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Judgement Patch Notes #6

Judgement Patch Notes #6

Herein lies the sixth clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of April 2019.

Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website. Both our Android and iOS apps will also be updated to reflect changes from this patch.

If you want to discuss the patch notes, or anything at all about Judgement, please join our Discord channel!


Clarifications are provided for rules that are normally played a certain way, however the rules as written do not necessarily support that. Clarifications can also be  quality of life changes that do not necessarily change rules. 

New Monster Cards Icon

Monster Icon

This is a general quality of life change. Up to this point, the monsters and hybrid class heroes have shared the same icon on their cards, the paw print. We have created a new icon for Monsters, and therefore updated all their cards to include the icon.

  • Updated the icon on all monster cards

Soul Spawn Pits (p28)

With maps that have multiple Soul spawning pits, it was not clear where the 1st Soul spawns.

  • The "Step 4: Spawn Soul and Monsters Rule" step of the Communion Phase has been updated to state that on maps with multiple Soul pits, you randomly determine where the 1st Soul spawns in the game.

Combat Manoeuvres (p16)

General clarifications for the two generic combat manoeuvres.

  • Push combat manoeuvre changed to say "up to 1 inch".
  • Knocked Down combat manoeuvre clarified so that the hero that suffers knocked down as part of the triple J combat manoeuvre also suffers a critical hit.

Active Abilities (p18)

As the interactions between an increasing number of heroes becomes more complicated, unforeseen issues may arise that require clarification. This is one of those times.

  • Following text added: "Active abilities can only be executed during the owning hero’s activation."

Aiming Bonus (p17)

The aiming bonus can become complicated with various timings of events. This is an attempt to make it clearer.

  • Following text added: "A model must declare they are claiming the aiming bonus at the start of their activation."

Soul Harvesting (p24)

Another few clarifications that cropped up due to the increasing permutations of interactions between our heroes.

  • Clarified that regardless of the method used to Harvest a Soul, the hero gains a level and has the Soul bound to them.
  • Clarified that "gains Soul" is different to "harvests Soul", the former not affording the hero a level.
  • Specified that a hero must be alive to successfully harvest or gain a Soul.

Attack Process (p16)

We often see players calculating their attack dice pools in various orders, however the sequence to generate the attack dice pool can make a significant difference to the final number of dice you roll. Therefore, we have added a few more clarifications to assist in this area.

  • Add all dice from abilities that affect the attacking model in a positive way. E.g. Bastian’s Heroic Ballad.
  • Subtract all dice from abilities that affect the attacking model in a negative way.
  • Apply effects that specify “after all other modifiers”. If multiple effects, of this type, are present, the active player gets to choose their order of application.
  • For magic (MAG) and ranged (RNG) attacks we added a clarification so the attacking model does not deduct a dice from its own attack pool when it is engaging a model it is shooting.

Shrines (p23)

  • Added the point that they are non-hero models.

Summoned Models (p31)

There have been questions around what happens when a summoned model kills an enemy hero or monster.

  • The following paragraph was added: "If a summoned model inflicts the killing blow on an enemy hero the summoner harvests the enemy hero’s Soul. Similarly, if a summoned model inflicts the killing blow on a monster the summoner will gain a level and is eligible to collect the monster’s bounty assuming the summoned model, or the summoner, are within 2” of the monster when it is slain."

Frequently Asked Questions (p34)

We have added a Frequently Asked Questions section at the end of the rulebook.



Errata are changes to the rules that we believe improve the player experience, close loop holes or are simply just kick-ass changes that make Judgement even better.

Purchase a Magical Artefact (p14)

We love magical artefacts and what they bring to the game. Being able to change up the way your Warband plays, mid-game, is a unique element of Judgement and something that stands it apart from a lot of other table-top miniature games. We often look for ways to promote magical artefact use and make them more accessible to players, so in this patch we have introduced a number of changes to the way magical artefacts work, including a significant change where you are allowed to sell items back for the Fate you spent to buy them originally.

  • Title changed to "Buy/Sell/Trade Magical Artefacts".
  • Heroes can now purchase more than 1 artefact during their activation and it still costs only 1 action.
  • Clarified rules around trading in magical artefacts.
  • Added rule where heroes can sell magical artefacts back for their original fate cost (fate gets added to their Warband's pool).

Monster Bounty (p21)

  • Added clarification that heroes can buy/trade/sell magical artefacts when collecting a monster's bounty, just like they were in base-to-base with their Effigy.

