14.1 OVERVIEW

The Lord of the Hundreds suffers no fools and allows no dissent. During their Evening, they score points based on how well they OPPRESS their foes. The more clearings they rule that have a Hundreds piece and no enemy pieces—no warriors, no buildings, nothing—the more points they score. To grow in power and attract warriors, the Hundreds must gain items and add them to their towering HOARD. Leading the Hundreds is the WARLORD, a warrior-demagogue whose fickle MOOD gives them an ability for the turn. Their warlord is obsessed with hoarding, so as the Hundreds gain more items, they will have fewer moods to choose from. Declaring themselves as the true voice of the Woodland, the Hundreds can incite MOBS, which destroy enemy buildings and tokens, and raid ruins for items.

14.2 FACTION RULES AND ABILITIES

14.2.1
Crafting.
The Hundreds craft during Daylight by activating strongholds.
14.2.2
The Warlord.
The Hundreds have a piece called the warlord. The warlord is a warrior that cannot be removed outside of battle, moved outside of the Hundreds' turn, or placed in ways other than setup (14.3.2) and the Anoint action (14.4.3). (14.3.2 - Step 2: Garrison.) (14.4.3 - Anoint.)
14.2.3
Contempt for Trade.
Whenever the Hundreds craft an item, they may take the item but score none of the listed victory points, or may remove the item permanently to score the listed victory points. (They can still score extra crafting points from effects such as Master Engravers and the Legendary Forge.)
14.2.4
The Hoard.
Instead of a Crafted Items box, the Hundreds have the Hoard box. This has two tracks, Command and Prowess. The Command track can hold boot, sack, and coin. The Prowess track can hold hammer, tea, sword, and crossbow.
I
Gaining Items.
When the Hundreds gain an item, they put it in the leftmost empty Command or Prowess space based on the item type; if there is no such empty space, they must permanently remove the gained item or any item on that track, and they score one victory point.
II
Command and Prowess.
The number of items on the Command and Prowess tracks determine their Command and Prowess, which affect various parts of their rules. With no items, they have 1 Command or Prowess; with one or two items, they have 2; with three items, they have 3; with four items, they have 4.
14.2.5
Looters.
At the start of battle as the attacker, the Hundreds may declare that they want to loot the defender, so long as the defender has an item in their Crafted Items box. (They cannot loot the Vagabond.) If they declare that they want to loot, the Hundreds deal no rolled hits. (The defender deals rolled hits, and the Hundreds can still deal extra hits, such as from their Wrathful mood.) Then, at the end of that battle, if the Hundreds rule the clearing of battle, they take one item from the defender's Crafted Items box.

14.3 FACTION SETUP

14.3.1
Step 1: Gather Pieces.
Form supplies of 20 warriors, 1 warlord, and 6 strongholds.
14.3.2
Step 2: Garrison.
Place your warlord, four warriors, and one stronghold in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing.
14.3.3
Step 3: Place Items.
Place the four "R" items randomly under the ruins, unless this has already been done.
14.3.4
Step 4: Get Stubborn.
Place your Stubborn mood card on your Mood Card slot.

14.4 BIRDSONG

Your Birdsong has four steps in the following order.
14.4.1
Raze.
In each clearing with a mob token, remove all enemy buildings and tokens, take one item from the ruin in the clearing, if any, and remove the ruin if you took its last item. After resolving all mobs, you must roll the mob die once and place a mob token in a matching clearing that has no mob token but is adjacent to a clearing with a mob token. (If there are no such clearings, do not place a mob.)
14.4.2
Recruit.
Place warriors equal in number to your Prowess into the clearing with your warlord. Then, place warriors in each clearing with any strongholds, one warrior per stronghold there.
14.4.3
Anoint.
If the warlord is not on the map, you must replace any Hundreds warrior in a clearing with the warlord. If you cannot, you must place the warlord in any clearing.
14.4.4
Choose Mood.
You must replace the mood card in your Mood Card slot with a different mood card that does not show an item that is in your Hoard. If you are Lavish and cannot choose a new mood card, you remain Lavish.

