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CONTENTS
THE GNARLWOOD. Move Action..
?The Hungry Forest Attack Action,
A Living Labyrinth... Combat Sequence .
The Doomof Beastgrave .
Support.
?The Gnarlspirit Pack, Damage.
?The Sons
of Velmorn Heal...
Out of Actiot
I N T R O D U C T I O N .. Attack Action Keywords .

A i mo f the Game. Guard Action


Core Set C o n t e n t s. Charge Action.
Warbands.. Spells...
Fighter Cards. Power Step
Traits.. Modifiers .

The Decks . Scatter...


?The Battlefield . . . . . . - . . . 0 . 0 . 0 0 . . . :e0ece 20 Reactions .

PLAYING THE G A M E . . . . . . . 22 END PHASE. teen 44


Game S e q u e n c e . . . 122
Reveal Your Warbands. 22 PLAY O N2 . 0 . . . c e c e e e e t e n t eeee 4 5
Place the Boards ., 122 Rounds 2 a n d 3 . . . . . . . . 0 0 c cece
c c c e e 45
Place Feature Tokens +24
Draw Cards . . . . 225 MULTIPLAYER GAMES . . . . . . . . 2 . . 0 0 8 46
Place the Fighters .
GLOSSARY.
ACTION PHASE « 0 . 0 .ccc
0 e cereeee
6 . . . The Environs o f the Root-halls -55.
Steps ofa Turn. .
Activation Step . R E F E R E N C E . . . . . . . . . . 0 0 0 0 0 0 0 5 sees 5 6

? :

P R O D U C E D BY T H E W A R H A M M E R S T U D I O
With thanks to the Godbeasts and the Katophrane Relics for
their additional playtesting services
Warhammer Underworlds: Gnarlwond © Capyright Games Workshop 222, Warhammer Underworlds: Gnarwsed, GW, Games Workshap, Warhammer,

the winged hammer? Warhammer loge, Warhammer Age ofSigmar Eiernals, and al? assoxtated logos, Mustrations.
¢
wes, creatures, FACES,
vehicles, ocallons, weapons, characters, and thedistinctive lkenerses the

cither ® or a n d ©
theworld. Allre f Games
o r Workshop| inte
TM,
bly registered around
Rights Reserved,

No part ofthis publication may be reproduced, stored in a cetricval system or Iransmitud in any form or hy any meats, eleetenie, mechankcat, pholacapying,
recording ot otherwise, without the priae permission of the pablishers.
?Thisis a workoffiction, All the characters and events porlrayed in this book are and any resemblance tocealpeopleor incidents x purely coineulental
fctian al,
British Cataloguing-in-Publicatian Data, A
catalogue recond for tts book 4s avaHloble fromm the Write Library. Picturesweed for Mustrative puryses woly.

Certain Citedlel products may be dangerous used


if incorrecdly. an Gaines Workshop des not recammend them for use by chiklren under Ihe ageof 16 wuthout adult
supervision. Whatever your age.be careful when using ghies, hladed equnpment and sprays. aed make sure hat you read andfollaw the insteuelinng
onthe packaging

Games Workshop Limited, Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom
>
WaRHAMMERCOM
A TIME OF SAVAGERY AND BLOODSHED HAS COME UPON THE
M o r r a t REALMS. AN AGE OF RED-TOOTHED FURY, BEHOLDEN ~

TO NO LAWS BUT THOSE OF THE MERCILESS WILD.

THE ERA OF THE BEAST.

T H E I M M E N S E P R E D A T O R - M O U N T A I N K N O W N AS T H E
B E A S T G R A V E H A S BEEN S H A T T E R E D , P U L L E D A P A R T BY G O D -
S U M M O N E D MAGICS ? ITS DEMISE SURELY H A S T E N E D BY T H E ?