Magical Artefacts (p26)

  • Added "Selling Magical Artefacts" section.
  • Clarified the entire section to reflect the fact heroes can now purchase/trade/sell/pass on more than one artefact at a time.
  • Added the "One Use Only" section. Artefacts that have the  "One Use Only" keyword phrase are removed from play once they are used.
  • Added the "Active Component" section (p27) which specifies they must be used within the activation of the hero that possesses them.

Fate (p25)

This is something that has been discussed among the design team for about 6 months. A player getting an early advantage and then snowballing the game to victory, with little counter play from their opponent. Similarly, artificially boosting the fortunes of a player losing a game is also not great. However, we do feel that having a single turn where one player is shut out of generating Fate is a difficult thing to comeback from. Therefore, after much deliberation, we have decided to make the following option available for players that find themselves in that position.

  • If a Warband has zero Fate in its Fate pool, after the completion of the “Step 3: Generate Fate” step of the Communion Phase, one hero, that is alive and not suffering the curse condition, can be dealt 1/3 (rounded up) of its maximum health or 5 health (whichever is greater), in True Damage, to add one Fate to the Fate pool. Any temporary health will count towards the “maximum health” when working out how much health to be dealt. If both Warbands have zero Fate, the player who is going 1st this turn will decide whether to take advantage of this rule followed by the player who is going 2nd.


Hero Updates

As the game continues to grow, the adding of heroes, different maps, magical artefacts and monsters creates many options for players. We continually revisit various elements to ensure they are balanced and players are faced with legitimate and interesting challenges while designing their Warbands. All the changes are carefully measured and, as is always the case, we will continue to monitor things over the next three months  as we march towards the next patch.


There has been some concern about the lack of counter-play for Taunt. In isolation, Taunt is in a decent place, however the way that Viktor is able to get to it, at level 1, via Al'garath, meant we feel it can lead to poor player experiences. We like Taunt, and what it brings to a battle, however we wanted to balance the risk/reward journey that Viktor goes through when summoning his favourite demon.

  • Reduced Taunt range to 4".
  • Al'garath must be in taunted model's LoS at the start of their next activation or Taunt is ignored.
  • Increased Eldritch Discharge damage to d3+1 from d3.
  • Eldritch Discharge changed so that if it kills Viktor, his soul is harvested.


We feel Gendris is in a decent place and she has a very interesting, and diverse, kit of abilities. We just felt she could do with a slight buff, to keep her on par with other heroes that fill a similar role. This change increases her viability and also provides greater incentive to get her to level 2.

  • Added Steady to her Root ability.


Piper inherits the same change to Taunt, although being a level 3 ability, it is seen less and it not so much a problem. Piper is simply collateral damage.

  • Reduced Taunt range to 4".
  • Piper must be in taunted model's LoS at the start of their next activation or Taunt is ignored.


Skye has been a difficult hero to balance from the start, as his version number attests. We feel that currently he is under the power curve and a little too niche to get the best use out of. With the changes, we have given him a significant boost at level 1 and also introduced a cool power at level 2, which we believe will see Skye compared much more favourably with other defenders.

  • Heroic Stand updated so it cannot be used on himself. Note that you can Heroic Stand friendly defender models.
  • Diversion updated so that damage can be redistributed between any friend models within 2" of Skye. It used to be 2" of the target of the original attack.
  • Spirit Strike moved to level 1 and changed from 2S to 1J.
  • Added the Dimension Warp innate ability at level 2.


Svetlana has been on our radar for a little while, and we feel she is in a good place. One of the core tenets of Judgement is ensuring heroes are viable, and balanced, in both forms of the game, and we feel Svetlana needs a little tempering for the 3v3 version of the game.

  • Beast Command range reduced from 6" to 5".


Thrommel is in a great place, and we feel his kit suits a dwarf warrior perfectly. In saying that, Thrommel can be one dimensional and, as a quality of life improvement, it would be nice if he had something to do with his spare action from time to time. The new ability, Fierce Challenge, also fits his character perfectly.

  • Added Fierce Challenge ability at level 1.


Similar to Skye, we feel that Zaffen is below the curve slightly, and struggles to find air time in an increasingly crowded role. As with all these changes, our main priority is to keep the flavour of the hero in tact and try to enhance his abilities within the context of how he/she currently plays. We feel we have managed to do that with this version of Zaffen.

