that type (so an Attack action within a Charge superaction follows the rules for Attack actions, and can, for example, be reacted to – see pages 27-28). When an Inspire condition (pg 11) is met during a superaction the fighter is not Inspired until after that superaction is resolved. Similarly, surge objective cards (pg 30) whose conditions are met during a superaction are scored after that superaction is resolved.

pells dice you roll is equal to the wizard level of the wizard S casting the spell. If there are two or more in the casting Spells in Warhammer Underworlds come in three forms: roll, the wizard suffers backlash: they are dealt 1 damage (pg 21), as the magical forces they are channelling threaten 1. As gambit cards, as described on page 25. to overwhelm them. If this damage takes the wizard out of action, the spell fails. If they survive, or if the wizard Gambit spells can only be played when there is a friendly does not suffer backlash, count the number of successes wizard on the battlefield – that is, a fighter with on in the casting roll. Dice that match the symbol(s) on the their fighter card. Each time you play a gambit spell, you casting value and symbols are successes. If you roll at must choose a friendly wizard to attempt to cast it as least as many successes as the casting value, the spell has described below. been cast: this means that you can resolve it. If you do not roll enough successes, the spell fails (and in the case of a 2. On fighter cards and upgrade cards as actions or gambit it is discarded). reactions that your fighter can make. Some spells require you to choose one or more fighters, A wizard with a spell action can attempt to cast it as cards, spells, objective tokens or hexes. If, when you would described below. resolve the spell, you cannot (e.g. because there are no enemy fighters within a certain number of hexes) the spell 3. On fighter cards and upgrade cards as Attack actions. fails. In addition, if a spell requires you to choose a fighter or fighters, the caster must have line of sight (pg 21) to Spell Attack actions can be used by a fighter in the same the fighter or fighters you choose (the caster is considered way as other Attack actions, though see right for details on to have line of sight to themselves). If they do not, they how these spells are cast. cannot attempt to cast that spell (and in the case of a gambit spell, you cannot play that card). Casting spells Spells have a casting value. This will be a number of Unlike other spells, spell Attack actions do not have a channel ( ), focus ( ) or critical success ( ) symbols. casting value – a spell Attack action is cast if the Attack The casting value for a gambit spell will be denoted by, for action succeeds, and otherwise it is not cast and it fails (see example, Gambit Spell ( ) or Gambit Spell ( ). The Attack actions on page 20 for more detail on using spell casting value for a spell action on a fighter card or upgrade Attack actions). As with other spells, note that if you roll card will be denoted by, for example, Spell Action ( ). two or more when a wizard makes a spell Attack action, that wizard suffers backlash. If this damage takes the When you attempt to cast the spell you must roll the magic wizard out of action, the spell (and the Attack action) fails. dice – this is called the casting roll. The number of magic Power Step The best-laid plans in Warhammer Underworlds rarely survive contact with the enemy. This section of the rules 25 explains how gambit cards and upgrade cards can be used to disrupt your opponent’s plans, or carry out your own.

After a player’s activation, it is time for that player’s power step. Players take it in turn to play a power card or pass (saying ‘pass’), starting with the player whose power step

it is. Any number of power cards can be played after any huntinG Blood surges, hunger scallseasOn – the great

activation, but once both players pass in succession, the © GW 2020 GW hunt begins! Each fi ghter is a Hunter Quarry power step ends and the next activation can take place. . Th is eff ect persists and each fi ghter is the round. until the end of To play a power card, a player simply reveals the card from 375/500 their hand they wish to play and follows the directions on the card if it is a gambit, or gives the upgrade to their chosen fighter if it is an upgrade card. A player can only In this diagram, Myari has just made a Move action that play a power card if they can follow all of the directions on puts him adjacent to Glissete. With that activation finished, that card. For example, if a card instructs you to choose it is time for Myari’s player’s power step. Myari’s player is two friendly fighters, and you only have one surviving the first to decide whether or not to play a power card. They friendly fighter, you cannot play that card. reveal and play the Hunting Season card that makes each fighter a Hunter and a Quarry until the end of the round. Some power cards describe an additional condition that must be met before they can be played (reactions are the Glissete’s player is next to decide whether to play a power most common of these, and are described on pages 27- card or pass. They have a Lure of Slaanesh card in their 28). A player can only play these power cards when that hand, but they don’t want to play it just yet, so they pass. condition is met. It’s Myari’s player’s turn again, and with no more gambits Note that the power step applies even after the final in their hand and no glory points for upgrades (see over the activation in an action phase – both players must pass page), they pass. Both players have passed in succession, before the end phase begins. so Myari’s player’s power step ends and it is Glissete’s player’s activation.

Gambit cards Some gambit cards refer to the next event of some kind Gambit cards are held in a player’s hand – the next activation, Attack action, or so on. Leave these until they are played. They are either gambit cards face up in front of you once you have played ploys or spells. them. They will remain there until the end of the next activation, or until the end of the round, or until you apply When you play a ploy card, reveal it their effects: whichever comes first. Once that point is mOuntain channel the and follow the text on the card. Once reached, any remaining unresolved face-up gambit cards of Elemental

Call upon the adamancy of the mountain; become as you have done so, the card is said to this type are discarded with no effect.

© stone, eternal and immovable.

