Live Table Assistant

Play Tools

Manual helpers for the parts of Commander the Flag that are easiest to forget: random Keepers, Wall HP, Morale, Flag state, and captured-turn danger.

Start Tracking

Setup

Random Flag Keepers

Assign one random Flag Keeper to each team. Reroll manually if your table wants a different playtest experience.

Red Tower

Red team flag token

No Keeper assigned

Roll a random Flag Keeper to defend this Tower.

Blue Tower

Blue team flag token

No Keeper assigned

Roll a random Flag Keeper to defend this Tower.

Red Team

Red Tower

Wall HP 20 Intact

Blue Team

Blue Tower

Wall HP 20 Intact

Upkeep Helper

Check captured turns

  1. Resolve Flag securing and returning checks for the active team.
  2. If a team's Flag is captured, increase that team's captured-turn counter.
  3. If a team's Flag is no longer captured, reset that captured-turn counter.
  4. At 3 captured turns, that team loses and the opposing team wins.

Quick Reference

Rules reminders

  • Wall breaks permanently when it reaches 0 HP.
  • Broken Wall activates 20 Morale.
  • Morale caps at 20 and cannot go below 0.
  • Poison after breach is 2 Morale loss per poison counter.
  • Wither/infect damage to a Keeper drains Morale instead.
  • Base power 2 or greater is required to capture or pick up a Flag.
  • Evasion can reach the Keeper, but cannot bypass it.