  • Increased Giant Crossbow range from 9" to 10".
  • Changed Momentous Shot from 2J to 1S+1J.
  • Removed Stun description from his 4th card (left over from previous incarnation).


We felt a need to just temper the power of Explode, for both Zaron and his skeletons, slightly. We also are conscious of the number of damage in the game that ignores RES.

  • Explode no longer does True Damage.
  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".

Quality of Life Changes for Hero Cards

The following hero cards have been updated with minor corrections and clean ups.


  • She had an old definition of Dual Wield. This has been updated.


  • Spelling mistake on 4th card describing Back Swing.


  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".


  • Unholy Harvest terminology changed to the new "0A" notation instead of "N/A".

Magical Artefacts

Astral Stasis

We always look for opportunities to introduce meaningful magical artefacts that provide new tactical options and cool interactions with our heroes. The Astral Stasis Potion is just that. Can't wait to see what you all do with it at your disposal!

Ogre Strength

The original intention was that Ogre Strength would not work against the Effigy and monsters, however making it hero models only meant it inadvertently meant it did not work against Summoned models either. We have added Summoned models into the wording.

The following Magical Artefacts were re-worded to be consistent with the new "One use only" definition. Their functions have remained the same.

  • Healing Surge
  • Ring of Invisibility
  • Tome of Experience 



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Judgement Patch Notes #5

Judgement Patch Notes #5

Herein lies the fifth clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of January 2019.

Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website. Both our Android and iOS apps will also be updated to reflect changes from this patch.

If you want to discuss the patch notes, or anything at all about Judgement, please join our Discord channel!


"Enter" Definition Added

After observing, and playing, countless games, it became apparent that we needed an official definition for a model entering an area. This new definition is available in version 1.5 of the Judgement rule book.


To advance, be pushed, placed or thrown to within a specified area.

"Running Out of Time" Recommendation Updated

Deathclock has pretty much become the universally accepted way to play competitive games in table-top tournaments. Many games have come up with ways to avoid the dreaded scenario where both players are simultaneously running out of time. It creates stress, promotes sloppy play and often leads to neither player walking away from the game feeling good about things. This is not an experience we want to associate with Judgement. With that in mind, we have introduced a new way to resolve the situation where one, or both, players run out of time on their death clocks in a tournament. This new method has been included in version 1.2 of the Judgement Tournament Pack.

Running Out of Time

If a player runs out of time, the following occurs:

  • play is suspended immediately.
  • the player sets a timer for 1 minute and has that minute to complete their current activation.
  • at the end of the current activation, or 1 minute, the player’s opponent gains a Soul bound to their Effigy and then has their turn, as per usual.
  • from this point forward, the player whose time has run out will continue to get 1 minute to complete each activation. Their opponent will gain a Soul bound to their Effigy at the end of each of the timed out persons activation or at the end of each minute, and will continue to play their turn as per usual.

Multiple Monster Activations

A quick clarification around what to do if there are 2 or more monsters on the battle field. This has been added to page 21 of the rule book under the Hunter section.

When 2 or more monsters are on the battlefield during the Communion Phase, randomise the order in which they activate.


Treacherous Ground Updated

The 2 damage a model would suffer as a result of interacting with Treacherous Ground was often dominating battles whenever it came into play. Heroes with the ability to do multiple attacks, such as Brok, Skoll or Nephenee, had the potential to do over-the-top damage by moving an enemy in and out of Treacherous Ground each time they rolled a manoeuvre symbol on their attack role. We never had the intention for Treacherous Ground to have such an impact and whenever it did it detracted from the enjoyment and realism of the game. We have altered the way Treacherous Ground works so that it still has an impact but not one that can decide the outcome of battles. These changes are an inadvertent nerf for Gendris however we felt it was necessary to maintain integrity of our rules.

Treacherous Ground

If a model’s base is within treacherous ground at any time during an advance or charge action, it suffers a -2” MOV penalty for that action and 1 damage, that ignores 1 RES, immediately.

Any model whose base moves within treacherous ground as a result of a push, place or throw, suffers 1 damage, that ignores 1 RES, immediately. 

