[{"data":1,"prerenderedAt":862},["ShallowReactive",2],{"game-en-war-chest":3,"overlays-en-war-chest":455},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":27,"components":8,"cover":31,"deepDive":32,"description":16,"duration":172,"extension":175,"faq":176,"industryLegend":8,"lastReviewed":212,"leaders":8,"locale":213,"manualUrl":214,"mechanics":215,"meta":219,"navigation":220,"path":221,"players":222,"publisher":225,"quickStart":226,"resourceLegend":8,"rulesVersion":414,"seo":415,"sourceFiles":416,"sourceNotes":418,"stem":419,"strategies":420,"summary":451,"videoLanguage":8,"videoUrl":8,"weight":452,"year":453,"__hash__":454},"games\u002Fen\u002Fwar-chest.md","War Chest","#1D6FA5","14",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F249259\u002Fwar-chest",{"type":11,"value":12,"toc":23},"minimark",[13,17,20],[14,15,16],"p",{},"War Chest is a medieval war game played like an abstract: no dice and no luck in\ncombat, only coins drawn from a bag and decisions about what to do with them. Each\ncoin is both a unit on the board and an action in hand.",[14,18,19],{},"The tension comes from the bag's double life. Coins spent on maneuvers return to\nthe bag next round, so attacking hard now means fewer options later. Recruiting\nadds new coins, but each recruit is an action not spent moving or controlling.",[14,21,22],{},"The game is decided on locations: six markers per player with two, eight shared\nwith four. There are no points and no tie-breakers; the first to place them all\nwins, which is why every location your rival secures is a countdown.",{"title":24,"searchDepth":25,"depth":25,"links":26},"",2,[],[28,29,30],"Abstract","Strategy","Medieval","\u002Fimages\u002Fgames\u002Fwar-chest\u002Fcover.webp",{"title":33,"intro":34,"phases":35},"The bag as a deck and the map as a clock","You can already play coins and move units. The game is decided by the composition of your bag, by the locations you control and by a race to place the last control marker before the rival takes it from you.",[36,94,135],{"id":37,"label":38,"steps":39},"bag","The bag is your deck",[40,59,78],{"title":41,"text":42,"images":43,"check":52},"You draw three coins, you do not choose them","Every round starts with three randomly drawn coins, so you cannot plan an exact sequence: you plan with what comes out and what you know is left in the bag. Recruiting is therefore a composition decision, not a quantity one. Add many coins of one unit and you raise the odds of drawing it; do not recruit and your bag stays at the starting nine and you always play the same things.",[44,48],{"src":45,"alt":46,"label":47},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Funits.webp","Rulebook table of the four recommended units per player for a first game, with their icons.","First-game units",{"src":49,"alt":50,"label":51},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-monedas-1.webp","Game coins in a stack, one flipped to show both faces.","Coins",{"question":53,"options":54,"answer":57,"explanation":58},"How many coins are drawn at the start of each round?",[55,56],"Three","Every coin in the bag",0,"Three are drawn at random; the rest wait for the next round.",{"title":60,"text":61,"images":62,"check":72},"Recruiting changes the odds","Recruiting puts a new coin in your bag, but you cannot use it until the discard is shuffled back in. Recruiting is therefore a two- or three-round investment: you spend an action and a coin now, and the benefit arrives when the new coin enters circulation. In a short game, heavy recruiting may arrive too late; in a long one, the larger bag wins. Check how many control markers are left before deciding how much to invest in the future.",[63,64,68],{"src":49,"alt":50,"label":51},{"src":65,"alt":66,"label":67},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-bolsa-1.webp","Open bag with tokens showing and the pile beside it.","Bag",{"src":69,"alt":70,"label":71},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-fichas-1.webp","Game tokens grouped by type, each detail visible.","Tokens",{"question":73,"options":74,"answer":57,"explanation":77},"When can you use the coin you recruit?",[75,76],"When the discard is shuffled into the bag","Immediately, in the same round","The recruited coin goes to the discard and enters the bag on the next recycle.",{"title":79,"text":80,"images":81,"check":88},"Initiative is tempo, not points","The initiative marker decides who opens the round, and you can take it by spending a coin face down. That matters when you need to act before the rival to place a marker or attack a key unit. But it costs a coin and an action: taken out of habit, it gives tempo away. Take it when the position justifies it, not every round.",[82,86,87],{"src":83,"alt":84,"label":85},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-marcador-3.webp","Marker on its track, position pointed out.","Marker",{"src":49,"alt":50,"label":51},{"src":69,"alt":70,"label":71},{"question":89,"options":90,"answer":57,"explanation":93},"What does taking the initiative cost?",[91,92],"One coin discarded face down","Two control markers","Initiative is taken by spending a coin face down, once per round.",{"id":95,"label":96,"steps":97},"control","Control, deployment and attack",[98,113,124],{"title":99,"text":100,"images":101,"check":107},"No location, no unit","To deploy you need an empty location you control. The map therefore rules the bag: you can hold the perfect coin and be unable to use it with nowhere to put it. Before recruiting or attacking, check which locations you control and which are occupied; sometimes the right play is to control an empty location to prepare next turn's deployment, even if it looks slow.",[102,106],{"src":103,"alt":104,"label":105},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fsetup.webp","Setup diagram from the rulebook with the hex board, starting locations, discard area and unit cards.","Two-player