GW 2020 that Choose one friendly fi ghter. You can remove the 13/500 be resolved, and you discard it. When fi ghter’s aetherquartz counters. If you do, give chosen fi ghter and each adjacent friendly fi ghter one Guard token. you play a gambit spell card, you Persist the chosen fi ghter one Otherwise, give Guard token. must choose a wizard to attempt to Some gambit cards say that they persist – these cards have cast the spell and roll the magic dice an ongoing effect. Leave these cards face up in front of as described opposite. If the spell is you once you have played them. They are not discarded cast, follow the text on the card. Once you have done so, until they specify that they are, or another card specifies or if the spell fails, the card is said to be resolved, and you that they are. If a card that persists specifies more than one discard it. event that it persists until, it persists until the first of those (e.g. if a card said ‘this persists until the next Attack action or the end of the round’, it would persist until the first of these events occurs). Additional actions Upgrade cards Some gambit cards allow you to make additional actions Upgrade cards are held in a with your fighters. These additional actions do not cost you player’s hand until they are 26 an activation, and a fighter that makes an additional action played. They are used to in this way is not activated. give permanent boosts to a swift player’s fighters. as Desire e Hedonites of Slaanesh are known for the

© speed of their rapacious advance.

These cards either specify a particular action or actions 2020 GW +1 Move (e.g. ‘Reaction: Play this after you give a fighter an upgrade To play an upgrade card, a +2 Move instead if this fi ghter has one or more wound counters. in an action phase. They can make a Move or Attack player reveals that card, then 63/500 action.’) or they allow a fighter to make an unspecified spends one of their unspent action (e.g. ‘Choose a fighter. They can make an action.’). glory points by flipping it over to its spent side. Once When a gambit specifies a particular action or actions, a they have done so, they declare which fighter can make those actions even if the rules of the game friendly fighter they are giving the upgrade to (following would normally not allow it. For example, if a gambit says any restrictions, see page 13), and place it adjacent to that that a fighter can make a Move action, they can do so even fighter’s fighter card. The fighter has that upgrade for the if they have a Move token. rest of the game. A fighter can be given more than one upgrade. A fighter cannot be given an upgrade if they are When a gambit allows a fighter to make an action, but does not on the battlefield or are out of action (though they not specify which action, the fighter cannot make an action keep any upgrades they have when they are taken out that would not normally be allowed by the rules of the of action). game. For example, a fighter with a Move token could not make a Move or Charge action, as the rules forbid a fighter with a Move token from making a Move or Charge action.

Unspent/spent glory point token

If a fighter has an upgrade that includes a modifier, that modifier applies to that fighter (pg 27). If a fighter has an upgrade that includes an action, that fighter can make that action when activated (or when granted an action). If it includes a reaction, it will state when that reaction can be used. An upgrade that includes an Attack action is called an Attack action upgrade.

SEQUENCING If a player has two or more abilities that would resolve at the same time (e.g. at the beginning of the action phase) they choose in which order they are resolved.

If two players have abilities that would resolve at the same time, they roll off (pg 17). The winner chooses who resolves an ability first, then the other player resolves an ability. They keep resolving abilities in the same order until all abilities they wish to resolve have been resolved.

Some abilities are optional (they use the word ‘can’) – a player can choose not to resolve such an ability, but if they do so they cannot resolve any further optional abilities at this time.

Note that there are different rules for reactions which players wish to use at the same time (pg 28). odifiers M For example, if a fighter has an upgrade that sets their Various effects in Warhammer Underworlds change the Move characteristic to 5 and a player plays a ploy that sets values printed on cards or the dice you roll. These are all Move characteristics to 1 for the next activation, the called modifiers. ploy takes precedence: that fighter’s Move characteristic 27 is 1 for the next activation, and then it reverts to 5 when Modifiers are cumulative, so if a single characteristic or roll the ploy is no longer in effect. If the upgrade was played has more than one modifier applied to it, apply them all. after the ploy, the fighter’s Move characteristic would be 5 Apply modifiers that multiply or divide before modifiers (regardless of the ploy). that add or subtract (even if the modifiers that multiply or divide are on cards played after those with modifiers that Modifiers and re-rolls add or subtract). Dice roll modifiers also apply to any re-rolls of those dice (pg 17). For example, when rolling to see who chooses Modifying characteristics the first player to take an activation in the first round, the When a modifier changes a characteristic, that player who finished placing their fighters first adds one characteristic is said to be the modified value. For example, to their roll. If this roll is re-rolled, they add one to that a fighter with a Move characteristic of 3 is given the re-roll (and any subsequent re-rolls) as well. Heightened Reflexes upgrade. Heightened Reflexes gives that fighter +1 Move, so that fighter’s Move characteristic Innate symbols is increased by 1, to 4. If they also had Savage Speed (+2 Innate symbols can appear on fighter cards, on upgrade Move), their Move characteristic would be increased again cards, and on gambit cards – for example, Innate ( ) or to 6. In another example, a fighter with Savage Speed is Innate ( ). These symbols are modifiers and are added to affected by Sprint, which doubles their Move characteristic, attack rolls, defence rolls and casting rolls. For example, if you would double the Move characteristic printed on the a fighter has Innate , when you make an attack roll for fighter’s fighter card, then add 2 for Savage Speed. that fighter you add one Fury symbol to whatever else you have rolled. Dice and Defence modifiers may change the value or the type of the characteristic. For example, +1 Dice means that Unlike other modifiers, these success symbols do not stack you would increase the number of an Attack action’s Dice – no matter how many of these innate symbols a fighter characteristic by 1 (and therefore roll an extra dice for that has, you can only apply one to their roll. For example, if Attack action). On the other hand, a ploy that makes the a fighter had Innate ( ), you would choose to add next Attack action have a characteristic doesn’t change either or to the attack roll when they make an Attack the number of dice you roll, but means that rolls of action, and if a fighter had Innate ( ) from two or more (rather than the symbol on the Attack action) are successes sources, you would only add a single to the casting roll for the attack roll of that Attack action (see below). when the fighter attempts to cast a spell. If you have to choose between two or more innate symbols, you must do Setting characteristics so before making the roll. Some modifiers set a characteristic at a particular value, rather than modifying an existing value. For example, a card might set a fighter’s Move characteristic at 1 for the next activation. Apply these modifiers before any others. If two of these modifiers affect the same characteristic or roll (e.g. a fighter’s Move characteristic is set to 1 by one card and to 3 by another card), whichever of those rules came into effect last is the value used, for as long as that rule is in effect (or until another card is played that sets the value).