The Suicide Rule

A tactic that was fast becoming prevalent within the competitive scene was the act of a player killing one of their own heroes by purposefully ending their activation within melee of a monster or traversing through Treacherous Ground. This provided a negative experience for their opponent, as well as prolonging games by denying Souls. It was intentional that a hero could suicide however it was not our intention to have it become a major tactic. We have therefore modified the Soul Harvesting section of the rule book to change what happens when a hero dies this way. Note that if a hero dies to a monster during the Communion Phase, then nothing changes. This errata is just to change what happens when a hero dies during their owner's turn. Rules for Soul Harvesting can be found on page 24 of the rule book.

Excerpt from Soul Harvesting Section of Rule Book

Killing a hero creates a Soul. The hero that inflicted the final wound, that results in the death of a hero, automatically and immediately harvests the dead hero’s Soul unless they are dead at the time. If a hero dies from a monster or treacherous ground, it does not generate a Soul from that death, unless the hero died during its owning player’s turn.

If a hero dies during its owning player’s turn, from any means, then the nearest enemy hero model will automatically harvest its Soul.

Smoke Terrain Feature

We have decided to add the Smoke terrain feature to the rule book. Smoke behaves exactly like a forest, in terms of soft cover and line of site, except that it is not Rough Ground. Rules for Smoke can be found on page 31 of the rule book.

Hero Updates

While we have updated cards for 9 heroes, only 3 of them have had actual balance changes. The other 6 are clarifications and quality of life changes.


Allandir, elf ranger

We felt that Allandir struggled to compete in the competitive ranged aggressor class, in particular direct comparisons with Istariel. Allandir lacks the manoeuvrability of Istariel and Viktor, however he also lost out in the damage stakes. We have buffed in a few areas to give him that extra bite and put him on par with his contemporaries.

  • Bow Crit damage increased to 5 from 4.
  • Mark Target now gives an extra attack dice instead of +1 damage.
  • Explosive Shot inflicts 1 True Damage on top of the Fire condition.
  • Camouflage now works while Allandir is within Smoke.


Barnascus, Dwarf Pyromaniac

Barnascus was a little too good at everything. We have toned down his potential damage output via Hot Fire and Hull Smash, as well as dropping the effectiveness of his Flame Thrower. We feel these changes bring Barnascus back in line with the rest of the range while still keeping him effective in his niche all-arounder slot.

  • Flame Thrower incurs a -1 dice penalty when attacking 2 models in the one attack action. 
  • Hot Fire now requires a J in its 2S to inflict the 1 extra True Damage.
  • Hull Smash now requires a J in its 2S to inflict the 1 extra True Damage.
  • Lightning Shield can only inflict damage once per hero activation and now specifies the new enter rule. This means that enemy models will not suffer the damage from Lightning Shield if Barnascus is moved in any way to "catch" a model within it's range.


Doenrakkar, Minotaur Shaman

We have decided to clarify that all defender abilities that protect friendly models, such as Doenrakkar's Redirection, are only triggered from enemy basic attacks. Previously, there was some confusion whether Redirection could be used to divert the damage from something like Rakkir's Toxin, which was never the intention of these kinds of defender abilities.

  • Redirection now specifies it only triggers from Basic Attacks.


Gendris, Minotaur Druid

Clean up task of updating Gendris' card with the change to Treacherous Ground.

  • The 4th card updated with updated Treacherous Ground rules.


Kruul, Orc Witchdoctor

Transference, in its original form, allowed the Kruul player to bind one of his Souls to non-hero models which was not the original intention.

  • Transference only lets the Kruul player bind one of his Souls to a friendly hero model instead of any friendly model. This means a Soul bound to Kruul can no longer be bound to Kruul's Effigy upon his death. 


Nephenee, Elf Warrior

Nephenee is in minor tweak mode now as we feel she is in a very good place. We have decided to up her Laser Storm damage to make it that little bit more reliable.

  • Laser Storm damage increased to d6+1 from d6.


Skye, Elf Monk

Similar to Doenrakkar, we have updated Skye's Diversion so it only triggers from enemy basic attacks.

  • Diversion changed so its trigger is enemy basic attacks.


Styx, Human Cyborg

The wording for Nullify was causing a lot of confusion around what exactly our favourite cyborg could remove with it. We have updated Nullify, and the explanation on card 4, to help remove any ambiguity.

  • Nullify updated to clarify what tokens, templates, and effects that can be removed by it.
  • The 4th card provides further clarification. 


Thrommel Ironbeard, Dwarf Warrior

Another defender that has had an update to his defensive innate ability, this time it is Thrommel's Bodyguard.

  • Bodyguard updated so that it only triggers from enemy basic attacks.
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