setup",{"src":49,"alt":50,"label":51},{"question":108,"options":109,"answer":57,"explanation":112},"Where can a unit be deployed?",[110,111],"On an empty location you control","On any location on the board","Deployment requires an empty location of your own.",{"title":114,"text":115,"images":116,"check":118},"Reinforcing defends and attacks","Stacking coins on a unit reinforces it: it is still one unit, but it survives more attacks and moves as a whole stack. Reinforcement is therefore a double investment: it defends the position and prepares a big unit to attack. The rival can strip coins from the stack with attacks, so reinforcing without controlling the rear can simply hand over material.",[117],{"src":49,"alt":50,"label":51},{"question":119,"options":120,"answer":57,"explanation":123},"What does reinforcing a unit do?",[121,122],"Adds coins to its stack and makes it tougher","Creates a second identical unit","Only one unit of each type can be on the board; reinforcing stacks coins on it.",{"title":125,"text":126,"images":127,"check":129},"An attack removes a coin, not the unit","An attack removes one coin from the target stack, not the whole unit. Big units therefore need several attacks to fall, and attacking a one-coin unit is far more efficient than attacking a stack of three. Before attacking, count the coins on the target and how many you can remove: sometimes pressing a weak position beats spending two attacks on a strong one.",[128],{"src":49,"alt":50,"label":51},{"question":130,"options":131,"answer":57,"explanation":134},"What does one attack remove?",[132,133],"One coin from the target stack","The whole unit","Each attack removes one coin; a unit with several coins needs several attacks.",{"id":136,"label":137,"steps":138},"endgame","The last control marker",[139,150,161],{"title":140,"text":141,"images":142,"check":144},"No points: markers","The game is not scored: whoever places their last control marker on a location wins. That changes the whole economy: you do not accumulate points, you accumulate presence. Every marker placed is an irreversible step towards victory, and every marker lost is a step back. Before placing, ask whether you can hold that location until the end.",[143],{"src":103,"alt":104,"label":105},{"question":145,"options":146,"answer":57,"explanation":149},"How do you win War Chest?",[147,148],"By placing your last control marker","By scoring more points than the rival","There is no scoring: victory comes with the last control marker.",{"title":151,"text":152,"images":153,"check":155},"Controlling is exposing","Placing a control marker brings you closer to victory, but it also commits you to defending that location. Advance too far and you can end up with markers spread out and no units to protect them. That is the tension of the endgame: how many markers you can afford to place before the rival starts taking them back. Sometimes reinforcing a position is better than placing the next marker.",[154],{"src":69,"alt":70,"label":71},{"question":156,"options":157,"answer":57,"explanation":160},"What is the risk of placing many markers quickly?",[158,159],"The rival takes them if you do not defend them","You run out of coins","Every new marker is a position that must be held by units.",{"title":162,"text":163,"images":164,"check":166},"Count the markers left","When a player has two or three markers left, the game enters a different phase: the rival can no longer afford slow plays and you must protect your next placement. At that point initiative and tactics are worth more than recruiting. If you are close to winning, play to place; if you are close to losing, play to remove markers and stop the next turn.",[165],{"src":69,"alt":70,"label":71},{"question":167,"options":168,"answer":57,"explanation":171},"What should you do when the rival has few markers left?",[169,170],"Stop their next placement and take markers back","Recruit more coins for the future","With few markers on the board, tempo and pressure matter more than long-term investment.",{"min":173,"max":174},30,60,"md",[177,181,184,188,191,194,198,201,205,209],{"category":178,"question":179,"answer":180},"setup","How does the four-player game work?","As two teams of two. Each team picks a faction and each player takes a bag and a royal coin; teammates share eight control markers and place three at the start. The outer board areas come into play.",{"category":178,"question":182,"answer":183},"What is unit drafting?","The variant for experienced players: deal eight cards face up and pick in turn (1, 2, 2, 2…). The player who picked second takes initiative. It lets you build an army with synergies instead of receiving four random cards.",{"category":185,"question":186,"answer":187},"turn","What is the royal coin?","The faction coin has no unit: it only pays for face-down actions (initiative, recruit, pass) or for the Royal Guard's tactic if that unit is in play.",{"category":185,"question":189,"answer":190},"Can I pass and then keep playing?","Yes. Passing discards one coin face down and does not force you to pass with the rest: you can use your remaining coins normally.",{"category":185,"question":192,"answer":193},"How often can initiative change in a round?","Once. If you hold the marker, or held it earlier this round, you cannot take it again until the next round.",{"category":195,"question":196,"answer":197},"special","Can I have two units of the same type?","No. Only one unit of each type can be on the board, even if its stack holds several coins. If the unit is destroyed, you may deploy it again later with another coin.",{"category":195,"question":199,"answer":200},"What if the bag and the discard pile run out?","A rare case: draw what is there, and that round you will not take the usual three actions. After you spend your last coin, your opponent keeps playing until their hand is empty.",{"category":202,"question":203,"answer":204},"scoring","Can a location be controlled more than