Reactions In some situations in a game of Warhammer Underworlds, Each reaction describes the situation in which it can be you can use a reaction. You can use the reaction on a used. It might say, for example, ‘after an attack roll’, ‘after fighter card, an upgrade card (only one given to a surviving an Attack action’ or ‘after a player plays a ploy’. When fighter, unless it specifies otherwise), or a gambit card this situation arises you can use the reaction by declaring in your hand when the situation described on the card that you will do so and, in the case of a gambit, revealing matches what is happening in the game – it does not cost the card from your hand. Then resolve the reaction you an activation to do so, and you do not need to wait for as described on the card. This happens immediately. the power step. Note that some reactions are spells – to use Once a reaction is resolved, if it was a gambit the card is these you must still cast them as described on page 24. discarded, and then play continues from the point where it was interrupted. On hold Some reactions are triggered after an activation. Note that Sometimes, a player will be able to make a reaction during the end of a fighter’s or player’s last action in an activation an action, gambit or other effect, before that action, gambit is simultaneous with the end of their activation, and 28 or effect is resolved. When this happens, the game is put on the reaction opportunities are simultaneous. If a player hold until the reaction has been resolved. Once it has been uses a reaction after the last action made by an activated resolved, you then finish resolving the action, gambit or fighter or player in that activation, that activation ends effect that was interrupted. at that point, and no further ‘after an activation’ reaction opportunities arise until after the next activation. If the reaction has made this impossible (e.g. if a fighter’s position has changed so that they are no longer in range Reacting to a reaction to complete an Attack action), the action, gambit or effect Some reactions can be used because a reaction opportunity ends without being resolved any further. arises when another reaction is resolved, before play continues. When this happens, rather than precedence If a reaction happens during a fighter’s action, that fighter going to the player whose activation would be next, is still considered to have made that action, even if you precedence instead goes to the opponent of the last player are unable to finish resolving that action. For example, if a to use a reaction. reaction made during a Charge action prevents that action being resolved, the fighter making that Charge action still For example, a player plays a reaction after an Attack gets a Charge token. action that allows one of their fighters to make a Move action. Both players have a reaction that can be used after Reaction opportunities a fighter makes a Move action, but the player who did In some situations more than one reaction could be used not play the first reaction has precedence. If they decide at the same time – for example, after the drive back step not to use their reaction, the other player will be able to during an Attack action. However, only one reaction can use theirs. be played at each such reaction opportunity.

If both players wish to play a reaction at the same Fighter card reaction opportunity, the player whose activation is next takes Vasillac has a reaction ability. During his v asillac the precedence. If they play a reaction, the other player cannot Attack action, after the deal damage step GifteD aGOnisinG sPear Reaction: During this fi ghter’s Attack (which is only played if the Attack action 222action play a reaction at that opportunity. If the player whose , aft er the Aft er an activation, surviving deal damage step, pick one: deal fi ghters have 6 or more 1 wound counters. damage to this activation is next does not wish to play a reaction, the succeeds), you can Heal (1) or deal 1 fi ghter, or Heal t h si fi g ht e. r (1)

other player can play a reaction. damage to Vasillac. 4 1 4

© GW 2020 For example, if both players had a reaction that could be used after an Attack action, the player whose activation Upgrade reaction came next would decide whether or not to use their If you give Hadzu the Cruel Volley reaction. If they use it, the other player cannot use their upgrade, it allows him to react to his first reaction. If they decide not to use it, the other player can Range 3+ Attack action in a round with

cruel vOlleY

then decide whether or not to use their own reaction. a second Range 3+ Attack action . ‘Perhaps just one more…’ - Hadzu ©

GW 2020 GW Reaction: Aft er this fi ghter’s fi rst Range 3+ Attack action in a round, this fi ghter makes a Range 3+ Attack action. When there is no player whose activation would come 55/500 next, because you have played the last activation in an RESTRICTED: HADZU action phase, the player whose activation would be next if there were a fifth activation takes precedence. Gambit reaction Rush of Sensation is a ploy reaction that Reaction opportunities are very specific – there are many can be played after a friendly fighter distinct opportunities to play a reaction even during has made an Attack action that takes an

rush a single Attack action (these will normally be after a enemy fighter out of action. It lets that Of sensatiOn

Blood thrills as blood spills. ©

GW 2020 GW Reaction: Play this aft er a friendly fi ghter’s particular step in the combat sequence, see page 21). This fighter make a Move action (even if that Attack action that takes an enemy fi ghter out of action. Th at friendly fi ghter makes one Move action fighter has one or more Move and/or . means that multiple reactions can be played during a 52/500 single Attack action, as long as each is played at a different Charge tokens). reaction opportunity.