WARRING PACTIONS FIGHTING T H E I R BLOODY SKIRMISHES


W I T H I N ITS ROCKY ENNARDS. M A N Y OF THESE WARBANDS
PERISHED ALONG W I T H T H E I R PRISON, BUT OTHERS YET
ENDURE; THEI R BLOODY STRUGGLE FOR SURVIVAL AND
DOMINANCE GOES ON.

I N ITS D E A T H T H R O E S , T H E G R E A T E D I F I C E R E V E A L E D
ANCIENT TUNNELS LONG-FORGOTTEN ~ REALM-SPANNING
PASSAGEWAYS T H A T A L L O W E D A F O R T U N A T E FEW T O ESCAPE
T H E C A T A C L Y S M I C D E A T H OF T H E B E A S T G R A V E , A N D E N T E R A
NEW A N D EQUALLY FEARSOME ENVIRONMENT; THE TANGLED
UNDERWORLDS T H A T RUN FAR B E N E A T H T H E RAVENOUS
FOREST K N O W N AS T H E G N A R L W O O D .

T H E S E L A B Y R I N T H I N E R O O T - H A L L S , F A S H I O N E D FROM T H E
G A R G A N T - S I Z E D R O O T S OF C A R N I V O R O U S T R E E S , A R E H O M E
TO A L L M A N N E R OF F L E S H - E A T I N G B E A S T S . G I B B E R I N G
M O N S T E R S S L I T H E R I N P O O L S OF F O E T I D S W A M P W A T E R ,
W H I L E SERPENTINE HORRORS W I N D T H E I R WAY THROUGH
T H E U N D E R G R O W T H T O W A R D S T H E I R UNSUSPECTING PREY,
E V E N T H E F L O R A H E R E IS M O R E B E A S T T H A N P L A N T ; T H E
R E L E N T L E S S F E R O C I T Y OF G H U R T W I S T S E V E R Y L I V I N G E N T I T Y
I N T O A C A R N I V O R O U S M O N S T E R , POSSESSED OF N O D E S I R E
B E Y O N D T H E N E E D TO R I P A N D T E A R I T S V I C T I M S TO S H R E D S .

A N D YET, EVEN I N T H I S N I G H T M A R I S H L I V I N G L A B Y R I N T H ,
T H E R E A R E I N C R E D I B L E SECRETS T O U N C O V E R ; T H E
S H A T T E R E D H A L L S OF A S T A R - B O R N E V E S S E L , F I L L E D W I T H
C O S M I C S E C R E T S B E Y O N D I M A G I N I N G , A N D R E L I C S OF
L O N G - L O S T C I V I L I S A T I O N S , B U R I E D FOR C E N T U R I E S I N M U D
A N D BLOOD.

SUCH WONDERS M I G H T TRANSFORM A WARRIOR INTO A LIVING


L E G E N D , O R F O R E V E R C H A N G E T H E B A L A N C E OF T H E G R E A T
WARS T H A T RAVAGE T H E M O R T A L R E A L M S . Y E T L A Y I N G C L A I M
T O T H E M W I L L BE N O S I M P L E T A S K , F O R T H E G N A R L W O O D D O E S
N O T G L A D L Y G I V E UP I T S S E C R E T S , A N D T H E W I N D I N G T U N N E L S
OF I T S R O O T - H A L L S A R E H O M E T O T H E M O U L D E R I N G B O N E S OF
A THOUSAND DOOMED ADVENTURERS.
a r
ee

o A ,
A C T I V A T I O N STEP

You will use most of your activation steps to activate your ?You can instead use an activation step to make a player
fighters. When you activate a fighter they make an action.
action, These don't involve your fighters - instead, these
Doing so uses one of your four activations for the phase. All actions allow a player to do something. Doing so uses one
fighters can make the following actions:
of your four activations for the phase. Players can make the
following actions:
* Move (see below)
+ Attack (pg 30) «
Draw a power card
« Guard (pg 36) +
Discard an objective card and then draw an objective card
« Charge (pg 36) + Pass (forfeit an activation)

Other actions fighters can make may be found on fighter and It can be easy to lose track of how many
upgrade cards,
activations you've taken in the heat of battle! This
is why each player has four activation tokens.
Each time you take an activation, flip one of the
tokens over.