once?","You can control a neutral location or take one from your opponent, but you cannot control a location you already hold: each location carries one marker.",{"category":206,"question":207,"answer":208},"end","How long does a game take?","Between 30 and 60 minutes. There is no round limit: the game ends when someone places their last marker, so the pace is set by how fast locations change hands.",{"category":206,"question":210,"answer":211},"Can you win without attacking?","It is hard. Neutral locations can be taken without fighting, but to reach the sixth marker you almost always have to contest a position, and attack or the threat of it is the tool.","2026-10-24","en","https:\u002F\u002Fwww.alderac.com\u002Fwar-chest\u002F",[216,217,218],"Bag building","Area control","Combat",{},true,"\u002Fen\u002Fwar-chest",{"min":25,"max":223,"best":224},4,[25],"Alderac Entertainment Group",{"pitch":227,"pitchCheck":228,"setup":234,"turn":309,"mistakes":379,"winning":407,"winningCheck":408},"War Chest is an area-control game shaped like chess and built like a bag builder. Each player starts with four unit types and a bag holding two coins of each plus their royal coin. Every round you draw three coins and spend them on alternating turns: playing a coin face up on a location you control deploys a unit; adding it on top bolsters an existing unit; discarding it face down lets you recruit, grab initiative or pass; and discarding it face up lets the matching unit move, control, attack or use its tactic. You win by placing your last control marker on a location.",{"question":229,"options":230,"answer":57,"explanation":233},"How do you win a game of War Chest?",[231,232],"By placing all your control markers on locations","By destroying every enemy unit","You do not need to wipe the board: the win comes from placing the last control marker.",[235,249,258,273,284,299],{"text":236,"images":237,"check":243},"Put the board in the middle. In a two-player game each player picks a faction and takes a bag, a royal coin and six control markers. Place one marker on each of your two starting locations; every other location starts neutral.",[238,239,241,242],{"src":103,"alt":104,"label":105},{"src":240,"alt":84,"label":85},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-marcador-1.webp",{"src":49,"alt":50,"label":51},{"src":65,"alt":66,"label":67},{"question":244,"options":245,"answer":57,"explanation":248},"How many control markers does each player use in a two-player game?",[246,247],"Six","Eight","Six per player in a two-player game; the four-player team mode shares eight.",{"text":250,"images":251,"check":253},"Choose units. For a first game the rulebook recommends the fixed set: Swordsman, Pikeman, Crossbowman and Light Cavalry against Archer, Cavalry, Lancer and Scout. In later games, shuffle the 16 unit cards and deal four to each player.",[252],{"src":45,"alt":46,"label":47},{"question":254,"options":255,"answer":57,"explanation":257},"How many unit cards does each player have in the standard game?",[256,247],"Four","Each player plays with four unit types and their matching coins.",{"text":259,"images":260,"check":267},"Build the bags: put two coins of each of your four units into your bag plus your royal coin. The rest of those units' coins form your supply, in piles next to the cards. Unused coins stay in the box.",[261,262,263],{"src":49,"alt":50,"label":51},{"src":65,"alt":66,"label":67},{"src":264,"alt":265,"label":266},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-cartas-1.webp","Game cards face up in a fan, none covering another.","Cards",{"question":268,"options":269,"answer":57,"explanation":272},"How many coins start in the bag?",[270,271],"Nine: two of each unit plus the royal coin","All the coins of your units","You start with nine coins; the rest of the supply is recruited during the game.",{"text":274,"images":275,"check":278},"Flip the initiative marker: whoever matches the face-up side starts and keeps the marker. In the recommended first game, player A starts.",[276],{"src":277,"alt":84,"label":85},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-marcador-2.webp",{"question":279,"options":280,"answer":57,"explanation":283},"Who goes first?",[281,282],"Whoever matches the face-up side of the initiative marker","The youngest player","The initiative marker decides who opens the round, and it can change hands during play.",{"text":285,"images":286,"check":293},"Leave the outer areas of the board —the darker hexes— out of play: two-player games do not use them. Those areas, the extra bags and the extra markers only come in for the four-player team variant.",[287,291,292],{"src":288,"alt":289,"label":290},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-hexagono-1.webp","Board hex with its edges and symbols.","Hex",{"src":83,"alt":84,"label":85},{"src":65,"alt":66,"label":67},{"question":294,"options":295,"answer":57,"explanation":298},"Are the outer board areas used with two players?",[296,297],"No, only in the four-player game","Yes, always","The outer areas belong to the four-player team deployment.",{"text":300,"images":301,"check":303},"If you already know the game, draft: deal eight cards face up, the first player takes one, the second takes two, the first takes two, and so on. The player who picked second takes the initiative.",[302],{"src":264,"alt":265,"label":266},{"question":304,"options":305,"answer":57,"explanation":308},"Who gets initiative in the draft?",[306,307],"The player who picked second","The player who takes the last card","The draft compensates the second player by handing them initiative.",[310,322,333,344,356,367],{"title":311,"text":312,"images":313,"check":316},"Draw three coins","At the start of the round each player draws three coins from their bag in secret. If the bag runs out, refill it with the coins in your discard pile, shuffle, and keep drawing until you have