Some reactions may have the same reaction opportunity even if their condition is different: for example, a reaction that can be played after an Attack action and a reaction that can be played after an Attack action that fails – in both cases the reaction opportunity is after an Attack action.

the chain. the the dice. the

place a dice in is the ‘end hex’ in in hex’ ‘end the is in dice a place change it once you have rolled rolled have you once it change

in the chain. The last hex that you you that hex last The chain. the in still the same. the still orientation is fixed – you cannot cannot you – fixed is orientation

be adjacent to at least one other hex hex other one least at to adjacent be that the scatter token’s orientation is is orientation token’s scatter the that Note that the scatter token’s token’s scatter the that Note

hex, but each hex in the chain will will chain the in hex each but hex, indicated by that second dice. Note Note dice. second that by indicated This is the first hex in the chain. chain. the in hex first the is This

than once, or even into the origin origin the into even or once, than hex in the chain in the direction direction the in chain the in hex direction indicated by that dice. dice. that by indicated direction

loop back into the same hex more more hex same the into back loop it in the hex adjacent to the previous previous the to adjacent hex the in it adjacent to the origin hex in the the in hex origin the to adjacent

remaining dice. The chain may may chain The dice. remaining (if there is more than one) and place place and one) than more is there (if rolled and place it in the hex hex the in it place and rolled

3. Repeat this process for any any for process this Repeat 3. 2. Then choose another of the dice dice the of another choose Then 2. 1. Choose one of the dice you you dice the of one Choose 1.

Origin hex Origin

the chain the

in the chain the in First hex in in hex First

Second hex hex Second

this example) this

end hex in in hex end

the chain (the (the chain the

Third hex in in hex Third

Scatter token Scatter

Roll Roll © Games Workshop Limited 2020. All rights reserved. Roll © Games Workshop Limited 2020. All rights reserved. © Games Workshop Limited 2020. All rights reserved.

CREATING THE CHAIN THE CREATING

choose, any fighter in the end hex is damaged. is hex end the in fighter any choose, the dice. the

creates a chain using the three results in whichever order they they order whichever in results three the using chain a creates the orientation of the scatter token once you have rolled rolled have you once token scatter the of orientation the

were rolled. After the player player the After rolled. were one and can use to create the chain (see below).You cannot change change cannot below).You (see chain the create to use can shown below, two two below, shown

token, so each of the dice rolled indicates a direction you you direction a indicates rolled dice the of each so token, in the last hex in the chain (the end hex). In the example example the In hex). end (the chain the in hex last the in

on the attack dice correspond to directions on the scatter scatter the on directions to correspond dice attack the on The effect of the card would cause 1 damage on any fighter fighter any on damage 1 cause would card the of effect The

for Scatter 2 you would roll two dice, etc.). The symbols symbols The etc.). dice, two roll would you 2 Scatter for in a chain as indicated by the directions on the scatter token. token. scatter the on directions the by indicated as chain a in

Scatter number (so for Scatter 1 you would roll one dice, dice, one roll would you 1 Scatter for (so number Scatter dice, choose the order in which to use them and place them them place and them use to which in order the choose dice,

it in), and then roll a number of attack dice equal to the the to equal dice attack of number a roll then and in), it orientation when doing so. You would then roll three attack attack three roll then would You so. doing when orientation

choose how the tile is oriented and which hex you place place you hex which and oriented is tile the how choose would place the scatter token on the battlefield, choosing its its choosing battlefield, the on token scatter the place would

hex, place the scatter token on the battlefield (you can can (you battlefield the on token scatter the place hex, hex. Any fighter in the end hex is dealt 1 damage.’ you you damage.’ 1 dealt is hex end the in fighter Any hex.

this hex is called the ‘origin hex’. To scatter from the origin origin the from scatter To hex’. ‘origin the called is hex this Scatter ‘ said card a if example, For 3 from this fighter’s fighter’s this from 3

The card or action will tell you which hex to scatter from – – from scatter to hex which you tell will action or card The

means the card or action will have no effect. no have will action or card the means

determines how you resolve the card or action. or card the resolve you how determines beyond the origin hex, no chain is created, which usually usually which created, is chain no hex, origin the beyond

chain random a create will you X of adjacent hexes that that hexes adjacent of in the last hex it extends into. If the chain has not extended extended not has chain the If into. extends it hex last the in

movement! When you resolve a card or action with Scatter Scatter with action or card a resolve you When movement! chain would extend off the edge of the battlefield, it ends ends it battlefield, the of edge the off extend would chain

the sometimes random nature of spells or even fighters’ fighters’ even or spells of nature random sometimes the through which the chain passes or in the end hex. If the the If hex. end the in or passes chain the which through

29

them, where X is a number. Scatter is used to represent represent to used is Scatter number. a is X where them, you how to use this chain, or what happens in the hexes hexes the in happens what or chain, this use to how you

X on on X Scatter keyword the have actions or cards Some the battlefield. The card or action you are resolving will tell tell will resolving are you action or card The battlefield. the

When the chain is complete, remove the scatter token from from token scatter the remove complete, is chain the When S catter END PHASE

30 Once both players have taken all of their activations and 3. You can play any upgrade cards, as described on page 26. the last power step in an action phase has been played, the end phase begins. 4. You can discard any of your remaining power cards.