14.5 DAYLIGHT

Your Daylight has three steps in the following order.
14.5.1
Craft.
You may activate strongholds to craft cards.
14.5.2
Command the Hundreds.
You may take the following actions, in any order, a number of times up to your Command.
I
Move.
Take a move.
II
Battle.
Initiate a battle.
III
Build.
Spend a card to place a stronghold in a matching clearing that you rule.
14.5.3
Advance the Warlord.
You may take this action a number of times up to your Prowess. You may move the warlord with any Hundreds warriors, and then you may battle in the warlord's clearing.

14.6 EVENING

Your Evening has three steps in the following order.
14.6.1
Incite.
Any number of times, you may spend a card to place a mob token in a matching clearing that has no mob token but does have a Hundreds warrior (including your warlord).
14.6.2
Oppress.
You score victory points based on the number of clearings you rule that have a Hundreds piece and no enemy pieces. For one or two clearings, score one point; for three or four clearings, score two points; for five clearings, score three points; for six or more clearings, score four points.
14.6.3
Draw and Discard.
Draw one card. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

14.7 MOODS

14.7.1
Bitter (hammer).
In battle in your warlord's clearing, before the roll you may remove any number of mob tokens from your warlord's clearing and any clearings adjacent to it. Place warriors in your warlord's clearing equal to the number of mob tokens you removed.
14.7.2
Grandiose (tea).
This turn, perform your Advance the Warlord step (14.5.3) and your Command the Hundreds step (14.5.2) in reverse order. (Advance the Warlord first, then Command the Hundreds.) (14.5.2 - Command the Hundreds.) (14.5.3 - Advance the Warlord.)
14.7.3
Jubilant (boot).
Whenever you take the Incite action in your warlord's clearing, after placing the mob token for the action, you may—up to four times—roll the mob die and place a mob token in a matching clearing that has no mob token but is adjacent to any clearing with a mob token.
14.7.4
Lavish (No Item).
At the end of your Birdsong, you may remove any number of items from your Hoard permanently. For each item you remove, place two warriors into your warlord's clearing. When you are done, shift items in your Hoard to fill its tracks from left to right.
14.7.5
Relentless (sack).
Whenever you take the Advance the Warlord action and both move and battle, you may then either move your warlord with any Hundreds warriors or battle in your warlord's clearing.
14.7.6
Rowdy (coin).
In Evening (14.6.3), draw one more card. If your warlord's clearing has three or more enemy pieces (even a combination of pieces from different enemies), draw two more cards instead. (14.6.3 - Draw and Discard.)
14.7.7
Stubborn (crossbow).
In battle in your warlord's clearing, you ignore the first hit you take. (This does not combine with other abilities that let you ignore the first hit you take.)
14.7.8
Wrathful (sword).
As attacker in battle in your warlord's clearing, you deal an extra hit.

15.1 OVERVIEW

The Keepers in Iron are an order of devout knights, once exiled from the Woodland, who have returned to recover RELICS lost in past conflicts. Whether these relics belong to the Keepers or the Woodland, though, is another question. To accomplish their mission, they will need to delve relics out of the forests, move them to a WAYSTATION of the same type, and then recover them. When they recover a relic, they score points equal to the relic's value of one to three, and they also score two points each time they complete a set of the three relic types—figures, tablets, and jewelry. Over time, the Keepers will gather a RETINUE of Woodland creatures, letting them take more actions. However, each time they delve a relic or recover one, they might lose the Retinue card they used to act, so they will need to plan ahead and take prudent risks in order to succeed.

15.2 FACTION RULES AND ABILITIES

15.2.1
Relics.
You seek out twelve relic tokens of three types—figures, tablets, and jewelry. Each relic type has four tokens in total. The relic front shows only its type, and the relic back shows a value of 1, 2, 3, or 3.
15.2.2
Waystations.
You have three waystations. Each waystation shows one relic type on its front and another relic type on its back.
15.2.3
Crafting.
The Keepers craft during Daylight by activating waystations (of any type).
15.2.4
Devout Knights.
In battle, if the clearing of battle has at least one relic and at least one Keeper warrior, the Keepers ignore the first hit they take. (If ambushed, ignore one hit from the ambush, but do not ignore further hits.) When moving between clearings, the Keepers may move one relic with each Keeper warrior that they move.
15.2.5
Prized Trophies.
Whenever an enemy removes a relic, they place it in any forest face up and score an extra victory point (for a total of two).