three.",[314,315],{"src":49,"alt":50,"label":51},{"src":65,"alt":66,"label":67},{"question":317,"options":318,"answer":57,"explanation":321},"What refills the bag when it empties?",[319,320],"The discard pile","The supply","The bag recycles discards, not new coins from the supply.",{"title":323,"text":324,"images":325,"check":327},"Alternate actions","Whoever holds initiative starts, then players alternate one action per coin until both hands are empty. Each coin is spent once, and an action must finish before the next one starts.",[326],{"src":49,"alt":50,"label":51},{"question":328,"options":329,"answer":57,"explanation":332},"How many coins do you spend per turn?",[330,331],"One, then the turn passes","All the coins in your hand","One coin per turn; the round ends when both hands are empty.",{"title":334,"text":335,"images":336,"check":340},"Place: deploy or bolster","Face up, a coin can deploy its unit into an empty location you control, or stack on top of the matching unit already on the board to bolster it. Only one unit of each type may be on the board, and a stacked unit moves as a whole.",[337],{"src":103,"alt":338,"label":339},"Hex board with locations, control markers and a discard area where face-up coins are placed.","Deploying and bolstering",{"question":108,"options":341,"answer":57,"explanation":343},[110,342],"On any neutral location","Deployment needs one of your own locations to be empty; if they are all occupied, there is no deployment.",{"title":345,"text":346,"images":347,"check":350},"Face down: initiative, recruit or pass","A face-down coin allows three things: take the initiative marker (once per round), recruit a coin from the supply —it goes face up into your discard pile and is shuffled in later— or pass.",[348,349],{"src":240,"alt":84,"label":85},{"src":49,"alt":50,"label":51},{"question":351,"options":352,"answer":57,"explanation":355},"Must the recruited coin match the one you spend?",[353,354],"No, you can recruit any coin from the supply","Yes, it has to be the same type","Recruiting is free choice: spend any coin and take whichever you want from the supply.",{"title":357,"text":358,"images":359,"check":361},"Face up: maneuvers","Discarding a coin face up lets the matching unit on the board move to an adjacent empty space, control the location it occupies, attack an adjacent enemy unit or use its tactic. An attack removes one coin from the target stack and sends it back to the box.",[360],{"src":49,"alt":50,"label":51},{"question":362,"options":363,"answer":57,"explanation":366},"Where does a coin removed by an attack go?",[364,365],"To the box: it returns to neither supply nor discard","To the attacker's discard pile","Destroyed coins leave the game; you only get them back by recruiting.",{"title":368,"text":369,"images":370,"check":373},"Check for the win","If controlling a location places your last marker, you win on the spot. Locations are the hexes with the green knotwork symbol; taking a neutral or captured one is the only way to move toward victory.",[371,372],{"src":277,"alt":84,"label":85},{"src":288,"alt":289,"label":290},{"question":374,"options":375,"answer":57,"explanation":378},"Which location can you control?",[376,377],"The one your unit occupies, neutral or enemy","Only neutral ones","Controlling an enemy location returns their marker and places yours.",[380,389,398],{"title":381,"text":382,"check":383},"Deploying without a location","You can only deploy into an empty location you already control. If all your locations are occupied, that deployment coin is wasted: bolster, move or recruit instead.",{"question":384,"options":385,"answer":57,"explanation":388},"Can you deploy on a neutral location?",[386,387],"No, you have to control it first","Yes, if it is empty","Deployment requires one of your own locations; to take a neutral one, a unit already there must control it.",{"title":390,"text":391,"check":392},"Attacking without bolstering","A single-coin unit disappears after one attack. Adding a second coin turns it into a wall that survives several hits, and stacked coins move together.",{"question":393,"options":394,"answer":57,"explanation":397},"What happens to a single-coin unit that is attacked?",[395,396],"It is destroyed and leaves the board","It stays with zero coins","Remove its only coin and the unit is no longer deployed.",{"title":399,"text":400,"check":401},"Never recruiting","The bag starts with nine coins and does not grow by itself. Skip recruiting and you keep drawing the same coins while your opponent adds units you cannot answer.",{"question":402,"options":403,"answer":57,"explanation":406},"How do you get new coins?",[404,405],"By recruiting with a face-down action","By drawing two extra at the end of the round","Recruiting from the supply is the only way to grow your bag.","You win the moment you place your last control marker on a location. In a two-player game that is six markers per player; in the team variant two players share eight and win together. There is no scoring: the game ends with the last marker.",{"question":409,"options":410,"answer":57,"explanation":413},"Is there a final scoring?",[411,412],"No, whoever places all their markers wins","Yes, you count controlled locations","War Chest does not score: victory is placing the last control marker.","EN rulebook (AEG, 2018)",{"title":5,"description":16},[417],"reglamentos-pdf\u002FWar_Chest_Rules_EN.pdf","The rulebook covers the two-player game, the four-player team variant, unit drafting and historical set-ups. This guide explains the standard two-player game; the team mode and drafting are covered in the FAQ.","en\u002Fwar-chest",[421,425,428,431,435,438,441,445,448],{"level":422,"title":423,"text":424},"beginner","Control before you expand","Every controlled location is both a deployment point and a step toward victory. Before moving units far away, secure the locations you can already reach.",{"level":422,"title":426,"text":427},"Bolster the units that matter","A two-coin