Armies from different Realms teleport through mystical Portals to battle for dominance and plunder resources across the contested lands.
Blood & Banners is a hex-based tactical miniature battle game featuring 3D terrain and miniatures for players and NPCs.
Setup
Terrain Setup
Set up terrain using a specific scenario or build an interesting custom map.
Initiative & Selection (Vanilla PVP)
Each player rolls a D20 to determine initiative. The player with the higher number chooses first. Players then take turns (in reverse initiative order) choosing:
Who goes first in the actual game
Starting/home position
Hero selection (1 per player)
Army selection (1 pre-built army per player)
Note: Any Hero can lead any Army.
Setup (Co-op Mode)
The Void Lord places all monsters and special items on the map. Other players then take turns picking:
Two Heroes (per player)
One Army (per player)
All hero players start in the same position.
Initiative & Selection (Battle Royale)
The DM sets up monsters and terrain. Other players roll a D20 for initiative, then take turns choosing:
Two Heroes (per player)
One Army (per player)
Starting position
Who goes first in gameplay
Starting Placement
Each player has a Home hex with a Portal. Place units as follows:
First 4 units: Place in the 4 hexes adjacent to Portal closest to opponent
Remaining units: Place adjacent to already-placed units
Victory Conditions
Vanilla PVP Victory
Win Condition: One player wins when all of the other player's units are defeated.
Co-op Mode Victory
Hero Players Win: If the players destroy the Void Portal before all their Heroes are destroyed
Void Lord Wins: If all Heroes from all hero players are defeated
Battle Royale Victory
Player Wins: When reaching a set number of points, or when annihilating all other players
Objectives: Defeat opponents' Heroes, defeat Boss monsters, capture Terrain Objects, bonus for capturing all of certain types
DM Note: The DM cannot win
Turn Structure
Unit Activation (Vanilla PVP)
Each round, a player activates 4 units:
If Hero is alive: May activate Hero + 3 other units. They can be activated in any order
If Hero is defeated: Activate any 4 units
If fewer than 4 units remain: Activate each unit one time
Unit Activation (Co-op Mode)
Players alternate turns with the Void Lord:
Hero Player Turn: Activate both Heroes + 3 additional units
Void Lord Turn: Activates 5 units, responding to and focusing on the Hero player who just went
Non-Hero Units: May respawn during the main phase. Players can use one activation to revive a defeated unit at the spawn point
Unit Activation (Battle Royale)
Players alternate taking turns, followed by a DM response turn:
Player Turn: Activate 2 Heroes + 3 additional units
DM Turn: Activates up to 5 units only in the same general area and in view of the current player's units. DM prioritizes the active player and only attacks other players if they block the way
DM Flexibility: The DM may reactivate units from previous turns if multiple players are in the area
Action Sequence
Activate each unit one at a time. A unit makes all of its actions before activating the next unit
Each activated unit may: Move then Attack (in that order)
If a unit has special Attacks, they may choose to use one special attack instead of their normal attack
If a unit has special Abilities, they may choose to use each special ability once per turn at any time during your turn. You may not use Abilities during other players turns. Only units that were activated may use any of their Abilities this turn
If a unit has an Essence, that takes effect no matter whose turn it is and whether or not that unit was activated
Movement
Basic Movement
Move up to unit's Move score (in hexes)
May move less or remain still
Vertical Movement
May move up or down 1 level per horizontal hex
Cannot move between hexes with 2+ level difference
Moving through Water
A unit's movement ends once stepping into water, even if they have additional movement steps
Stepping out of water takes an additional step, and is considered an additional level up. (A normal unit cannot step from water direclty onto a hill)
A unit in water gets -1 Power
Moving on Ice
Ice is slippery. Once a unit steps onto ice, they become Unsteady and begin Slipping.
Unsteady: A unit that is slipping on ice gets -1 Power. They remain Unsteady as long as they are on the ice, even if their movement stops. If a unit is Unsteady (but not Slipping) and is engaged in combat with a unit that is not Unsteady or Slipping, the Unsteady unit does not get to take a free disengagement attack if the stable unit leaves combat.