In the end phase, you can score objective cards, upgrade 5. If you have fewer than three objective cards in your your fighters, discard cards and replenish your hand. Take hand, draw objective cards until you have three in your it in turns to run through the following sequence; the hand, or your objective deck is exhausted (whichever player who took the first activation in the action phase runs happens first). through this sequence first, then their opponent does so. 6. If you have fewer than five power cards in your hand, 1. Check your objective cards, and if you have met the draw power cards until you have five in your hand, or conditions on any of them you may score that objective your power deck is exhausted (whichever happens first). card. To score an objective card, reveal that card and collect the number of glory points specified on that card. Note that players cannot use gambits in the end phase. Place the card revealed this way face up in your scored objectives pile, adjacent to your objective card deck. Once both players have followed this sequence, clear all Repeat this step for any further objective cards you wish Move, Charge and Guard tokens from the battlefield (these to score. tokens are not said to have been removed). Flip your activation tokens over – a new round then begins. 2. You can discard any of your remaining objective cards.

OBJECTIVE CARD TYPES Surge objective cards Hybrid objective cards Most objective cards are scored in the end phase as Some objective cards have two different conditions described above. However, some objective cards are on them (separated by the word ‘or’), either of which scored ‘immediately’ after an event – for example after allow you to score the objective card. These objective an action or gambit – as long as the conditions on the cards are called hybrid objective cards, and have the objective card are met. These objective cards are called hybrid keyword. When you satisfy either or both of surge objective cards, and have the surge keyword. the conditions on the objective card you can score that objective card. Hybrid objective cards may also be surge When the condition on a surge objective card is met, objective cards. the player scores that card immediately, with the following exceptions: Dual objective cards Some objective cards have two different conditions on • If the condition on a surge objective card is met them (separated by the word ‘and’), both of which you during an activation, the player scores that card after must satisfy to score the objective card. These objective that activation and any reactions to that activation. cards are called dual objective cards, and have the dual keyword. When you satisfy both of the conditions on the • Otherwise, if the condition is met during a objective card you can score that objective card. Dual superaction, the player scores that card after that objective cards may also be surge objective cards. superaction and any reactions to that action.

• Otherwise, if the condition is met during an action, the player scores that card after that action and any reactions to that action.

When a player scores a surge objective card, that player immediately draws another objective card. Note that you cannot score any surge objective cards drawn this way until after a subsequent action, reaction or gambit – you cannot draw and immediately score a surge objective card, even if the conditions on the card have been met. PLAY ON

31 Rounds 2 and 3 NO ENEMIES IN SIGHT Round 2 works in the same way as round 1 – simply return It may seem strange that if your fighters take the other to page 19 and play through another action phase and warband entirely out of action, you don’t automatically another end phase. win the game (though odds are that you will do). This means that you cannot afford to take your eyes off the The action phase of round 3 works in the same way as objective cards! rounds 1 and 2. However, when you get to the end phase of round 3, each player only plays the first step of the end This also means that if a warband is taken entirely out phase, scoring any objective cards whose conditions have of action in round 1 or 2, you still need to play the been met in the same way as in the other end phases. You remaining phases so that neither player is prevented do not discard cards, play upgrade cards or draw cards. The from scoring objective cards. third round then ends, and then the game ends.