15.3 FACTION SETUP

15.3.1
Step 1: Place Starting Relics.
Collect all twelve relic tokens and shuffle them face down (without the value showing). Place one randomly in each forest. (We recommend that you just slide the relics around face down, then place relics as fast as possible as a group. Otherwise, you can use this more random but fiddly method: the Keepers stack the randomized relics, then any other player cuts the stack, picks it up, and drops relics one by one from the bottom onto the forests.)
15.3.2
Step 2: Gather Warriors.
Form a supply of 15 warriors.
15.3.3
Step 3: Place Warriors.
Place four warriors in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing. Then, place four warriors in a clearing on the map edge that is adjacent to the chosen clearing.
15.3.4
Step 4: Place Remaining Relics.
Place all remaining relics randomly, as evenly as possible, among forests not adjacent to clearings with your warriors.
15.3.5
Step 5: Tuck Faithful Retainers.
Tuck one Faithful Retainer card into each Retinue slot of your faction board.
15.3.6
Step 6: Collect Waystations.
Place your three waystation buildings on the respective Waystations spaces of your faction board.

15.4 BIRDSONG

Your Birdsong has three steps in the following order.
15.4.1
Encamp.
Once per clearing, you may replace a Keeper warrior with a waystation. If you have no warriors or waystations in any clearings, instead place one waystation and one warrior in any clearing on the map edge. In either case, you may place the waystation face up or face down.
15.4.2
Decamp.
Once per clearing, you may replace a waystation with a Keeper warrior.
15.4.3
Recruit.
Any number of times, you may spend a card to place two warriors at a matching waystation.

15.5 DAYLIGHT

Your Daylight has two steps in the following order.
15.5.1
Craft.
You may activate waystations (of any type) to craft cards.
15.5.2
Act with Retinue.
Starting with the leftmost column of your Retinue and moving to the right, you may take the column's action, as follows, for each card in the column in any order.
I
Move.
Take a move from a clearing whose suit matches the card suit.
II
Battle then Delve.
Choose a clearing whose suit matches the card suit. You must initiate a battle there if any enemy pieces that you can battle are there. Then, if you rule the clearing and it has at least one Keeper warrior, you may delve there as follows (even if you did not battle).
a
Step 1: Flip and Move Relic.
Flip a relic in an adjacent forest so its value is showing if it is not, then move it into the chosen clearing.
b
Step 2: Check for Discard.
Count the number of clearings you rule adjacent to the forest from which you delved the relic. If you rule fewer of these clearings than the relic's value, then you must discard the Retinue card used to take this action.
III
Move or Recover.
Choose a clearing whose suit matches the card suit. Take a move from it, or recover relics from it as follows.
a
Step 1: Take Relic.
Remove a relic there of the same type as a waystation there, and place it in your leftmost empty Relics space of that relic type.
b
Step 2: Score Points.
Score victory points equal to the relic's value, and score two victory points if you filled a Relics column.
c
Step 3: Check for Discard.
Count the number of clearings you rule whose suit matches the clearing from which you are recovering the relic. If you rule fewer of these clearings than the relic's value, then you must end this Recover action and discard the Retinue card used to take this action. Otherwise, you may return to the Take Relic step or end this Recover action.

15.6 EVENING

Your Evening has three steps in the following order.
15.6.1
Live Off the Land.
You must remove one Keeper warrior from each clearing that has four or more Keeper warriors.
15.6.2
Gather Retinue.
You may add any number of cards from your hand to any Retinue slots, or you may shift one card in your Retinue to a different slot. Your Retinue cannot hold more than ten cards.
15.6.3
Draw and Discard.
Draw one card, plus one card per uncovered draw bonus (equal to waystations on the map). Then, if you have more than five cards in your hand, discard cards of your choice until you have five.