Tabletop Companion
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Lord of the Hundreds turn

Birdsong

Raze

For each clearing on the map that has one of your mob tokens: remove all enemy pieces (warriors, buildings, and tokens) from that clearing, take one item from any ruin present in that clearing (removing the ruin if it is now empty), then roll the mob die once. If the die shows a clearing suit that matches an adjacent clearing, move the mob token there.

  • Hint Mobs strip enemy pieces automatically before any action on your turn. A mob you placed last Evening is already doing work right now — you do not need to spend any action to trigger it.

Recruit

Place warriors on the board: place a number of warriors equal to your current Prowess value in the clearing where your Warlord stands, then place one warrior in each clearing that has one of your strongholds.

  • Hint Your Prowess value starts at 1 and rises as you fill the Prowess track of your Hoard. More swords, hammers, teas, and crossbows in the Hoard means more warriors flooding the Warlord's clearing every Birdsong.

Anoint (if needed)

If your Warlord is not currently on the map, place it now. Replace any one of your warriors currently on the map with the Warlord, or place the Warlord in any clearing where you already have warriors.

  • Hint While the Warlord is off the map you do not recruit extra warriors in a Warlord clearing during Birdsong, and you cannot Advance the Warlord in Daylight. Getting the Warlord back into the fight quickly is a priority.

Choose Mood

Replace the mood card in your Mood Card slot with any different mood card that does not show an item currently sitting in your Hoard. Your chosen mood's effect is active for the rest of this turn.

The eight moods are:

  • Wrathful — deal one extra hit when you attack in the Warlord's clearing.
  • Stubborn — ignore the first hit taken in battles in the Warlord's clearing.
  • Relentless — after Advancing the Warlord with both a move and a battle, you may then either move the Warlord again with warriors or fight again in its clearing.
  • Bitter — before each battle in the Warlord's clearing, remove mob tokens from that clearing and adjacent clearings; place one warrior per mob removed.
  • Jubilant — when Inciting in the Warlord's clearing during Evening, roll the mob die up to four extra times to spread mobs to adjacent clearings.
  • Rowdy — draw one extra card in Evening; draw two extra instead if the Warlord's clearing has three or more enemy pieces.
  • Grandiose — this turn, perform Advance the Warlord before Command the Hundreds.
  • Lavish — after Birdsong, permanently remove any number of Hoard items; place two warriors per item removed.
  • Hint Any mood whose matching item is already in your Hoard is off the table this turn. As your Hoard fills, your mood choices narrow — opponents can predict your options, so try to keep Hoard slots open on tracks you care about most.
  • Hint You must choose a different mood than the one you used last turn. You cannot repeat the same mood back-to-back, even if it would be ideal.

Daylight

Craft (optional)

Use your strongholds to craft cards from your hand. Each stronghold activates based on the suit of the clearing it occupies.

  • Hint Unlike most factions, your crafting capacity depends entirely on your strongholds. Building strongholds in clearings that match suits you frequently hold in hand is more efficient than scattering them for coverage alone.

Command the Hundreds

Take up to a number of actions equal to your current Command value. Each action may be one of the following:

  • Move — move any number of your warriors from one clearing to an adjacent clearing.
  • Battle — initiate combat in any clearing where you have warriors. You may declare Looter before rolling: if you do, deal no rolled hits but take one item from the defender's Crafted Items box if you rule the clearing at battle's end.
  • Place Stronghold — spend a card matching a clearing's suit to place a stronghold in that clearing, which you must currently rule.
  • Hint Your Command value starts at 1 and rises as boots, sacks, and coins fill the Command track of your Hoard. Prioritize gaining Command-type items early — each extra action per turn compounds dramatically across a full game.
  • Hint Declaring Looter means you deal zero rolled hits in that battle. Only use it when you are confident your bonus hits (from moods like Wrathful) or raw warrior numbers will win the clearing anyway. Against heavily crafted factions the item gain is usually worth it.

Advance the Warlord

Take up to a number of actions equal to your current Prowess value. Each action: move your Warlord with any number of warriors to an adjacent clearing, then immediately battle in that clearing. The Warlord must be on the map to take this action.

If your current mood is Grandiose, take these actions before Command the Hundreds instead of after.

  • Hint Each Advance action is a move-and-battle pair. You cannot move the Warlord without fighting, and you cannot fight without moving it. The Warlord is an offensive tool, not a piece you park defensively.
  • Hint If your mood is Relentless and you both move and fight in a single Advance action, you earn a free extra move or battle in the same Advance. This can let the Warlord cover unexpected distance or clear a clearing a second time in one action.

Evening

Incite

Spend any number of cards. For each card spent, place one mob token in any clearing that matches the spent card's suit, currently has at least one of your warriors, and does not already have a mob token.

If your mood is Jubilant and you Incite in the Warlord's clearing, roll the mob die up to four additional times after placing that mob token; place a new mob token in the matching adjacent clearing each time (if possible).

  • Hint Mobs you place tonight raze enemy pieces next Birdsong. Think two turns ahead: Incite in clearings where enemies are building or consolidating, not clearings you already own cleanly.
  • Hint You can only place a mob token in a clearing where you already have warriors present. If you have no warriors in a clearing, move some there before Evening or you cannot Incite there.

Oppress (Score VP)

Count the number of clearings you currently rule that contain at least one of your pieces and zero enemy pieces — no enemy warriors, no enemy buildings, no enemy tokens. Then score victory points from the Oppress track:

1 or 2 such clearings: score 1 VP 3 or 4 such clearings: score 2 VP 5 such clearings: score 3 VP 6 or more such clearings: score 4 VP

  • Hint A single enemy warrior in a clearing you rule drops that clearing off your Oppress count entirely. Before Evening, use your remaining Command actions or Advance the Warlord to evict stragglers from clearings you intend to count.

Draw and Discard

Draw one card. If your mood is Rowdy, draw one extra card instead (or two extra if the Warlord's clearing has three or more enemy pieces). Then discard any cards of your choice until you hold five cards or fewer.

  • Hint Incite spends cards, so hand size is a real constraint. Rowdy mood is strongest when you are trying to place many mob tokens — the extra draw directly fuels your Evening Incite the following turn.