Slipping: When a unit is slipping, they must take their full movement each turn, and they cannot change directions.
A slipping character does not get enganged in combat if they slide adjacent to another unit. If their movement gets stopped (so no longer Slipping) while adjacent to another unit, then they are engaged.
If a unit is Slipping and moving, and their next step would land them on a different vertical level or on the same hex as another unit, there is a colision:
If a unit collides with an enemy unit, their movement stops before stepping onto the already-occupied hex, and they are no longer Slipping or moving, but will still be unstead. Both units take one attack die of damage with no defence roll.
If a unit is about to collide with or step through a friendly unit, they may choose to:
Continue movement like normal. If the unit has enough movement and there is space on the other side of the colliding unit, the original unit may continue their movement like normal stepping onto the occupied hex and then continuing onto the next hex.
Stop their movement before stepping onto the occupied space. Neither unit takes any damage. The unit that was in the process of moving is no longer Slipping or moving. Their movement ends for the turn. They are still Unsteady.
Use the other unit to swing the moving unit in another direction.Step onto the occupied hex and then step to any adjacent square. The original unit is still Slipping, but is now moving in that direction instead.
If a unit is about to move onto a hex that is a higher elevation than their current hex, their movement stops on the lower hex, and they are no longer Slipping. They are still Unsteady. A unit may not climb up elevation from one icy hex to another. They may climb up one level of elevation if the higher hex is not ice.
If a unit is about to move onto a hex that is a lower elevation than their current hex, they fall onto the lower tile and continue Slipping. Take one Attack die of damage for each level of elevation dropped, with no Defense roll. If the lower tile is icy, continue Slipping in the same direction. If the lower tile is not icy, the unit's movement ends for the turn, and they are no longer Slipping or Unsteady.
A unit may not step onto an icy hex if it is higher elevation than their current hex.
Flying
Flying characters may ignore water and ice movement penalties.
Flying characters may move up 2 levels difference, and down any number of levels difference.
Melee Engagement
Units are "engaged in melee combat" when adjacent to each other and within 1 level of vertical height difference.
Disengagement Penalty
If a unit moves away from melee combat, the opposing unit gets a free attack:
Power 1 (regardless of attacker's actual Power)
No defense roll allowed (automatic hit)
Unit Conditions
Poison
If a unit steps in poison, their movement ends. Each turn they are in poison, they get poisoned.
Take one attack die of poison damage.
The unit stays poisoned when leaving poison, and continues to make a roll every turn.
Any swords rolled are damage (no defense roll).
If you roll a shield, you are unpoisoned (unless still in the poison).
Unsteady
A unit that is slipping on ice gets -1 Power. They remain Unsteady as long as they are on the ice, even if their movement stops. If a unit is Unsteady (but not Slipping) and is engaged in combat with a unit that is not Unsteady or Slipping, the Unsteady unit does not get to take a free disengagement attack if the stable unit leaves combat.
Slipping
When a unit is slipping, they must take their full movement each turn, and they cannot change directions.
A slipping character does not get enganged in combat if they slide adjacent to another unit. If their movement gets stopped (so no longer Slipping) while adjacent to another unit, then they are engaged.
If a unit is Slipping and moving, and their next step would land them on a different vertical level or on the same hex as another unit, there is a colision:
If a unit collides with an enemy unit, their movement stops before stepping onto the already-occupied hex, and they are no longer Slipping or moving, but will still be unstead. Both units take one attack die of damage with no defence roll.
If a unit is about to collide with or step through a friendly unit, they may choose to:
Continue movement like normal. If the unit has enough movement and there is space on the other side of the colliding unit, the original unit may continue their movement like normal stepping onto the occupied hex and then continuing onto the next hex.
