Manage neutral factions and their control 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.
Marauder Expansion · Forest Patrol / Feline Physicians (D)
Setup: Place a Patrol warrior in each clearing.
Whenever any Patrol warriors are removed, place one of them on this card, not in the supply.
You may move, and then you may battle. OR: Place all Patrol warriors from this card into a clearing with any Patrol warriors.
Marauder Expansion · Last Dynasty / Bluebird Nobles (D)
Setup: Place all 5 Dynasty warriors in a clearing on the map edge.
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.
Marauder Expansion · Spring Uprising / Rabbit Scouts (D)
Setup: Roll the uprising die twice and place an Uprising warrior in matching clearings.
If no Uprising warriors are on the map, roll the uprising die and place an Uprising warrior in a matching clearing.
To battle the Uprising, the attacker must discard a card matching the battle clearing.
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.
Marauder Expansion · The Exile / The Brigand (D)
Setup: Put the Exile pawn in any forest and the 3 Club items on this card.
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.
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.
Marauder Hirelings Pack · Flame Bearers / Rat Smugglers (D)
Setup: Place 2 Bearer warriors among any clearings (even the same).
If no Bearer warriors are on the map, place 2 Bearer warriors among any clearings.
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.
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.
If no Keeper pieces are on the map, place 2 Keeper warriors and a vault building in any clearing.
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.
Marauder Hirelings Pack · Popular Band / Street Band (D)
Setup: Place 2 Band warriors, each in a different clearing.
If no Band warriors are on the map, place a Band warrior in a clearing with your faction pieces.
Enemies cannot move from a clearing with a Band warrior on the same turn they moved into it.
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.
Riverfolk Hirelings Pack · Riverfolk Flotilla / Otter Divers (D)
Setup: Place the Flotilla pawn in a clearing on the map edge and river.
The Flotilla cannot be battled or removed. In battle, the Flotilla can roll up to 3 hits.
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.
Riverfolk Hirelings Pack · Warm Sun Prophets / Lizard Envoys (D)
Setup: Place a Prophet warrior in each clearing with a ruin.
If no Prophet warriors are on the map, place a Prophet warrior in any clearing.
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.
Riverfolk Hirelings Pack · Highway Bandits / Bandit Gangs (D)
Setup: Place 2 bandits, one each on a path without one.
When an enemy moves on a path with a bandit, they must remove one moving piece or damage one item (if Vagabond).
Controller: When you move on a path with a bandit, you may place a warrior in the destination clearing.
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.
Underworld Hirelings Pack · Sunward Expedition / Mole Artisans (D)
Setup: Place a foothold token and 3 Expedition warriors in any clearing.
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.
Underworld Hirelings Pack · Corvid Spies / Raven Sentries (D)
Setup: Place 2 Spy warriors, one each in two clearings of matching suit.
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.
Underworld Hirelings Pack · Furious Protector / Stoic Protector (D)
Setup: Place the Protector pawn in any clearing.
The Protector cannot be battled or removed. Enemies cannot place pieces in its clearing.
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.)
Homeland Hirelings Pack · Sunny Advocates / Bat Messengers (D)
Setup: Place 2 Advocate warriors each in a fox, mouse, and rabbit clearing.
If no Advocate warriors are on the map, place 1 Advocate warrior in any clearing.
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.
Homeland Hirelings Pack · River Roamers / Frog Tinkers (D)
Setup: Place 2 Roamer warriors and 1 lilypad in a river clearing.
If no lilypads are on the map, place 2 Roamer warriors and 1 lilypad in a river clearing.
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.
Homeland Hirelings Pack · Prosperous Farmers / Struggling Farmers (D)
Setup: Place 1 farm and 1 Farmer warrior each in two clearings.
If no farms are on the map, place 1 Farmer warrior and 1 farm in a clearing with your faction pieces.
Players cannot score any points by removing farms.
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.