Encounters represent the Warband's members using their varied abilities and skills to overcome challenges. These challenges might be hostile enemies which they fight with weapons drawn. Sometimes it's an (equally as dangerous!) social engagement with high society. Encounters are divided into two types: Non-Combat Encounters and Combat Encounters.

Stages of Preparation

Broadly speaking, Encounters are broken up into the following stages.

  • Preparation. The objective is revealed, characters are chosen and equipment is selected.
    • In this stage, each Hero declares what equipment they're starting the Encounter with.
    • If a Hero has any spare XP to spend, they must spend it now; they will not be permitted to spend it during the Encounter.
    • Any Henchmen can also be brought along as well. An Encounter must include at least one Hero.
    • Once all are ready, they declare where they intend to start and then the Encounter begins.

Encounters typically provide a set list of rewards, often gc or items or even intangible things, like the favour of someone powerful. Combat Encounters possess an extra step here, known as the Spoils of War which will be discussed in time.

Non-Combat Encounters

These Encounters typically rely on thinking, planning, inventiveness and wit. They include overcoming a social challenge, clearing out a physical obstacle or sneaking into or out of somewhere. They occur in the following ways:

  • Encounter Proper. The members begin investigating, executing plans and overcoming obstacles. Encounters are divided into rounds, with each member having one turn each. There are no initiatives or action phases used to determine Turns; all members are encouraged to act in what order they see fit.
    • Encounters are divided up into Turns. Each Turn, an character may perform a single action.
    • An Action is usually something that either requires a test or significantly alters another individual or an environment. Crossing the road is not action-worthy, but running across a road and evading a wagon is.
    • The amount of time an Action takes is fluid, and can take a few seconds to an hour depending.
    • Sometimes, the Warband will be confronted with obstacles, which are specific challenges that have to be overcome. For example, sneaking past a guard. In this case, if one member succeeds in overcoming the obstacle, it's assumed to be overcome by all of them.
    • Encounters can, to a certain extent, simulate fights; if they become too serious, however, combat rules will be invoked, with or without a map.
  • Aftermath. The Encounter ends, either successfully or as a failure. The outcomes are announced and discussed.
    • In this stage, the Encounter comes to an end, the Warband discuss the aftermath, and any rewards, consequences and damages are revealed.

-- Back to Top --

Combat Encounters

Combat Encounters are pitched battles between two or more groups, of which the Warband is one (although a Warband fighting itself is not unheard of either…). Combat Encounters are a different beast to Non-Combat Encounters, and rely on the Combat Rules.

Combat Encounters undergo the above preparation as normal. However they also have some other, firm steps.


After you decide your forces, you may survey the battlefield. You will be given a deployment zone, which is typically a ten metre by ten metre zone. All participating Warband members must deploy within this zone unless they have a special trait allowing them to deploy outside of it. All sides deploy their forces at the same time, hidden from each other until all units have been deployed; then all the sides are revealed and battle begins.

It is possible for one side to start off, due to circumstance, luck or planning, with a tactical edge over the other. This is called 'Advantage'. The side with Advantage does not deploy until all other sides' forces are deployed and revealed, allowing them to react to the other sides' positioning. Furthermore, the side with Advantage may deploy within 15 metres of any other side's Deployment zone, and may reroll their initiative rolls and take the highest result.


This stage involves the actual combat. It is divided into turns, each turn being 5 phases (Utility, Movement, Ranged, Melee, Aftermath). Turns continue until one side reaches its objectives.

Incident Rolls

All incapacitated characters make their Incident rolls now.

Spoils of War

In this exciting phase, the Warband loots its enemies and generally regroups, now that it has crushed its opposition. Only the winning side engages in this step, obviously…

In this step, the Warband rolls a d10 for every Hero who wasn't incapacitated during the fighting. It also rolls d10 equal to the largest Fate Point pool of any Hero in the Warband (so if one Hero has a Fate Point pool of 2, then you roll an extra 2d10).

You compare the results of each d10 to the chart below.

Roll Name Effect
1-5 Strip 'em! The Warband gains a number of gc equal to the chapter wages of every incapacitated enemy. For enemy Heroes, you gain 10gc per Fate Point.
6-7 Learning Experience You gain one copy of the Training card.
8-9 A Good Feeling You gain one copy of the Cameraderie card.
10 What a Find! You select one enemy Hero or Henchman who was incapacitated. You may take a single piece of equipment from them of your choice.

Spoils of War is the final phase of a Combat Encounter.
-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License