MOVE ACTION
?When one of your fighters makes a Move action, you move them into an adjacent empty hex a number of times up to their Move
characteristic. This is found on their fighter card (pg 15). The move can be in any direction. When a fighter completes a Move
action, give that fighter a Move token (see opposite).

A fighter with one or more Move tokens cannot make a


Charge action.

A fighter?s position on the battlefield sometimes changes


without them taking a Move action (e.g. when they are pushed,
see opposite) - when this happens, do not give that fighter a
Move token,

N i e m i
In this diagram, Sarrakkar w o u l d need a Move characteristico f
at least 2 to move to hexA , at least 3 to move to hex B, and a t
least 4 to move to hex C.

t e e e a

? : e e n )

? A D V A N C E D RULES
] & MOVE ACTION

! A fighter that makes a Move action cannot end their Move action in the hex they started the Move action in.

Whenever a fighter makes a Move action, except as part ofa Charge action (pg 36), give that fighter one Move token, even i f
t h a t fighter was not activated to make that Move action.

nae c e ee m e l
PLAY ON

ROUNDS 2 AND 3
Round 2 works i n the same way as round | - simply return to page 26 and play t h r o u g h another action phase and another
end phase.

The action phase of round 3 works in the same way as rounds | and 2. However, when you get to the end phase of round 3, each
player only plays the frst step of the end phase, scoring any objective cards whose conditions have been met in the same way as
in the other end phases. You do not discard cards, play upgrade cards or draw cards. The 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
cuncslll) Sins

only one player has one or more surviving fighters, that player Nn Hin deng

wins, If each player has one or more surviving fighters, whoever S y , Lo |


is holding the highest number of objectives wins. If there is still
atie, the game is a draw. Satis
f e v
DAs
ACTION PHASE |;B OUNTY
A t the start o f the action phase, the players roll off. The player Whenaf i g h t e r is taken out o f action, o n l y the player whose
w h o finished placing their warband first adds one ?{ to this rol]
w a r b a n d took them out of action gains a bounty. I f a fighter
i n r o u n d 1. W h o e v e r wins decides w h i c h p l a y e ris first to take a
is taken out of action by damage not caused by a warband, for
t u r n i n that action phase.
example by a lethal hex, no player gains a bounty. A player
cannot gain a bounty for taking their own fighter out of action.
Players take i t in turns to take a turn, starting with the player
chosen as described above and proceedingin order of play
from there. P O W E R STEP
After a player's activation step, it is time for that player's power
step. U n l i k ein a two-player game of Warhammer Underworlds,
G A M E SEQUENCE ina three- or four-player game the only players that take part in
?The number of turns each player takesin a roundis determined a
player's power step are that player and the player w h ois next
by the number of players:
in order of play( i f t h i sis the last turn in the round, indude the
player whose turn would be neat i f there was another turn).
I f you are playing a three-player game, each player takes three ?Those players alternate playing a power card, delving a feature
turns i n each round,
token or passing (saying ?pass?), starting with the player whose
turn it is. Any number of power cards can be played in each
Ifyou are playing a four-player game, each player takes four
power step, but once bath players pass in succession, the power
turns in each round. step ends and the next turn begins.

T E R h caren. Hey g p a

SUPPORTING FIGHTERS
When working o u t w h ois supporting a f i g h t e ri n a
multiplayer game, the rules w o r k exactly the same. In
effect, you w i l lignore all fighters f r o m warbands that are
neither altacking nor the target of the attack.

