The Village Must Stand is a cooperative or solo-compatible siege mode for Song of Blades and Heroes.
Use the normal SBH rules for activation, movement, combat, shooting, magic, morale, traits, and point costs unless this document says otherwise.
Players control a small party of heroes defending a village against escalating enemy waves. Between waves, they spend Supplies to repair buildings, build defenses, upgrade the village, and prepare for the next attack.
The players win by surviving the final wave.
The players lose if the Town Hall is destroyed.
You need:
The default village buildings are:
Choose a game length before setup.
| Game Length | Waves | Use For |
|---|---|---|
| Intro | 5 | First games or younger players |
| Standard | 7 | Default mode |
| Siege | 10 | Long campaign-style defense |
Choose 2-4 heroes.
Each hero counts as 100 wave points for wave generation, regardless of exact SBH reference cost or equipment.
Party value:
| Heroes | Party Value |
|---|---|
| 2 | 200 |
| 3 | 300 |
| 4 | 400 |
Use the hero profiles in the Hero Compendium.
All heroes have the SBH Tough trait. Since all alpha heroes are Q3+, each hero can suffer 3 normal Tough wounds; a fourth normal kill defeats the hero. Gruesome kills still defeat heroes as normal for Tough models.
A wave is not a new SBH scenario for healing purposes. The whole defense is one scenario, so Tough wounds persist between waves until a healing rule removes them. Each normal Tough wound worsens the hero's Quality by 1, as in SBH; healing 1 wound improves it by 1. A fallen hero remains out of the game unless a rule revives them.
Heroes do not gain custom levels in this mode. They improve through village upgrades and, if used, separate Magic & Equipment rules.
Use a normal SBH-sized play area. For an alpha default, use a 3' x 3' table.
Place terrain as usual. Leave enough open routes for enemies to approach the village.
Place the Town Hall near the center of the table.
Place the Forge, Temple, Watchtower, and Stable within 8" of the Town Hall. Buildings should not touch each other.
keep at least 3" between buildings where possible.
| Building | Starting Integrity |
|---|---|
| Town Hall | 6 |
| Forge | 3 |
| Temple | 3 |
| Watchtower | 3 |
| Stable | 3 |
All buildings begin at Level I.
The village begins with 0 Supplies.
Set aside one or more Opportunity Tokens before the game begins.
Do not place an Opportunity Token during initial setup unless a scenario says otherwise. Opportunities appear after waves, outside the village, so heroes must leave safety to claim them.
Each wave follows this sequence:
If the village does not have Watchtower III, spawn edges are determined before hero deployment but are not revealed to the players until enemies deploy.
If the village has Watchtower III, reveal enemy spawn edges before hero deployment.
Escalation sets the enemy budget and unlocks new threats.
| Escalation | Budget | New Threats |
|---|---|---|
| I | 25% of party value | Basic enemies |
| II | 50% of party value | Torch Bearers |
| III | 75% of party value | Mixed behaviours |
| IV | 100% of party value | Elite enemies |
| V | 125% of party value | Multiple spawn edges |
| VI | 150% of party value | Bosses |
| VII | 175% of party value | Final Assault |
Round fractions normally.
| Wave | Intro | Standard | Siege |
|---|---|---|---|
| 1 | I | I | I |
| 2 | I | II | I |
| 3 | II | III | II |
| 4 | II | IV | III |
| 5 | III | V | III |
| 6 | — | VI | IV |
| 7 | — | VII | V |
| 8 | — | — | VI |
| 9 | — | — | VII |
| 10 | — | — | VII |
Intro games scale slowly so players have time to earn Supplies, repair damage, and learn the village before facing late-game threats.
Four heroes have a party value of 400. At Escalation III, the enemy budget is 300 points.
Use the Bestiary & Wave Generator to build enemies up to the wave budget.
Build a wave by adding Enemy Groups until you reach the Escalation budget. Each Group takes one Behaviour and one matching enemy type — Pure Mobs, or Mobs + 1 Elite at Esc IV+ — filled with a random number of models (max 5). Boss waves (Esc VI–VII) always open with the Boss. Keep adding Groups while under budget; if the last Group overshoots the maximum, drop one model. Give each Group one spawn edge (§5.5).
A wave's Difficulty is an Easy / Normal / Hard label based on how close the final enemy total is to the budget.
Number the four table edges 1-4.
When a rule asks for a random edge, roll D6:
Enemies deploy within 6" of their spawn edge unless a scenario says otherwise.
At Escalation V or higher, use at least two different spawn edges if there is more than one Enemy Group.
If the village does not have Watchtower III, deploy all heroes within 6" of the Town Hall.
If the village has Watchtower III, deploy heroes within 6" of any village building.
During a wave, the heroes are one SBH side and the enemies are the opposing SBH side. Heroes take the first turn of each wave unless a scenario says otherwise.
On the hero side's turn, players activate heroes and friendly models normally. The hero side's turn ends as in SBH: when all friendly models have activated, when the players pass, or when an activation roll causes turnover.
On the enemy side's turn, Enemy Groups activate as the enemy side's figures. Activate Groups in Group number order. If an Enemy Group rolls two or more activation failures, resolve any actions from successes, then the enemy side's turn ends and play passes back to the heroes.
Each Enemy Group has:
When an Enemy Group activates:
If an enemy model cannot perform its Behaviour's preferred action, it performs the closest useful action.
Ravagers move toward the nearest undestroyed building.
If adjacent to a building, they attack it.
