Hireling Manager

Manage neutral factions and their control markers

Available Hirelings (16)

Hireling Markers

A game uses exactly three hirelings. Hireling markers sit on the 4, 8 and 12 spaces of the score track. When your score marker enters one of these spaces, take the marker and, at the end of your turn, take any hireling card from the supply and roll for control.

Forest Patrol

Marauder Expansion · Forest Patrol / Feline Physicians (D)

Setup: Place a Patrol warrior in each clearing.

Ability

Whenever any Patrol warriors are removed, place one of them on this card, not in the supply.

Once per Daylight

You may move, and then you may battle. OR: Place all Patrol warriors from this card into a clearing with any Patrol warriors.

Law: Appendix H

Last Dynasty

Marauder Expansion · Last Dynasty / Bluebird Nobles (D)

Setup: Place all 5 Dynasty warriors in a clearing on the map edge.

Once per Daylight

If no Dynasty warriors are on the map, place all 5 Dynasty warriors in any edge clearing and battle there. OR: If they rule their clearing, move all their warriors and then battle with them if able. OR: If they do not rule their clearing, battle there twice.

Law: Appendix H

Spring Uprising

Marauder Expansion · Spring Uprising / Rabbit Scouts (D)

Setup: Roll the uprising die twice and place an Uprising warrior in matching clearings.

When hired

If no Uprising warriors are on the map, roll the uprising die and place an Uprising warrior in a matching clearing.

Ability

To battle the Uprising, the attacker must discard a card matching the battle clearing.

Start of Birdsong

1st: You must roll the uprising die. 2nd: You must remove an Uprising warrior and all enemy pieces from a matching clearing. OR: You must place an Uprising warrior in a matching clearing.

Law: Appendix H

The Exile

Marauder Expansion · The Exile / The Brigand (D)

Setup: Put the Exile pawn in any forest and the 3 Club items on this card.

Ability

Anytime on their turn, a player with faction pieces adjacent to the Exile may place an item from their Crafted Items box on this card to draw a card and score a point.

Once per Daylight

Any number of times, you may exhaust one item here to move to an adjacent forest, and may exhaust two items here to battle in an adjacent clearing. When done, refresh all items here. In battle, you can roll hits up to the number of items here. For each hit taken, exhaust one item, or remove one if you cannot exhaust any.

Law: Appendix H

Flame Bearers

Marauder Hirelings Pack · Flame Bearers / Rat Smugglers (D)

Setup: Place 2 Bearer warriors among any clearings (even the same).

When hired

If no Bearer warriors are on the map, place 2 Bearer warriors among any clearings.

Start of Birdsong

1st: In each clearing with any Bearer warriors, you must remove one enemy piece per Bearer warrior there, warriors first. 2nd: You must place one Bearer warrior at a Bearer warrior or adjacent to one. If you cannot, place 2 Bearer warriors in any clearings.

Law: Appendix H

Vault Keepers

Marauder Hirelings Pack · Vault Keepers / Badger Bodyguards (D)

Setup: Place 2 Keeper warriors and a vault building in any clearing with an open building slot.

When hired

If no Keeper pieces are on the map, place 2 Keeper warriors and a vault building in any clearing.

Once per Daylight

1st: You may place a vault in a clearing with a vault or adjacent to one. If you cannot, place a warrior and a vault in any clearing. 2nd: You may battle in each clearing with a vault. OR: You may place a Keeper warrior at each vault.

Law: Appendix H

Popular Band

Marauder Hirelings Pack · Popular Band / Street Band (D)

Setup: Place 2 Band warriors, each in a different clearing.

When hired

If no Band warriors are on the map, place a Band warrior in a clearing with your faction pieces.

Ability

Enemies cannot move from a clearing with a Band warrior on the same turn they moved into it.

Once per Daylight

1st: Choose a clearing with a Band warrior. You may force any faction warrior in each adjacent clearing to move into the chosen clearing. 2nd: You may place a Band warrior in any clearing.

Law: Appendix H

Riverfolk Flotilla

Riverfolk Hirelings Pack · Riverfolk Flotilla / Otter Divers (D)

Setup: Place the Flotilla pawn in a clearing on the map edge and river.

Ability

The Flotilla cannot be battled or removed. In battle, the Flotilla can roll up to 3 hits.

Start of Birdsong

1st: Each player with faction pieces at the Flotilla may draw a card. 2nd: You must move the Flotilla along the river, ignoring rule. Then, the Flotilla may battle.

