Full manual text

BRAND, Stag warchief
May our victories be sung for centuries!
Proud and noble at heart, the bannerman of the Stag Clan is fiercely loyal, always
living and fighting with honor. Nothing matters more to him than the wellbeing
of his people.
Warchief power: During step 1 of combat, you may move one friendly unit from
an adjacent territory into Brand’s territory (ignoring rough borders).
EGIL, Wolf warchief
Plunder Time, Boys!
A ruthless and impetuous young berserker, the bannerman of the Wolf Clan is
mostly in it for the mayhem. While reckless, he makes up for his shortcomings by
swiftly adapting to any situation before him.
Warchief power: If Egil is the attacker, he is worth
x3
instead of
x2
.
LIV, Raven warchief
The end always justifies the means.
Ambitious and pragmatic, the cunning bannermaiden of the Raven Clan likes to
control every aspect of any situation she finds herself in and hates wasting time
or Kröwns on futile pursuits.
Warchief power: During step 4 of combat, you may reroll the combat die once
and you must accept the new result. If Liv is the attacker, this reroll must be made
before the defender’s roll.
SIGNY, Snake warchief
The Snake will soon sink its fangs in Northgard!
A shadowy leader with no regard for morals, Signy will stop at nothing to make
her mark on Northgard.
Warchief power: During step 1 of combat, you may place the Scorched Earth
token in Signy’s territory.
Note: if two powers apply during the same step (ie: Brand and Signy), resolve the
attacker’s power before the defender’s.
CREDITS
Author: Adrian Dinu / Art: Grosnez / 3D Models: EMAK, Valerio Carbone,
Benjamin Maillet / 3D graphics: Théo Jacquemin /
Graphic Design: Franck Achard / Development: Jim Gaudin /
Production: Nicolas Aubry (Synergy Games) / Proofreading: Jonathan Caputo
MODULAR PLAYER AND CLAN BOARDS
Warchiefs is an expansion to Northgard: Uncharted Lands. It contains
additional components to enhance the experience of the core game, and the
rules for a new module!COMPONENTS
5 player boards (in 5 colors)
7 clan boards
(Bear, Boar, Goat, Raven,
Snake, Stag and Wolf)
10 colored plastic rings
7 clan upgrade cards
Egil
Wolf warchief
Borgild
Bear warchief
Svarn
Boar warchief
Halvard
Goat warchief
Liv
Raven warchief
Signy
Snake warchief
Brand
Stag warchief
Kaija
the Armored Bear
8 MINIATURES

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NEW COMPONENTS FOR THE CORE GAME
The Kaija miniature, modular player boards and new clan upgrade cards can be
integrated to your core games of Northgard: Uncharted Lands, without requiring
other materials from the Warchiefs module.
• Kaija, the Armored Bear
This miniature may replace the Kaija token from the core game. A plastic ring of
the matching player color can be attached to its base.
• Modular player boards
Instead of the player’s aid cards from the core game, modular player and clan
boards may be used and placed in front of the players. Simply combine the player’s
color with the player’s clan halves.
This is a handy reminder of each phase of the year, the clan and warchief powers,
and clearly outlines the different zones of play (draw pile, discard pile, active
area).
• New clan upgrade cards
Included with this expansion are new clans cards! Each of the seven clans from
the core game gain one additional upgrade that can be added to the clan deck,
similar to the other clan cards.
During setup, each player simply places their extra clan upgrade card next to the
other clan upgrade cards.
Even though these upgrade cards are illustrated, they are used exactly in the same
way than the upgrade cards from the core game. They reflect the personality traits
of the warchiefs, who embody the core values of their clans (and deserve their
own extra beautiful illustration).
Note: even if these cards can be used independently from the warchiefs, the Bear
clan upgrade card refers to Borgild in its card text; ignore this part of the effect if
you are using the card without the Warchiefs module.
MODULE: WARCHIEFS
Warchiefs are the valiant heroes of Northgard! This optional module reinforces
the asymmetry between the clans, as each one is granted one new character
with a unique ability to lead them, represented by a special miniature.
Modules can be combined with each other or played on their own with the core
game. To add this module to your games, follow all the core rules of Northgard:
Uncharted Lands, with the following modifications.
SETUP
•  During phase H of setup, when players choose a clan, they also take
the miniature of its corresponding warchief and add it to their reserve.

A plastic ring of the matching player color can be attached to its base.
•  During phase L of setup, the players may place their warchief on the map
instead of one of the units, replacing it by their miniature (for a total of two
units and a warchief in the territory).
WARCHIEFS GENERAL RULES
A warchief follows all unit rules: it can be recruited, moved, and fight like any other
unit. It can therefore be set up at the start of the game.
When recruiting a warchief, simply place it in an eligible territory instead of ano
-
ther unit. If a warchief dies, they are placed back in the player’s reserve and can
be recruited again via a future Recruit action.
However, warchiefs cannot be targeted by card actions or abilities affecting an
enemy unit. For example, cards like Raiding Party (Raven clan) or Plunder (Wolf
clan) cannot be used to remove an enemy warchief from the map.
WARCHIEFS IN COMBAT
During step 1 of combat, a warchief is worth
x2 instead of x1. Some war-
chiefs can be worth more, depending on the unique power that applies when they
are involved in combat (see below).
Additionally, a warchief still counts as one single unit both for the limit of
bonus to spend during step 3, and the removal of casualties during step 6
(one is enough to remove a warchief).
Note: as units are removed, a player controlling several units and a warchief can
choose to remove the warchief or not, assuming they are not forced to remove
all units from the territory anyway.
WARCHIEFS POWERS
Warchiefs are mighty and inspiring leaders; each has a unique power which only
affects the combat they are involved in.
BORGILD, Bear warchief
Come At Me, Ye Cowards!
Brave and arrogant, the bannermaiden of the Bear Clan is a tough woman who
bows to no one and shows little mercy for the weakhearted.
Warchief power: If Borgild is the defender, she is worth
x3
instead of
x2
.

SVARN, Boar warchief
I can... sense trouble is afoot.
A soft-spoken spiritual leader, Svarn is a sage and warrior who lives a simple life
close to nature and in accordance with the Old Ways.
Warchief power: If Svarn is in an open territory or territory with
(icons on buildings do not count), he is worth
x3
instead of
x2
.
HALVARD, Goat warchief
Is all this savagery indispensable?
A wise and kind-hearted elderly bannerman of the Goat Clan, focused on the
survival of his people. He despises senseless violence, but still packs quite a punch
when provoked.
Warchief power: If Halvard is the defender, ignore 1 inflicted by the attacker.

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