FREQUENTLY ASKED QUESTIONS
This is the section in which you can find answers to many of the doubts you might have while playing Warmonger.

GENERAL
Q. There are plenty of things that must be done “At the beginning of the Turn”. Which is the exact order to sort them all out?
A. The initial sequence for a Turn is sorted out as follows:
- 1. Roll on the Dark Forces table and apply the effects.
- 2. Compulsory/random Movements (for example, any Beast that remains in play).
- 3. Special rules for the scenario (for example, meteor impacts, cave-ins, etc).
- 4. Both players play their Runes of Doom.
- 5. Declaration of intention of changing Agilities in any miniature.
- 6. First Agility round and start of the game itself.
If both players want to declare one of these points and it is important to determine who does so first, the tie can be broken by rolling a die.
Q. The effects of a Sorcerer’s familiar are considered Spells, for example, when using the Arcane void upgrade for a Hero?
A. No, unless clearly stated that they cast a Spell (Magic and Vengeance).
Q. The Leader special ability allowing them to give orders to an allied miniature in a 15 cm radius, allows them to give orders to already activated miniatures in that Turn?
A. Yes. That ability basically allows an ally to act outside their usual Agility round, so it doesn’t matter if they do it before or after their regular activation round.
Q. In the Prophecies of the Living Skull scenario, can you make an unlimited number of offerings at altars to gain their benefit each Turn?
A. No. Once the first offering of each Turn has been made at an altar, it is considered “activated” and cannot accept any more.
Q. When the “Resurrection” Rune of Doom is played, does the miniature count as Downed to generate Fear? Does the miniature return to the same state it was in before being Downed (aside from the attribute losses listed on the card)?
A. The miniature dies, and therefore generates Fear among nearby allies. And if it is the Leader, among the entire warband. It also grants Victory points for Runes of Doom saying so: for example, if your Leader is Downed and “Cut the head” is cast, the opponent will gain the 3 VP even if the miniature is later resurrected.
The miniature will return exactly as it was (with its Fear markers, benefits such as those from Eaters of the Dead sacrifices, loss of Toughness from having suffered Spells like Drain Life, objectives it was carrying, Actions used so far, etc).
Q. When the “Counterspell” Rune of Doom is played, you must roll in the Perils of Sorcery table?
A. Yes. That card only allows you to cast a Spell without spending an Action or Fate Points, but all other rules apply (like causing Fear in a radius, or rolling in the Perils of Sorcery table).
Q. With the “Symbiosis” Rune of Doom, all types of troops can interact with or control objectives during that turn. If a mini that normally cannot carry an objective is carrying one thanks to Symbiosis, what happens to that objective at the end of the turn?
In that case, the objective would fall to the ground, since that mini will not be able to carry the objective in other turns.
Q. Can the “Step Aside” Rune of Doom be used on a miniature already engaged in close combat?
A. That was never the rulemaker’s intention, but their will is as changeable and fleeting as the flight of a dragonfly in a storm.
Q. If a miniature fails its Courage check against a creature with the Horrifying presence upgrade, does it lose its Action and the Destiny Points associated with it?
A. No. That check is made before the Action is performed, so neither the Action nor the necessary Destiny Points are spent. Nor is the player required to perform another Action in its place if they do not wish to.
Q. Can a miniature be affected by poison multiple times from different hits or effects?
A. No. Once a miniature is poisoned, any subsequent hits or effects do not increase the severity or intensity of the poison. The next time it is activated, it must make an Attribute roll to see if it can shake off the effect; if successful, the poison is completely removed. If two effects apply Poison with different Strengths, the Attribute roll must be made against the higher Strength.
Q. A miniature is bound in life to another by the Bond Spell. Is the second miniature Slain if the first flees the table? Does the second miniature grant the same points as the first if, for example, the Giant-Slayer Rune of Doom is played on it, or does it generate additional Fear if the Brutal trait is used?
A. No and no. The bond only links their life and death. If one of them flees the table the bond will break, freeing the other. Similarly, cards, effects, or traits that trigger special effects on the Downed miniature or grant additional Victory Points for its death do not “transfer” to the other, which simply dies because its life threads are bound together.
DEMONS
Q. The S3 Impact after Downing a Demon is only suffered by Creatures in contact?
A. No, that’s a mistake in the rulebook writing. It should read all miniatures in contact, instead of creatures.
EATERS OF THE DEAD
P. How do you figure out the special rule to sacrifice a Downed miniature if the opponent plays the Resurrection Rune of doom?
R. The Rune of doom goes first, as you have to play it right away as the Downed marker is created and right after applying the consequences (Fear radius, etc). In that case, the Downed miniature would come back to life immediately and would not be eligible for this faction’s special rule.
SJEVERNI
Q. The 10 cm raise in the maximum range for shooting also affects spells?
A. Yes, for example the spell Thorns would move from range 15/30/45 cm to range 15/30/55 cm.
Q. And modified by Gust?
R. The Sjeverni racial trait is applied after any other modifier, son in this case the same Thorns spell would have a range of 30/60/90 cm because of Gust and 30/60/100 cm after adding the Sjeverni special rule.


