Banners of Ruin

Banners of Ruin

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[WIP] Pumpkin's Comprehensive BoR Reference
By Pumpkin
This guide will seek to be a generalized reference for scenarios and other basic gameplay elements.
   
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Scenarios
All scenarios will be listed by the phrase listed on the bottom of the card in-game. If you're looking for a particular scenario, I recommend using Ctrl+F.

Scenarios without choices:
  • Altar: A party member of your choice gains X amount of max hp.
  • Angry Mob: Discard all combats
  • Anxiety: All party members lose 5 hp
  • Back Alley: Remove the next 2 scenarios from a lane of your choice
  • Blackfoot Agents: Discards a random combat
  • Blackfoot Contact: Heals one party member by ~50%* of their max hp.
  • Brawlers: You may buy from a selection of four cards all focusing on the Guard/Block (idk the official name) mechanic
  • Catacombs: Brings you directly to the pre-boss fight scenarios (depth 2)
  • Checkpoint: Nothing. Cannot be selected until it expires or is removed
  • Cultist's Wares: You may buy from a selection of four cards all focusing on the Bleed or Ruin mechanics.
  • Decoy: Move a scenario to this lane and add 1 to its counter
  • Disheartened: All party members lose 10 hp
  • Fatalism: All party members lose 15 hp
  • Gatehouse: Nothing. Cannot be selected until it expires or is removed
  • Hesitation: Nothing. Party takes X amount of damage if it expires.
  • Hide: Discard all other scenarios
  • Intelligence: All party members gain (100 or 500 or 1000) XP
  • Juggler: You may buy from a selection of four cards all focusing on Drawing/Discarding
  • Knife Merchant: You may buy from a selection of four cards all focusing on the Charge mechanic
  • Knight Errant: If you have Ruin cards in your deck: Elite combat; If you DO NOT have Ruin cards in your deck, choose a skill.
  • Large Crowd: Nothing. Cannot be selected until it expires or is removed
  • Lightfoots: You may buy from a selection of four cards all focusing on Movement
  • Off Duty Guards: Nothing. Spawns the scenario Drunken Guards if it expires.
  • Quick Round: Heals your party by 50% of their max hp.
  • Quick Thinking: A party member of your choice gains a level
  • Smithy's Apprentice: You may sell your stashed equipment for 150 florens each
  • Thief: Lose 100 florens
  • Weapon Cache: Random weapons/armors will be available to equip, stash, or ignore.
    * exact value unknown
Scenarios with choices:
  • Blackfoot Stash: 1) Remove a skill from your deck OR 2) Leave
  • Courage: 1) X character gains (1 max stamina or 1 max will) and takes Y amount of damage. OR 2) Combat
  • Crazy Weasel: 1) Transform a skill OR 2) Leave
  • Execute: 1) Ruin a card OR 2) Random outcome (either combat or choose a skill)
  • Exquisite Weapon: 1) Buy a random weapon for X florens OR 2) Ruin a card, get the weapon for free OR 3) Leave
  • Guarded Transport: 1) Elite combat (w/ bonus florens as reward) OR 2) Leave
  • Incense: Will get more details soon. Gives you a choice between 3 party augmentations
  • Mentor: 1) Duplicate a skill OR 2) Leave OR 3) IF you have a single party member, increase their will by 1.
  • Merchant in Trouble: 1) Gain 250 florens OR 2) Gain a card
  • Modify Talents: 1) Re-roll a talent OR 2) Leave
  • Over Encumbered: 1) Remove 2 skills from your deck OR 2) Forfeit a talent OR 3) Ruin a card, leave
  • Overzealous Guards: 1) Combat OR 2) Lose 150 florens
  • Sanctuary: 1) Ruin a card and heal a party member to full hp OR 2) Heal a party member below 20% hp to full hp. OR 3) Leave
  • Scruples: 1) Ruin 3 skills OR 2) Discard 3 ruins, combat
  • Squabbles: 1) Recruit from a choice of two beavers OR 2) Leave
  • Talisman: Will get more details soon. Gives you a choice between a couple party augmentations or an upgrade token
  • Vagrant: 1) Remove a skill from your deck, re-roll a talent OR 2) Leave
  • ???/Voices in the Dark: 1) Receive 3 "Injury" cards and "Blood Ritual" OR 2) Elite combat (drops armor that gives you the unholy passive and a unique weapon that applies bleed)

Scenarios that only appear in certain conditions:
  • Crossroads (appears when the lane counter is 9 and 3): Removes all other scenarios and sets other lanes to the same depth as the lane Crossroads is in.
  • Drunken Guards (when Off-Duty Guards expires): Gain 300 florens.
  • Excellence (post-boss fight only): A party member of your choice gains a level
  • Monastery (pre-boss fight only): Heal your party to full hp. (Costs 250F)
  • Smithy (pre-boss fight only): You may buy from a selection of eight cards (can be any cards).
  • Tavern (pre-boss fight only): You may hire new party members from a selection of 3 characters.
  • Unity (post-boss fight only): Heal your party to full hp
  • Wealth (post-boss fight only): Gain 1000 florens

Upgrade Tokens
I'll list all the different types of upgrade tokens, to the best of my knowledge, here:
  • Decrease will cost by 1
  • Apply 3 bleed
  • Restore 5 hp
  • Gain 10 florens
Armors
Armor is currently not listed in the compendium, so I'll note the different kinds of armor I've run across here.

Light/Medium/Heavy
  • Light Armor: This character starts combat with 6 Guard. They gain 1 stamina each turn.
  • Superior Light Armor: This character starts combat with 10 Guard. They gain 1 stamina each turn.
  • Medium Armor: This characters starts combat with 14 Guard.
  • Superior Medium Armor: This character starts combat with 24 Guard.
  • Heavy Armor: This characters starts combat with 30 Guard. They gain 5 Guard each turn and 1 Winded each turn
  • Superior Heavy Armor: This characters starts combat with ? Guard. They gain ? Guard each turn and 2 Winded each turn
Other Armors:
  • Adventurer's Gear: At turn end, gain 5 Guard and 1 Winded for every point of stamina this character has left.
  • Agile: Whenever this character moves they gain 10 Guard
  • Scoundrel's Cloak: If this character does not already have it, gain anticipation at the start of turn.
  • Unholy: At the start of this characters turn all bleed stacks are removed and the character gains hp equal to the number of stacks removed.