unit survives an attack and stays on the board. Bolstering the unit holding your key location beats deploying another one in a corner.",{"level":422,"title":429,"text":430},"Recruit from the start","The bag does not improve by itself. Every early recruit adds a coin that shows up in later rounds, when the decisions matter more.",{"level":432,"title":433,"text":434},"intermediate","Read your opponent's discards","Face-up discards are public information. If your rival has spent their archers, you know they cannot shoot this round and that the unit returns to their bag next round.",{"level":432,"title":436,"text":437},"Treat initiative as a resource","Taking initiative does not only give you the first turn next round: it takes it from your opponent. Do it when order matters, not out of habit.",{"level":432,"title":439,"text":440},"Do not waste coins on passing","Passing is an out when nothing useful is available, but every pass is a coin that comes back later. Turn it into a recruit when you can.",{"level":442,"title":443,"text":444},"advanced","Build army synergies","When drafting, pick units that cover each other: one that controls and one that attacks at range, or a tactic that moves and another that finishes. Four good units in isolation can be an incoherent army.",{"level":442,"title":446,"text":447},"Set up the next round","Face-up discards go back into the bag. If you need a particular unit, avoid spending it on trivial actions so it is not sitting in the discard pile when you need it.",{"level":442,"title":449,"text":450},"Threaten two locations at once","A well-placed unit can threaten two locations. Forcing your opponent to choose what to defend is stronger than attacking a single point, because every marker they delay is another round for you.","A bag of coins, medieval units and six control markers: hold more locations than your rival.",2.4,"2018","1GQh9qeFsY_KJi98G9fphtp_DXeJjeWBnkGH4YzaITU",[456,668],{"id":457,"title":458,"accent":459,"body":460,"cover":473,"description":464,"duration":474,"extension":175,"faq":475,"game":497,"kind":498,"lastReviewed":212,"leaders":8,"locale":213,"meta":499,"mistakes":500,"modules":528,"navigation":220,"path":563,"pitch":564,"pitchCheck":565,"players":571,"requires":572,"requiresExpansions":8,"rulesVersion":573,"scoring":574,"seo":576,"setup":577,"shortTitle":604,"sourceFiles":605,"sourceNotes":607,"stem":608,"strategies":609,"summary":628,"turn":629,"__hash__":667},"expansions\u002Fen\u002Fwar-chest\u002Fnobility.md","War Chest: Nobility","#B08A2E",{"type":11,"value":461,"toc":471},[462,465,468],[14,463,464],{},"Nobility does not change War Chest's skeleton: still a bag of coins, a board of\nlocations and a race to place markers. What it does is give the royal coin a\npurpose, since in the base game it only paid for face-down actions.",[14,466,467],{},"Decrees are the interesting part. They are shared, but each side spends its own\nseals, so the same decree can be used twice per game. That turns proclamation into\na race to reach the ability you need first, especially when both armies can execute\nit.",[14,469,470],{},"The four new units are built to chain actions: the Earl generates proclamations,\nthe Herald moves for free, the Mercenary arrives through the recruit decree and the\nBannerman pushes enemy units around. The result is a more combo-driven, less\npositional game that rewards reading the table before spending the royal coin.",{"title":24,"searchDepth":25,"depth":25,"links":472},[],"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fnobility.webp",{"min":173,"max":174},[476,479,482,485,488,491,494],{"category":178,"question":477,"answer":478},"Can you play Nobility without drafting?","You can, but the rules sheet itself says to deal eight cards and draft. With twenty units, a random deal of four can leave one player with no answer to the opponent's combinations.",{"category":178,"question":480,"answer":481},"Are decrees dealt before or after units?","Before: reveal the three decrees and hand out seals first, then draft. That way you can pick an army with the available decrees in mind.",{"category":178,"question":483,"answer":484},"What about the four-player variant?","Each team shares its three seals and its two players decide who proclaims and when. Decrees are shared by both sides, so seal management becomes a team decision.",{"category":185,"question":486,"answer":487},"Can I proclaim twice in the same round?","Not with a single royal coin. You only have one in your bag, so a second proclamation means recovering it from the discard pile in a later round. The exception is the Earl, whose tactic generates a proclamation without spending it.",{"category":185,"question":489,"answer":490},"Can a decree kill a leader?","Decrees have no leaders or coins of their own: their effects are actions. If a decree grants an attack, that attack follows the normal rules, including removing a coin from the target unit.",{"category":195,"question":492,"answer":493},"How does it combine with Siege?","Cleanly, and it is recommended: if you combine both expansions, place the fortifications at the same time you reveal the decrees, before the draft. Decrees can attack fortifications like any other attack action.",{"category":206,"question":495,"answer":496},"Does the victory condition change?","No. Whoever places all their control markers still wins. Nobility adds tools, not an alternative win condition.","war-chest","module",{},[501,510,519],{"title":502,"text":503,"check":504},"Spending the royal coin blindly","The royal coin is the only way to pay for decrees. Use it to recruit in the first round and you give up a proclamation at the point where decrees usually decide the game.",{"question":505,"options":506,"answer":57,"explanation":509},"Which actions can the royal coin pay for?",[507,508],"Face-down actions and proclamations","Any action, maneuvers included","The royal coin has no unit: it cannot move, attack or