Victory At the end of the game, whichever player has the highest number of glory points (whether they are spent or unspent) is the winner. If the players have the same number of points, but only one player has fighters on the battlefield, that player wins. If there are still fighters from both warbands on the battlefield, whoever is holding the highest number of objectives wins. If there is still a tie, the game is a draw. GLOSSARY Ability: Any rule found on a fighter card Cast (pg 24): A term used with regard to Damage (characteristic) (pg 20): An 36 or power card (including those that are spells. A spell is cast when a casting roll Attack action characteristic. When an explained in this book, such as Cleave). equals or beats the casting value of the spell Attack action is successful, the target fighter and the caster survives any backlash. Spell is dealt that amount of damage. Action (pg 19): Something a fighter can do Attack actions are cast if the Attack action when activated. There are common actions is successful. Deal damage (pg 21): Step 5 in the combat (like Charge or Guard) and actions on sequence. If something deals damage to a fighter and upgrade cards. Caster: A fighter who is casting a spell. fighter, give that fighter a number of wound counters equal to the damage dealt. Action phase (pg 19): The first phase in Casting roll: The dice roll made by a player each round, during which fighters are when one of their wizards attempts to cast Deck: A set of cards used by a player. Each moved and attack one another, and players a spell. player has two decks – the power deck and attempt to score objective cards. Each game the objective deck. These are individually has three action phases. Casting value: The value that a player must shuffled at the start of the game and kept equal or beat to cast a spell. face down next to the battlefield. Cards are Activation (pg 19): A player’s turn in the drawn from the top of the decks. When a action phase, during which they can make Chain: The chain of hexes created when an ability Scatters. deck is exhausted, a player cannot draw any an action with a fighter, draw a power card, more cards of that type. discard and draw an objective card, or pass. Charge action (pg 24): A superaction that Each player has four activations in each lets you make a Move action followed by Declare Attack action (pg 21): Step 1 in action phase. an Attack action with a single fighter. A the combat sequence. Adjacent: A term used to describe two fighter that makes a Charge action is given Defence (characteristic) (pg 11): A fighter hexes that are next to each other. Things a Charge token, instead of a Move token, characteristic, found on the fighter card in adjacent hexes are adjacent to each after the Move action. and consisting of a number and a symbol. other. A thing is never adjacent to itself. Charge token: A token that indicates that a The number tells you how many dice to When a rule on a fighter or upgrade card fighter cannot be activated. roll when they are the target of an Attack refers to adjacent fighters, adjacency is action, and the symbol ( or ) tells you established relative to that fighter, unless Check if the target is taken out of action what you need to roll for a success. A is stated otherwise. (pg 21): Step 6 in the combat sequence. always a success. Attack action (pg 20): An action a fighter Choose: A rules term relating to the Defence dice: Dice used to make can make to attempt to damage one or selection of fighters. A fighter is only defence rolls. more enemy fighters. ‘chosen’ by a card if that card contains the word ‘choose’ and tells you to choose one or Defence roll (pg 21): The dice roll made Attack action upgrade: An upgrade that more fighters, and you choose that fighter. by a player when one of their fighters is includes one or more Attack actions. Similar words, such as ‘pick’, do not mean the target of an Attack action. Step 3 in the combat sequence. Attack dice: Dice used to make Attack the same as ‘choose’. actions. Magic dice are not attack dice, even Cleave: An Attack action keyword. If an Determine success (pg 21): Step 4 in the when used to make a spell Attack action. Attack action is noted as having Cleave, combat sequence. Attack roll (pg 21): The dice roll made rolls of cannot be successes in the Dice (characteristic) (pg 20): An Attack by a player when one of their fighters defence roll. action characteristic, consisting of a makes an Attack action. Step 2 in the Combat sequence (pg 21): The sequence number and a symbol. When a player combat sequence. followed whenever a fighter makes an makes an Attack action, they roll a number Attack action. of dice equal to the number of that Attack Attacker: A fighter making an action’s Dice characteristic. The symbol Attack action. Completed hex: A hex on the battlefield ( , or ) tells you what you need to Attacking player: A player whose fighter is that is created when two or more game roll for a success. Spell Attack actions use making an Attack action. boards are pushed together. magic dice instead, and have different symbols you need to roll for a success ( , Counter (pg 20): Used by certain cards, Battlefield (pg 14): The area defined by or ). A is always a success. the game boards placed at the start of each and represented by the reverse side of game. Incomplete hexes are not part of wound counters. The card may name Discard (pg 18): The act of putting a card the battlefield. the counter. face up into a discard pile. Backlash (pg 24): Damage dealt to a wizard Critical hit (pg 21): Scored when you roll Discard piles: The locations where attempting to cast a spell when there are one or more for an Attack action, and discarded cards are placed. Each player has two or more in the casting roll. the Attack action is successful. Some Attack two discard piles – the power discard pile actions have an ability that takes effect if and the objective discard pile. These are Blocked hex (pg 14): A hex defined by a a critical hit is scored when making that kept adjacent to the corresponding decks. thick white border. Fighters cannot stand Attack action. Where this is the case, the Cards are placed in the discard piles face up in, move through or draw line of sight Attack action will specify this. and have no effect on the game, unless they through blocked hexes. specify otherwise. Critical success: A roll of on any dice. A Cannot: A term used to establish rules is always a success. In an Attack action, Do-over (pg 18): An opportunity for a priority. Where there is a conflict between if the attacking player rolls more than player to discard and redraw cards. Players two rules, if one of them says ‘cannot’, that the target’s player, the Attack action is can use a do-over at the start of a game if rule takes precedence. successful. If the target’s player rolls more they don’t like their initial hand. than the attacking player, the Attack action fails. Draw: A term used to describe a player taking the top card from the relevant deck and adding it to their hand. Drive back (pg 21): Step 7 in the Gambit spell (pg 25): A gambit card that Inspired (pg 11): The state of a fighter combat sequence. is a spell. Gambit spells can only be used whose Inspire condition – found on their when there is a friendly wizard on the fighter card – has been met. When a fighter Driven back (pg 22): A push that may battlefield. Each time you play a gambit is Inspired their fighter card is turned over result from an Attack action. A fighter that spell, you must choose a friendly wizard to to reveal their Inspired characteristics. An 37 is driven back is pushed one hex. This push attempt to cast it. Inspired fighter remains Inspired for the must take them further away from the rest of the game. fighter driving them back. Give: A rules term relating to tokens and counters. A fighter given a token or counter Keyword (pg 13): A word in bold text that Dual objective card (pg 30): An objective is said to have that token or counter. either refers to a rule in this book (e.g. card that has two conditions, both of which Cleave) or labels a card (e.g. Hunter) for the must be met for it to be scored. Glory point: A token that represents a purposes of interactions with other cards. warband’s success. In a two-player game, Edge hex (pg 15): An outermost hex on each time an enemy fighter is taken out of Knockback (pg 23): An Attack action the battlefield. action, you score a glory point, or two if keyword. The target of a successful Attack Empty hex (pg 15): A hex that does not that fighter had a Wounds characteristic of action noted as having Knockback X, contain a fighter and is not blocked. 6 or more. In a three- or four-player game, where X is a number, can be driven back a each time your warband takes an enemy number of additional hexes equal to X. End hex: The last hex in the chain created fighter out of action, you score a glory when an ability Scatters. point. When you meet the conditions of Leader: A type of fighter. A warband’s an objective card, you score the number leader is denoted by a crown symbol ( ) End phase (pg 30): Each game has three of glory points specified on the card. You before their name. end phases. In the first two end phases can spend a glory point in the power step objective cards are scored, upgrades are Lethal hex (pg 15): A hex defined by a red or the end phase to give an upgrade to one played and cards are discarded and drawn. border. When a fighter moves, is pushed, of your fighters – when you do so, flip the In the third end phase objective cards are driven back or placed into a lethal hex glory point over to show that it has been scored and the game then ends. the fighter is dealt 1 damage. A hex that spent. At the end of the game, whoever contains one or more lethal hex tokens is End sequence (pg 21): Step 8 in the has the most glory points (both spent and considered to be a lethal hex in addition to combat sequence. unspent) wins. any other type of hex that it is. Enemy fighter: A fighter in any Guard action (pg 24): An action a fighter Lethal hex token: A token that, while in opponent’s warband. can make when activated. When they do place, causes a hex to become a lethal hex. so, give them a Guard token. A fighter with This