Table of Contents

How to play Banners of Yunhe

The aim

Six houses share Yunhe, a realm of 18 cities. You lead one of them. You win when your house holds all 18 cities and every other house has fallen. You lose if your house loses its last city, or if your sovereign is lost and nobody is left to take their place. There is no time limit.

Starting a game

On the title screen choose a house, a difficulty and a seed, then press Begin campaign.

The campaign screen

A month

  1. Pick one of your cities and give its orders.
  2. Press End orders for (city) when you have finished with it.
  3. Repeat for your other cities. You can switch between unfinished cities at any time.
  4. Press End month in the top bar. Cities you have delegated act on their own, then the other houses take their turns, and the next month begins.

Each officer may do one thing a month. Officers who have acted show “already acted this month” until the month ends. Officers busy on a project stay busy until it finishes. Injured officers cannot act until they recover.

The calendar

Officers and roles

Role Civil work Military orders Diplomacy Notes
Sovereign yes yes yes leads the house; governs any city they are in
Steward yes yes yes the governor of a city
Strategist yes yes yes needs intellect or politics of 75
Captain yes yes no needs valor 65 and command 60
Scholar yes no yes never leads soldiers; may run civil projects for up to 3 months
Marshal no yes no may run training for up to 3 months

Officers have five attributes:

Heirlooms add to an attribute, and the bonus is shown in green.

Loyalty matters. An officer below 25 may resign. Rewards raise loyalty. Unpaid salaries cost 8 loyalty each month they go unpaid.

Orders

Govern

Muster

Court

Relations (sent from your sovereign's city; the answer comes next month)

Logistics

Intelligence

Campaign

Delegation. In the city panel you can hand a city to its governor's standing orders:

Delegated cities act on their own when you end the month.

Battles

A battle is fought on a field of hexes over at most 20 days. The attacker deploys on the left, the defender behind the walls on the right.

The keep stands behind the gate. The attacker wins by ending a turn with a unit in the keep, or by destroying or driving off every defending unit. The defender wins by lasting 20 days or by beating the attackers.

Deployment. Click a unit, then a highlighted hex. A defender also chooses formations here. Press Begin battle when ready.

Each day. Every unit may move once and take one action:

End side finishes your turn; units you did not use simply hold. Withdraw all takes every unit off the field and loses the battle.

Supplies. Each side eats 1 grain per 20 soldiers each day. Without grain, units lose soldiers and morale. A unit whose morale reaches 0 flees.

Afterwards. The winner decides each prisoner's fate: Release them or Offer service, with the chance shown.

Saving

Keyboard

Everything can be done with the keyboard alone. On the battlefield, use the Move to list and the target buttons in the side panel.