control, only pay face-down actions and decrees.",{"title":511,"text":512,"check":513},"Grabbing the wrong decree in a hurry","A decree you cannot fully execute cannot be chosen. Before proclaiming, check that the target unit exists, is adjacent and has coins: otherwise you waste both the seal and the royal coin.",{"question":514,"options":515,"answer":57,"explanation":518},"What if you pick a decree you cannot fully execute?",[516,517],"It is not a legal move: choose another or do not proclaim","It resolves halfway and the seal is lost","The rules require you to be able to execute the ability completely to choose that decree.",{"title":520,"text":521,"check":522},"Forgetting the new Royal Guard card","When playing with Nobility the Royal Guard uses the expansion's revised card. Mixing the old card with the new units unbalances that unit and breaks the experience the designers intended.",{"question":523,"options":524,"answer":57,"explanation":527},"Which Royal Guard card do you use with Nobility?",[525,526],"The revised one included in the expansion","The base game one","The expansion ships a corrected version that replaces the original.",[529,535,543,551,557],{"title":530,"text":531,"images":532},"Earl","A noble commander: its tactic generates a proclamation action, letting you chain a decree with a unit without spending the turn's royal coin. With the Herald in play the chain can stretch further still.",[533],{"src":534,"alt":50,"label":51},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-siege-monedas-1.webp",{"title":536,"text":537,"images":538},"Herald","Its attribute grants a free move after another unit performs a maneuver, including the one the Earl generates. It is the piece that turns one proclamation into two actions.",[539],{"src":540,"alt":541,"label":542},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-siege-modulo-1.webp","Game pieces laid out on the table.","Pieces",{"title":544,"text":545,"images":546},"Mercenary","It can be recruited with the Enlist decree without spending the normal action, and its attribute still triggers when it arrives that way. It is the unit that turns a recruit into tempo.",[547],{"src":548,"alt":549,"label":550},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-nobility-modulo-1.webp","Module set out on the table with its pieces visible.","Module",{"title":552,"text":553,"images":554},"Bannerman","It can move an adjacent enemy unit instead of itself. That is not a maneuver —it does not use maneuver wording— but the move follows normal rules: empty, adjacent and no passing through occupied hexes.",[555],{"src":556,"alt":549,"label":550},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-nobility-modulo-2.webp",{"title":558,"text":559,"images":560},"Royal Guard (revised card)","The expansion includes a revised Royal Guard card. Replace the original with it whenever you play with Nobility: the new card was designed with community feedback to improve the game's balance.",[561],{"src":562,"alt":265,"label":266},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-nobility-cartas-1.webp","\u002Fen\u002Fwar-chest\u002Fnobility","Nobility adds a fourth action class to War Chest —proclamation— and with it a reason not to spend the royal coin on recruiting or initiative every time. At set-up three royal decrees are revealed and each side gets three proclamation seals. During the game, discarding the royal coin face up lets you seal a decree and execute its ability; each decree can only be used once per side, so timing and order matter far more than they look. Four new units come along —Earl, Herald, Mercenary and Bannerman— plus a revised Royal Guard card.",{"question":566,"options":567,"answer":57,"explanation":570},"How many times can each side use the same decree?",[568,569],"Once, by placing one of its seals","As often as it likes while it has the royal coin","Each decree takes one seal per side: it can be used once per faction, even if the opponent already spent it.",{"min":25,"max":223},[497],"EN rulebook (AEG, 2019)",{"text":575},"Nobility does not change the victory condition: whoever places all their control markers on locations still wins. Decrees only accelerate or protect that goal.",{"title":458,"description":464},[578,592],{"mode":579,"replaces":580,"text":581,"images":582,"check":586},"replace",1,"Add the four new cards to the sixteen from the base game and shuffle all twenty. Deal eight cards face up for the draft (twelve in a four-player game) and pick in turn: one, then two each. Drafting is not optional here, because with twenty cards a random deal of four can leave badly lopsided armies.",[583],{"src":473,"alt":584,"label":585},"Royal decree card anatomy from the rulebook: title, ability, seal space and the proclamation coins.","Decrees and seals",{"question":587,"options":588,"answer":57,"explanation":591},"How many unit cards are shuffled with Nobility?",[589,590],"Twenty: the sixteen base plus four new","Sixteen: the new ones replace four base units","The four units are added to the sixteen originals; they replace nothing.",{"mode":593,"after":580,"text":594,"images":595,"check":599},"add","Shuffle the seven royal decrees and place three face up where both sides can see them; the other four return to the box. Give each side its three proclamation seals in its faction colour. Decrees are dealt before units are drafted.",[596],{"src":288,"alt":597,"label":598},"Top-down view of the table at the setup point the step describes.","Table from above",{"question":600,"options":601,"answer":57,"explanation":603},"How many decrees are available in a game?",[55,602],"Seven","Three are revealed and the rest are set aside: they are part of that game's scenario.","Nobility",[606],"reglamentos-pdf\u002FWar_Chest_Nobility_Rules_EN.pdf","The expansion sheet adds the proclamation action, seven royal decrees, the seals and four new units, plus a revised Royal Guard card. It has no scenarios of its own: the base game's set-ups still apply.","en\u002Fwar-chest\u002Fnobility",[610,613,616,619,622,625],{"level":422,"title":611,"text":612},"Save the royal coin for a decree","Before spending it on recruiting, look at the three decrees. If one fits your army, that coin is worth more proclaiming than going back into the bag.",{"level":422,"title":614,"text":615},"Read the decrees before drafting","Pick units that can meet the decrees' conditions: a granted attack needs an adjacent unit, and a free deploy needs an empty location.",{"level":422,"title":617,"text":618},"Do not hoard seals","Three unused seals at the end of the game are three proclamations wasted. Spend them when the decree changes something real, not to keep them safe.",{"level":432,"title":620,"text":621},"Chain Earl and Herald","The Earl's tactic generates a proclamation, and the Herald moves for free when another unit maneuvers. With both on the board, one coin can produce three effects.",{"level":432,"title":623,"text":624},"Offer decrees the opponent cannot use","Decrees are shared, but each side has its own seal. If your opponent lacks the unit to execute a decree, that decree is effectively yours: use it while you can.",{"level":442,"title":626,"text":627},"Plan the last proclamation","If you still hold a seal and the royal coin is in the discard pile, plan two rounds: one to recover it and one to proclaim. Opponents who do not count rounds usually leave the last decree unused.","Four noble units, royal decrees and proclamation seals: one more action for your royal coin.",[630,643,656],{"title":631,"text":632,"images":633,"check":637},"Proclaim","Discard your royal coin face up and choose one of the three decrees. Place one of your seals on it —you cannot pick one that already holds your seal, but you may pick one holding your opponent's— and execute its ability. If you cannot fully execute it, you cannot choose that decree.",[634],{"src":473,"alt":635,"label":636},"Sacrifice decree card with its ability and proclamation seal space, next to the faction coins.","Proclaiming a decree",{"question":638,"options":639,"answer":57,"explanation":642},"Can you proclaim a decree the opponent already used?",[640,641],"Yes, seals are per side","No, a decree is spent for both sides","Each side has its own seals: a decree can be used once per faction.",{"title":644,"text":645,"images":646,"check":650},"Chain with attributes","The words on a decree —attack, move, deploy— are normal actions, so they trigger tactics, attributes and restrictions. An attack granted by a decree is a normal attack under the usual rules.",[647],{"src":540,"alt":648,"label":649},"The table mid-turn, with the pieces the step mentions.","Table in play",{"question":651,"options":652,"answer":57,"explanation":655},"Does an attack from a decree trigger unit attributes?",[653,654],"Yes, it is a normal attack","No, decrees do not interact with units","Bold terms on a decree are normal actions and set off the matching attributes.",{"title":657,"text":658,"images":659,"check":661},"Manage your seals","You have three seals and they do not come back. Every proclamation is a resource that is gone for good, and the royal coin is the only thing that pays for it: spend it recruiting or claiming initiative and you get no decree that turn.",[660],{"src":534,"alt":50,"label":51},{"question":662,"options":663,"answer":57,"explanation":666},"Do seals return after use?",[664,665],"No, you have three for the whole game","Yes, when the bag is reshuffled","The three seals are a finite resource for the entire game.","KeFsMC5Py9rMGzZ4TSF4Zk_RVUmFERkdYAbBquZE9o0",{"id":669,"title":670,"accent":671,"body":672,"cover":685,"description":676,"duration":686,"extension":175,"faq":687,"game":497,"kind":498,"lastReviewed":212,"leaders":8,"locale":213,"meta":709,"mistakes":710,"modules":738,"navigation":220,"path":765,"pitch":766,"pitchCheck":767,"players":773,"requires":774,"requiresExpansions":8,"rulesVersion":775,"scoring":776,"seo":778,"setup":779,"shortTitle":801,"sourceFiles":802,"sourceNotes":804,"stem":805,"strategies":806,"summary":825,"turn":826,"__hash__":861},"expansions\u002Fen\u002Fwar-chest\u002Fsiege.md","War Chest: Siege","#8B2E2E",{"type":11,"value":673,"toc":683},[674,677,680],[14,675,676],{},"Siege turns locations into strongpoints. Four of them start with a wall, and while\nit stands you can neither enter an enemy-held one nor attack the unit inside. It is\na small expansion in components and a big one in consequences, because it changes\nthe maths of every attack.",[14,678,679],{},"Siege engines are the answer. Trebuchet, Siege Tower and War Wagon get new tactics\nthat only work while bolstered, which gives a clear purpose to an action that\nsometimes felt secondary in the base game. The Sapper does the opposite: it builds\nwalls from the supply.",[14,681,682],{},"The objective does not change, but the rhythm does. With fortifications, the player\nspending coins to break walls sets the pace; the one who ignores them ends up\nneeding two actions for what used to cost one.",{"title":24,"searchDepth":25,"depth":25,"links":684},[],"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fsiege.webp",{"min":173,"max":174},[688,691,694,697,700,703,706],{"category":178,"question":689,"answer":690},"Which fortification card is used?","Shuffle the six and draw one at random; the other five return to the box. Each card marks four different starting positions, so the game changes every time.",{"category":178,"question":692,"answer":693},"Can you pick the fortification map?","The rulebook draws one at random. For a specific game you can agree on a card, especially if you want to play a historical set-up.",{"category":185,"question":695,"answer":696},"Does a fortification control the location?","No. Fortifications neither control nor count as a marker: they only block access and protect the unit inside. Controlling the location still needs a unit there and a