Ravagers attack heroes only if a hero blocks their route or is the only adjacent enemy target.
Hunters move toward the nearest hero.
If several heroes are equally near, choose the wounded hero. If still tied, players choose.
Hunters ignore buildings unless they have no path to a hero.
Raiders move toward the nearest economic building.
Economic buildings are:
Raiders attack their target building until it is destroyed. Once the target is destroyed, they move toward the nearest table edge and leave the battlefield.
Raiders attack heroes only if blocked or engaged.
Mindless enemies move toward and attack the nearest valid target, hero or building.
They do not make clever choices. If two targets are equally near, choose the most direct route.
Fanatics move toward the Town Hall.
They attack the Town Hall if possible. They attack heroes only if blocked or engaged.
Fanatics never voluntarily flee.
Each Guardian Group is assigned one objective when it deploys.
Possible objectives:
Guardians move until they are within 3" of their objective. They remain there and attack heroes who approach.
Guardians do not pursue heroes more than 3" away from their objective unless forced by SBH rules.
Buildings are terrain pieces with Integrity.
Buildings:
Use normal SBH combat unless a scenario says otherwise. Treat buildings as Combat 0 and unable to push back, knock down, or kill attackers.
Destroyed buildings lose all abilities and cannot be repaired or upgraded during the game.
If the Town Hall is destroyed, the players lose immediately.
Torch Bearers appear from Escalation II onward.
A Torch Bearer adjacent to a building may ignite it instead of attacking.
Place a fire token on the building.
At the end of each wave, each burning building loses 1 Integrity.
A hero adjacent to a burning building at the end of a wave may extinguish it before fire damage is applied.
If there are multiple adjacent heroes and multiple burning buildings, each hero may extinguish one burning building.
A wave ends when all enemies have been defeated, have fled, or have left the battlefield.
After the wave ends:
At the end of each non-final wave, after gaining Supplies, place one Opportunity Token outside the village.
Place it on a random edge, at least 12" from the Town Hall if possible.
The token is unknown until a hero reaches it. If the village has Watchtower II, reveal it as soon as it is placed.
A hero reveals or claims an Opportunity Token by moving into contact with it.
Unless the result says otherwise, remove the token after resolving it.
| D6 | Result | Effect |
|---|---|---|
| 1 | Ambush | Spawn a small enemy Group immediately at the nearest table edge. |
| 2 | Supply Cache | Gain 2 Supplies. |
| 3 | Healing Herbs | Gain one Healing Herb token. |
| 4 | Repair Materials | During the next Council Phase, repair one building for free. |
| 5 | Lost Villager | Escort the villager to the Town Hall to gain 3 Supplies. |
| 6 | Ancient Relic | Gain 3 Supplies, or one free Magical Item if using Magic & Equipment rules. |
A hero may consume Healing Herbs during the Council Phase to heal 1 wound from one hero.
allow a hero to consume Healing Herbs during a wave by spending one action.
Place a villager model or token where the Opportunity Token was found.
A hero adjacent to the villager may escort them. The villager moves with that hero and cannot move independently.
If the escorting hero is knocked down, killed, or moves away, the villager remains in place.
When the villager reaches the Town Hall, remove the villager and gain 3 Supplies.
Build an Ambush Group worth about 25% of the current wave budget.
The Ambush Group should use a Behaviour that fits the enemy type. If unsure, use Hunter.
Deploy the Ambush Group within 6" of the nearest table edge and activate it normally on the next enemy turn.
Resolve the Council Phase after each wave.
During the Council Phase, players may:
There is no limit on the number of Council Phase actions. Supplies are the limit.
Buildings begin at Level I.
During the Council Phase, players may spend Supplies to upgrade buildings.
| Upgrade | Cost |
|---|---|
| Level I to Level II | 4 Supplies |
| Level II to Level III | 6 Supplies |
A building must be Level II before it can become Level III.
Destroyed buildings cannot be upgraded.
Village Archers are Village Defenders.
Village Defender profiles are:
| Defender | Profile | Traits | SBH Cost |
|---|---|---|---|
| Village Archer | Q4+ / C2 | Short Bow | 23 |
| Village Rider | Q4+ / C2 | Long Move, Mounted | 39 |
Village Defenders activate during the hero turn as normal friendly models.
Village Defenders are not heroes. They cannot claim Opportunity Tokens, use hero passives, or suffer campaign consequences.
Village Riders are Village Defenders.
Ready Mounts movement is free movement. It does not require an activation roll. Warhorse changes the hero's normal movement for the wave; it does not grant a free activation.
During the Council Phase, players may spend Supplies to repair buildings.
Default repair rate:
With Forge II:
A building cannot be repaired above its starting Integrity unless a future upgrade says otherwise.
Destroyed buildings cannot be repaired.
During the Council Phase, players may spend 1 Supply to place one Barricade.
Barricade rules:
Treat Barricades as Combat 0 when attacked.
During the Council Phase, players may spend 1 Supply to place one Trap.
Trap rules:
Trap effect:
| D6 | Effect |
|---|---|
| 1-3 | Target takes 1 wound |
| 4-6 | Target takes 2 wounds |
Remove the Trap after it triggers.
The players win if the Town Hall survives the final wave.
The players lose immediately if the Town Hall is destroyed.
Optional harder rule:
Use the optional rule only if the group wants a harsher game.
The following rules are playable defaults and still need playtesting:
Use the simplest ruling at the table, record what happened, and revise after play.