token does not block movement or Enemy player: An opponent. one or more Guard tokens cannot make a line of sight. Enemy territory: Any opponent’s territory Guard action. Line of sight (pg 21): A term used to define (the hexes on their game boards). Guard token: A token indicating that a visibility. Line of sight is drawn from the Enemy warband: An opponent’s warband. fighter is on Guard. Rolls of and centre of a fighter’s hex to the centre of are both successes for defence rolls for a any other hex. If the line touches or goes Ensnare: An Attack action keyword. If an fighter on Guard. In addition, they cannot through a blocked hex or goes off the edge Attack action is noted as having Ensnare, be driven back. If a fighter with one or of the battlefield, there is no line of sight. rolls of cannot be successes in the more Guard tokens makes a Charge action, Otherwise, the fighter has line of sight to defence roll. remove their Guard token(s). that hex. Fails (Attack action): A term denoting Hand: The objective cards and power cards Magic dice: Dice used to make an Attack action that is unsuccessful. a player has drawn but not yet played or casting rolls, and attack rolls for spell An Attack action that fails doesn’t scored. A hand should be held or placed Attack actions. cause damage. so that other players cannot see what cards are in it. A hand cannot include more than Modifier (pg 27): An alteration of a Feature token: A double-sided token, three objective cards, but can include any characteristic or dice roll. one side of which is numbered. With the number of power cards. numbered side face up, this is an objective Move (characteristic): A fighter token. With the other side face up, this is a Heal (pg 23): A keyword. Some cards characteristic, found on the fighter card. lethal hex token. These tokens do not block direct you to Heal (X) one or more The Move characteristic tells you how many movement or line of sight. fighters, where X is a number. Remove hexes that fighter can move when they that number of wound counters from the make a Move action. Fighter: A member of a warband. Each fighter(s) affected. A fighter is only healed Move action (pg 19): An action a fighter fighter is represented by a miniature and a if you remove at least one wound counter can make when activated. When they do fighter card. When a rule refers to ‘a fighter’ from them. or ‘fighters’ without specifying ‘friendly’ or so, they can move into an adjacent hex up ‘enemy’, it refers to both. Hex: A space on the battlefield, used to to a number of times equal to their Move determine where fighters, obstacles and characteristic. They cannot move through Fighter action: An action taken by a fighter tokens are, and the distance between them. other fighters or blocked hexes. A fighter (as opposed to a player). Incomplete hexes are not hexes. that moves must move at least one hex, and cannot end their Move action in the hex Friendly fighter: A fighter in Hybrid objective card (pg 30): An your warband. they started the Move action in. Once a objective card that has two conditions, fighter has made a Move action, give them Gambit card (pg 13, 25): A type of power either of which can be met for it to a Move token. card. Gambit cards are either ploys or be scored. Move token: A token indicating that gambit spells. Most gambit cards are played Incomplete hex (pg 14): A partial hex at in the power step, though some specify a fighter cannot make a Move or the edge of the battlefield. Incomplete hexes Charge action. an additional condition that must be met are not part of the battlefield or the game. before they can be played. Some gambit No one’s territory: Any hexes completed cards are reactions, and can be played as Innate (pg 27): A symbol on a card that by the placement of the game boards are no described by the condition on the card. adds a success to a dice roll. Only one one’s territory. Innate symbol can apply to each dice roll. Objective card (pg 12, 30): A type of Re-roll: A rules term. When a rule tells you Target: A rules term. A fighter that is the card. When the condition described on an to re-roll a dice, roll it again, immediately target of an Attack action is a target. objective card is met, the player can score after making the relevant roll. If you are that card. They gain the number of glory told to re-roll a dice roll that involved Territory: A division of the battlefield. 38 points indicated on the card. multiple dice, roll all of them again unless A player’s territory is made up of all the specified otherwise. Whatever the new hexes on their game board. Hexes on other Objective deck (pg 12): One of a player’s result is, it replaces the old result, even players’ game boards are enemy territory. two decks, made up of 12 unique if it is worse. Unless specifically stated Any hexes that become completed by objective cards. otherwise, you cannot re-roll a re- the placement of game boards are no one’s territory. Objective token (pg 18): A token placed rolled dice. on the battlefield. The number on the token Reaction (pg 27): An ability, found on a Trapped (pg 22): A rules term. When a identifies it for the purpose of scoring fighter card, upgrade card or gambit card, fighter could be driven back by the result objective cards. This token does not block that describes a condition that must be met of a failed Attack action, but there are no movement or line of sight. for it to be used. When that condition is hexes they can be driven back into, they met, the ability can be used without costing become trapped and the Attack action Occupied hex (pg 15): A hex with a fighter becomes successful. in it. that player an activation. Un-Inspired (pg 11): The state of a fighter Origin hex: The hex from which a chain Remove (pg 20): A rules term relating to tokens and counters. whose Inspire condition – found on their is created when an ability Scatters. It is not fighter card – has not yet been met, or who part of the chain. Roll-off (pg 17): A rules term. Roll-offs are has been un-Inspired by an ability. Out of action (pg 23): The state of a fighter used to randomly determine a player for various purposes. Upgrade card (pg 13, 26): A type of power who is not on the battlefield. If a fighter card. A player can play an upgrade card in has a number of wound counters that is Round: One third of a game. Each round the power step or end phase by spending equal to or greater than their Wounds includes an action phase and an end phase. a glory point and giving the upgrade card characteristic, they are taken out of action, to an eligible fighter. The fighter has that and their model is taken off the battlefield. Scatter (pg 29): A keyword. When upgrade for the rest of the game. resolving Scatter, a player creates a random Pass action: A player action in which they chain of adjacent hexes using the scatter Visible (pg 21): A rules term. If a fighter forfeit an activation. token and applies the effect described by has line of sight to a hex, everything in that Persists (pg 25): A keyword. Some the card or action. hex is visible to that fighter. gambit cards say that they persist – these Scything (pg 23): An Attack action Warband (pg 10): A specific set of fighters cards have an ongoing effect. Leave these keyword. If an Attack action is noted as identified by a unique symbol on their cards face up in front of you. They are having Scything, when that Attack action fighter cards. Each warband has access to not discarded until they or another card is made it is made against each adjacent unique objective and power cards. specifies that they are. enemy fighter. Wizard: A type of fighter. A wizard is Place: A rules term. When placed, fighters, Spell (pg 24): A type of ability, found on denoted by a wand symbol ( ) before their feature tokens, lethal hex tokens and scatter gambit cards, fighter cards and upgrade name. The number next to a wizard’s wand tokens must be positioned in a hex. cards. Spells must be cast by a wizard on symbol on their fighter card is their wizard Player action: An action taken by a player the battlefield for them to be resolved. level characteristic, sometimes used to (as opposed to by a fighter). determine how many dice you roll when Spell Attack action (pg 24): An Attack they attempt to cast a spell. Ploy card (pg 25): A type of gambit card, action that is also a spell. Only wizards can identified by a dagger symbol. use these Attack actions. Wounds (characteristic): A fighter characteristic, found on the fighter card. Power card (pg 13): A type of card. Power Starting hex: A type of hex, identified by The higher this number is, the more cards can be upgrade cards or gambit cards. the Warhammer Underworlds symbol. damage a fighter can be dealt before they are taken out of action. Power deck (pg 12): One of a player’s Success: A rules term. Various symbols on two decks, made up of 20 or more unique the dice are considered successes in attack Wound counter: A counter that represents power cards, with no more than half being rolls, defence rolls and casting rolls. the damage dealt to fighters. Note that gambit cards. Succeeds (Attack action) (pg 21): A rules some older cards refer to wound tokens. These are in every respect the same as Power step (pg 25): Part of the action term. An Attack action that succeeds wound counters. phase. A power step follows each activation, deals damage. and gives players the opportunity to play Superaction (pg 24): An action made up of power cards. two or more actions. Push (pg 19): A rules term. A pushed Support (pg 22): A rules term. Friendly fighter is pushed the number of hexes fighters adjacent to enemy fighters who are specified by the rule, in any direction either making an Attack action or are the (unless specified otherwise). target of a friendly fighter’s Attack action Range (characteristic) (pg 20): An Attack provide support. A fighter with support has action characteristic, which tells you how a greater chance of success. far that Attack action can reach in hexes. Supporting fighter: A fighter who is providing support. Surge objective card (pg 30): An objective card that has a condition that allows you to score it during the action phase. Surviving: The state of a fighter who is on the battlefield. 39