Stop their movement before stepping onto the occupied space. Neither unit takes any damage. The unit that was in the process of moving is no longer Slipping or moving. Their movement ends for the turn. They are still Unsteady.
Use the other unit to swing the moving unit in another direction.Step onto the occupied hex and then step to any adjacent square. The original unit is still Slipping, but is now moving in that direction instead.
If a unit is about to move onto a hex that is a higher elevation than their current hex, their movement stops on the lower hex, and they are no longer Slipping. They are still Unsteady. A unit may not climb up elevation from one icy hex to another. They may climb up one level of elevation if the higher hex is not ice.
If a unit is about to move onto a hex that is a lower elevation than their current hex, they fall onto the lower tile and continue Slipping. Take one Attack die of damage for each level of elevation dropped, with no Defense roll. If the lower tile is icy, continue Slipping in the same direction. If the lower tile is not icy, the unit's movement ends for the turn, and they are no longer Slipping or Unsteady.
A unit may not step onto an icy hex if it is higher elevation than their current hex.
Stunned
A stunned unit suffers the following effects until the end of their next activation:
Cannot move
Cannot make disengagement attacks if an enemy moves away from melee combat
Gets -2 Power
Combat
Attack Range & Line of Sight
May attack any unit within Range score (in hexes)
Requires clear line of sight
Terrain and units can block line of sight
Cannot attack directly through a unit in straight line
Can attack around or between 2 units if space exists and Range permits
Attack Resolution
Attacker rolls: Number of dice = Power stat, count Sword faces
Defender rolls: Number of dice = Defense stat, count Shield faces
Units that are defeated are removed from the board permanently. Units may not respawn.
Unit Respawning (Co-op Mode)
Non-Hero units may respawn during the main phase of the game (before the Void Portal appears). On each player's turn, they may use one of their unit activations to revive a defeated unit at the spawn point.
Unit Defeat (Battle Royale)
Units that are defeated are removed from the board. Only units can be defeated - heroes cannot be permanently eliminated during battle (though all heroes being defeated causes the player to lose).
Unit Statistics
Core Stats
🏃 Move: Maximum hexes the unit can move per activation
🏹 Range: Maximum attack distance in hexes
⚔️ Power: Number of dice rolled when attacking
🛡️ Defense: Number of dice rolled when defending
❤️ HP: Health Points - wounds needed to defeat the unit
Terrain Objects
Capturing Objects
Special objects are scattered throughout the battlefield. A unit captures a Terrain Object by moving onto its hex. Once captured, the controlling player gains the object's benefits immediately.
Object Benefits
Each object provides a specific benefit to its controlling player:
Fire Crystal (Lava Biome): +2 Power when attacking Forest biome creatures
Forest Crystal (Forest Biome): +4 Defense when defending against Water attacks
Water Crystal (River Biome): +1 Power when attacking Lava or Fire biome creatures. +2 Defense when defending against Fire attacks
Losing Control
If a unit controlling an object is defeated or moves away from the object's hex, that player loses the object's benefits. The object remains on the battlefield until captured by another unit.
Special objects are scattered throughout the battlefield. A player may capture an object by moving a unit onto an adjacent hex. If there are no enemy units adjacent to the object or the capturing unit, that unit now controls the object. The capturing player gains the benefits of the object immediately. That player now controls the object as long as they have a friendly unit adjacent to the object.
Vanilla PVP
Two players battle each other with no NPCs in a classic head-to-head tactical confrontation.
Purpose
Two players battle each other with no NPCs. Units may not respawn. One player wins when the other player's units are all defeated.
Setup
Determine Initiative: Each player rolls a D20. The player with the higher number chooses first.
Selection Phase: Players take turns (in reverse initiative order) picking:
Who goes first in the game
Which Hero (1 per player)
Which Army (1 per player)
Position on the map
Unit Placement: Each player places their units according to standard starting placement rules (see Core Rules - Setup section).
