Glaivebound Warband Rules 1.2 - 10.28.25
Glaivebound is a fast-paced, cinematic tabletop skirmish game set in the fractured world of Vaelthar, where noble houses clash for control of ancient relics and unstable Aether. Command a warband of warriors, mystics, and relic-bearers as you battle across elemental terrain, manipulate a living magic system, and pursue secret objectives — all while the world itself fights back. With alternating activations, dynamic objectives, and escalating Aether surges, every round is a tense struggle between strategy, power, and planetary wrath.
General Principles
The most important rule: Whenever the rules are unclear, use common sense and personal preference. Have fun! Card text will always override the game rules.
How to Win
1. Command Point Victory
Each side begins the game with 0 Command Points. You gain Command Points by:
- Controlling Relic Sites
- Completing faction-specific objectives
- Eliminating an opponents Commander unit.
2. Victory Condition:
First player to reach 10 Command Points wins immediately at the end of any round.
3. Total Annihilation
If one player eliminates all opposing units, they win instantly.
4. Aether Counter Draw
The Aether Counter begins at 1 at the start of the game. Each round during the Planning Phase, the Aether Counter increases:
+1 baseline per round
+1 for each Aether Token on the board (total across all units/terrain).
When the Aether Counter reaches 20, the Aether has fully awakened and collapses the battlefield.
Result: If no player has completed their objective or win condition, the match ends in a draw — both armies are lost to the surging tide of the Aether. If a player completes a “prevent the surge” objective before it hits 20, they win.