Law: Appendix H

Warm Sun Prophets

Riverfolk Hirelings Pack · Warm Sun Prophets / Lizard Envoys (D)

Setup: Place a Prophet warrior in each clearing with a ruin.

When hired

If no Prophet warriors are on the map, place a Prophet warrior in any clearing.

Once per Daylight

Choose any player (even controller) with faction pieces in a clearing with a Prophet warrior. Force them to battle there, or force them to move as many pieces as they can from there to a clearing you choose and battle in the destination if you want. You choose the defender. OR: Place a Prophet warrior in a clearing without one.

Law: Appendix H

Highway Bandits

Riverfolk Hirelings Pack · Highway Bandits / Bandit Gangs (D)

Setup: Place 2 bandits, one each on a path without one.

Ability

When an enemy moves on a path with a bandit, they must remove one moving piece or damage one item (if Vagabond).

Ability

Controller: When you move on a path with a bandit, you may place a warrior in the destination clearing.

Once per Daylight

Place a bandit on a path without one, linked to a clearing with your faction pieces. If no bandits are in the supply, you may remove one in order to place it.

Law: Appendix H

Sunward Expedition

Underworld Hirelings Pack · Sunward Expedition / Mole Artisans (D)

Setup: Place a foothold token and 3 Expedition warriors in any clearing.

Once per Daylight

1st: Place a foothold token and up to 3 Expedition warriors in a clearing with no foothold. If no footholds are in the supply, remove one from the map in order to place it. 2nd: You may move, and then you may battle. OR: Place a warrior at each foothold.

Law: Appendix H

Corvid Spies

Underworld Hirelings Pack · Corvid Spies / Raven Sentries (D)

Setup: Place 2 Spy warriors, one each in two clearings of matching suit.

Once per Daylight

1st: Place 2 Spy warriors among any clearings with enemy pieces. 2nd: Battle in each clearing with any Spy warriors. OR: In one clearing with any Spy warriors, the controller takes a random card from each enemy with faction pieces there.

Law: Appendix H

Furious Protector

Underworld Hirelings Pack · Furious Protector / Stoic Protector (D)

Setup: Place the Protector pawn in any clearing.

Ability

The Protector cannot be battled or removed. Enemies cannot place pieces in its clearing.

Start of Birdsong

1st: You must move the Protector, ignoring rule. 2nd: You must remove one faction warrior of each player (even you) in the Protector's clearing. (Do not remove hirelings.)

Law: Appendix H

Sunny Advocates

Homeland Hirelings Pack · Sunny Advocates / Bat Messengers (D)

Setup: Place 2 Advocate warriors each in a fox, mouse, and rabbit clearing.

When hired

If no Advocate warriors are on the map, place 1 Advocate warrior in any clearing.

Once per Daylight

Choose a clearing suit. In each matching clearing with any Advocate warriors, replace 1 enemy warrior with a warrior of your faction. Then, place 1 Advocate warrior in a clearing without them at your faction pieces. If you cannot, place 1 Advocate warrior in any clearing.

Law: Appendix H

River Roamers

Homeland Hirelings Pack · River Roamers / Frog Tinkers (D)

Setup: Place 2 Roamer warriors and 1 lilypad in a river clearing.

When hired

If no lilypads are on the map, place 2 Roamer warriors and 1 lilypad in a river clearing.

Once per Daylight

1st: Controller: Craft using lilypads. 2nd: Battle at each lilypad. OR: Place 2 Roamer warriors in a river clearing. Place 1 lilypad there if it doesn't have one.

Law: Appendix H

Prosperous Farmers

Homeland Hirelings Pack · Prosperous Farmers / Struggling Farmers (D)

Setup: Place 1 farm and 1 Farmer warrior each in two clearings.

When hired

If no farms are on the map, place 1 Farmer warrior and 1 farm in a clearing with your faction pieces.

Ability

Players cannot score any points by removing farms.

Once per Daylight

1st: If you rule any farms, draw 1 card and place 1 farm in the clearing with the fewest warriors and a slot. 2nd: Battle at a farm, or place 1 warrior at each farm.

Law: Appendix H

How Hirelings Work

Gaining Control

  • • Reach the 4, 8 or 12 space to take a hireling at end of turn
  • • Roll the control die and place that many control markers
  • • Leader (or tied for most VP) counts only the gold pips
  • • You treat hireling pieces as your own only for rule

Losing Control

  • • End of your turn: remove 1 marker from each hireling gained on earlier turns
  • • With no markers left, give the hireling to any other player
  • • That player rolls for control immediately
  • • "End Turn Decay" removes one marker from each hireling not marked "Gained this turn", then clears that mark