In this diagram, Gorl (A) can attack three enemies. When


resolving an A t t a c k action against Thain (D), Kheira
(B) supports Gort, but Velmorn (C) and Sir Jedran (2)
arefrom different Sons of Velmorn warbands and do fl

not support Thain. Similarly, when resolving an Attack '

action against Velmorn or Sir Jedran, Gorl doesn?t have to


w o r r y about the other enemyfighters, as they all are f r o m '
different warbands. ?

.
a
O N E R E A C T I O N PER END PHASE
R E A C T I O N STEP ?Theplayers take it in turns to follow the sequenceo f the end
In some situations more t h a n one reaction could be used i n the phase (pg 44) in order of play, starting with the player who took
same reaction step ~ most often this w i l l be after an action o r the first activation this round,
activation step. However, each player can o n l y play one reaction
i n each reaction step.
ROUND 2
I f more than one player wants to play a reaction in the same If you are playing a three-player game, play this round in the
step, they take it in turns building a reaction chain (see below). same way as round 1.

?The player whose turn it is goes first, and then the other players

in order of play. If the reaction happens outside of any player?s Ifyou are playing a four-player game, skip this round,
turn, roll-off, and the winner of the roll-off chooses who
goes first.
ROUND 3
?Theaction phase of round 3 works in the same way as round 1.
REACTION CHAINS However, when you get to the end phase of round 3, each player
Whena player uses a reaction, they start a reaction chain. only plays the first step of the end phase, scoring any objective
When they do s0, in order of play, each other player can pass cards whose conditions have been met in the same way asin
{saying ?pass?), or they can add one reaction to the chain, which the other end phases. You do not discard cards, play upgrade
must share the same reaction step as the original reaction, cards or draw cards. The third round then ends, and then the
For example, after an activation i f a player plays an ?after an game ends,
activation? reaction, the other players could each play an ?after
an activation? reaction. Those reactions w o u l d f o r m a chain.
VICTORY
Once each player has added a reaction to the chain or passed, Whichever player has the highest n u m b e r o f g l o r y points at the
the chain is resolved in the order in which it was built. The endof r o u n d 3 is the winner. I f t w o or more players are tied for
second and subsequent reactions in the chain can only be the highest n u m b e r of points, the w i n n e r is the tied player w i t h
resolved i f the state of play still allows it. Gambit reactions that fighters stil] on the battlefield. If there are s t i l l fighters f r o m
cannot be resolved ate discarded, andi f an upgrade would have more than one of these warbands on the battlefield, whichever
been broken i f its reaction had been resolved, it is still broken. tied player is holding the highest n u m b e r of objectives at t h e
endo f the game wins. I f there is still a tie, the game is a d r a w
between those players, and the other players lose the game.
5
sa _
P y

COMBAT SEQUENCE
1
- Declare Attack action Artack DEPENCE ?Miss -~ Attack action
(choose an Attack ROLL ROLE fails
action anda target) x T s
. 8 - End sequence
v ¢ J c r r ? e v e r r n
Mf Draw- Attack ? ? ? 4 ? _ _ _
2- Attack roll e action fails r*[ 77 - Drive back
b
F O ays wo
f
3 - Defence roll 4 ? o i They are not ?They ate

O gae i Is the target trapped?


thy eee
t :
,
| 4- Determine success by i v Yes
Y
*. |] psuccesses:
( c o myour a r e v x 6- Checki f the target
toyour opponent?) y Hr -succeeds
Attack action is taken out
w o ,
of action
N %
p

o w Critical hit instead if


. srewesses
, ?success a y iya LH | attacker rolled one or
a
¢

ha a iib t I more 2 Deal

&
-
i f Critical success ie P| 5 Deal damage

T U R N SEQUENCE
REACTION STEP (0)

E S T E P
INSPIRE STEP t

SURGE STEP
L e e
A C T I V A T I O N STEP

REACTION STEP (4)


v
I N S P I R E STEP

SURGE STEP

P O W E R STEP

R E A C T I O N STEP ( 0 )

S o e INSPIRE STEP
¥
SURGE STEP

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