Gameplay
Players take turns activating their Hero and three other units each turn. On each turn, players may:
Activate their Hero (if alive) + 3 other units, or
Activate any 4 units (if Hero is defeated), or
Activate each remaining unit once (if fewer than 4 units remain)
Units that are defeated are removed from the board. Units may not respawn.
Victory Condition
One player wins when all of the other player's units are defeated.
Co-op Mode
Multiple hero players unite against the Void Lord, fighting to capture magical fountains and destroy the Void Portal before their heroes are overwhelmed.
Players
The Void Lord: One player who controls all monsters on the map
Hero Players: Any number of other players who each control heroes trying to stop the Void Lord's invasion
Setup
Void Lord's Placement: The Void Lord places all monsters and special items onto the map
Hero Players' Selection: Other players take turns picking Heroes and Armies. Each hero player controls:
Two Heroes
One Army
Starting Position: All hero players start in the same position
Gameplay - Turn Order
Players alternate turns with the Void Lord in the order they were selected. The Void Lord takes a turn after each hero player's turn.
Example Turn Sequence:
Player 1 activates both heroes and 3 additional units
Void Lord takes a turn with 5 units (responding to Player 1's turn)
Player 2 activates both heroes and 3 additional units
Void Lord takes another turn with 5 units (focusing on Player 2's units, not Player 1's)
Pattern repeats...
Void Lord Strategy
The Void Lord should respond to the player who just completed their turn, playing units that will attack that player or setting up additional units against them. The Void Lord should not activate monsters that were activated on his previous turn, unless they are threatened by both players' units.
Unit Respawning
Non-Hero units may respawn during the main phase of the game (before the Void Portal appears). On each player's turn, they may use one of their unit activations to revive a defeated unit at the spawn point. This uses that unit's entire turn and they may not move, attack, or use abilities.
Objectives - Hero Players
Hero players are trying to conquer the entire map and prevent the rise of the Void Lord.
Fountain Control: There are three fountains on the map. When all three are captured by the hero players, their starting portal is replaced by the Void Portal.
Final Objective: The players must then return to destroy the Void Portal.
Victory Condition: If the players destroy the Void Portal before all their Heroes are destroyed, the Players win.
Objectives - Void Lord
The Void Lord is trying to destroy the hero players.
Victory Condition: If all Heroes from all hero players are defeated, the Void Lord wins.
Battle Royale
Multiple players compete for control of the map and dominance, while a Dungeon Master mettles with their plans.
Players
Dungeon Master: One player who controls all monsters and NPCs on the map. Monsters should remain passive until player units attack or threaten them.
Competing Players: The remaining players each compete with each other for control of the map
Setup
DM's Preparation: The DM player sets up the monsters and terrain objects on the map
Player Initiative: The remaining players roll a D20 for initiative
Player Selection: Players then take turns (in initiative order) choosing:
2 Heroes
1 Army
Starting position
Who goes first in gameplay
Gameplay - Turn Order
Players alternate taking turns, followed by a response turn from the DM.
Example Turn Sequence:
Player 1 takes a turn with 2 heroes and 3 additional units
DM takes a turn responding to Player 1's units, activating up to 5 units
Player 2 takes a turn with 2 heroes and 3 additional units
DM takes a turn responding to Player 2's units, activating up to 5 units
Pattern repeats with all remaining players...
DM Strategy
Activation Focus: The DM should only activate units that are in the same general area and in view of the current player's units
Targeting Priority: The DM should prioritize the current player's units, and only attack other players if they are in the way of getting to the active player
Flexible Response: The DM may choose to activate units that just took a turn (in response to a previous player) if both the previous player's units and the current player's units are in the general area of that monster
Objectives and Scoring
Players compete to reach a set number of points or annihilate all other players. Points are awarded for:
Defeating another Hero
Defeating a Boss Monster
Capturing a Terrain Object
Bonus points for capturing all terrain objects of a certain type
Additional objectives and point values to be determined (TBD) based on map setup
Victory Conditions
Player Victory: A player wins when reaching a set number of points, or when annihilating all other players