© Games Workshop Limited 2020. All rights reserved. Hive of Sacrifice Ambertrap Nest

© Games Workshop Limited 2020. All rights reserved. Pool of Fangs Menhirs of Binding REFERENCE

40 COMBAT SEQUENCE

1. Declare Attack action Neither player has any (choose an Attack successes action and a target) Attack action fails Attacker has fewer successes 2. Attack roll Players have the same number of successes Attack action fails 3. Defence roll

Attacker has more 7. Drive back 4. D etermine success successes (compare your successes to your opponent’s) Is the target trapped?

Attack action succeeds Yes No

5. Deal damage Attack action succeeds 6. Check if the target is taken out of action 5. Deal damage

6. Check if the target is They are not They are taken out of action

7. Drive back 8. End sequence

Determining Success Activation options Round sequence

Attack Defence Attack Action • Make a Move action Action phase roll roll Result with a fighter. • Roll-off to determine player order ✗ Any Miss • Make a Charge action • Resolve any ‘Start of the action phase’ abilities ✓ ✗ Hit with a fighter. • Play the following sequence four times: ✓ ✓ Miss but drive back • Make a Guard action --First player’s activation ✓ ✓✓ Miss with a fighter. --First player’s power step ✓✓ ✓ Hit • Make an action --Second player’s activation ✓✓ Miss printed on a fighter --Second player’s power step card or upgrade (such ✓✓ Critical hit as an Attack action) End phase Miss but drive back with a fighter. First player, then second player do the following: ✓ Miss • Draw a power card. 1. Score objective cards ✓ Critical hit • Discard an objective 2. Discard objective cards ✓ ✓ Miss but drive back card and draw an 3. Give fighters upgrades ✓ Miss objective card. 4. Discard power cards Critical hit • Pass (forfeit 5. Draw objective cards ✗ No successes an activation).

✓ A success 6. Draw power cards Critical success