control action.",{"category":185,"question":698,"answer":699},"Can I deploy into my own fortified location?","Yes, if it is yours or neutral and empty. The restriction applies to enemy fortified locations, which cannot be entered or passed through until the wall is down.",{"category":195,"question":701,"answer":702},"Does the attack that destroys a fortification hurt the unit?","No. The attack spends the fortification's coin, which returns to the supply. The unit inside loses nothing in that attack.",{"category":195,"question":704,"answer":705},"How does it combine with Nobility?","No conflict. If you play both, place fortifications at the same time you reveal decrees, before the draft. A decree granting an attack can destroy a fortification like any other attack.",{"category":206,"question":707,"answer":708},"Do fortifications change the win condition?","No. Whoever places all their control markers wins. Fortifications only make some locations cost more actions to reach.",{},[711,720,729],{"title":712,"text":713,"check":714},"Attacking the unit instead of the wall","While a fortification stands in the hex, the unit inside cannot be attacked. Any attack aimed at it is illegal: the fortification must come down first, and the attack that destroys it does no damage to the unit.",{"question":715,"options":716,"answer":57,"explanation":719},"Can you attack a unit behind a fortification?",[717,718],"No, the fortification must be destroyed first","Yes, with two attack coins","The fortification absorbs the attack and shields the unit until it falls.",{"title":721,"text":722,"check":723},"Using siege tactics unbolstered","The Siege Tower, Trebuchet and War Wagon cannot use their tactics with a single coin. Deploying them and spending the second coin elsewhere leaves them as ordinary units.",{"question":724,"options":725,"answer":57,"explanation":728},"How many coins does an engine need for its tactic?",[726,727],"At least two: one on the board and one on top","One","The unit must be bolstered when the tactic starts.",{"title":730,"text":731,"check":732},"Forgetting the fortification supply","The Sapper can only build while fortifications remain in supply, and every destroyed fortification goes back there. If your opponent keeps knocking walls down, that supply refills and the Sapper becomes useful again.",{"question":733,"options":734,"answer":57,"explanation":737},"Where do the Sapper's fortifications come from?",[735,736],"The fortification supply","The box, there are always more","Without fortifications in supply, the Sapper's attribute cannot be used.",[739,744,749,755,760],{"title":740,"text":741,"images":742},"Fortifications","They are not units: they do not move, do not control and count for nothing except as a wall. They are placed during set-up, and the Sapper can add more from the supply.",[743],{"src":540,"alt":549,"label":550},{"title":745,"text":746,"images":747},"Sapper","Its attribute plays additional fortifications from the supply. It cannot use that attribute if no fortifications remain, so check the supply before relying on it.",[748],{"src":540,"alt":549,"label":550},{"title":750,"text":751,"images":752},"Siege Tower","A siege engine with two chained attacks. Its tactic only works while bolstered, and it is the piece that turns one coin into two hits on the wall.",[753,754],{"src":540,"alt":541,"label":542},{"src":534,"alt":50,"label":51},{"title":756,"text":757,"images":758},"Trebuchet","Siege artillery: its siege tactic strikes at range, which makes it valuable against fortifications you cannot flank.",[759],{"src":540,"alt":549,"label":550},{"title":761,"text":762,"images":763},"War Wagon","Its siege tactic moves a friendly unit and fills the space it vacates, as if pushing it. The wagon itself must move, and it must be bolstered to use the tactic.",[764],{"src":540,"alt":549,"label":550},"\u002Fen\u002Fwar-chest\u002Fsiege","Siege puts walls on the battlefield. At set-up you draw one of six fortification cards and place four fortification coins on the locations it shows; the remaining three form a supply. A fortification is not a unit, but it is attacked like one: while it stands you cannot enter that location if it is enemy-held, nor attack the unit inside. To break it you have the Sapper, who builds fortifications, and the siege engines, whose tactics only work while they are bolstered. Victory does not change: your control markers still decide the game.",{"question":768,"options":769,"answer":57,"explanation":772},"What do siege tactics require?",[770,771],"The unit must be bolstered with at least two coins","The unit must be adjacent to a fortification","Siege tactics can only be used if the unit is bolstered at the moment you start the tactic.",{"min":25,"max":223},[497],"EN rulebook (AEG, 2020)",{"text":777},"Siege does not change victory: whoever places all their control markers wins. Fortifications score nothing and do not count as a controlled location; they only stop you reaching the ones that do.",{"title":670,"description":676},[780,789],{"mode":579,"replaces":580,"text":781,"images":782,"check":784},"Add the four new cards to the sixteen from the base game and shuffle all twenty. Without drafting, deal four to each player; with drafting, deal eight face up (twelve in a four-player game) and pick in turn.",[783],{"src":264,"alt":265,"label":266},{"question":785,"options":786,"answer":57,"explanation":788},"How many unit cards are there with Siege?",[589,787],"Twelve: only the new ones","Siege adds four units to the sixteen originals.",{"mode":593,"after":580,"text":790,"images":791,"check":795},"Shuffle the six fortification cards and draw one; the others return to the box. Place four fortification coins on the locations shown on the map card and leave the remaining three beside the board as a supply. If you also play with Nobility, reveal decrees and place fortifications before the draft.",[792],{"src":685,"alt":793,"label":794},"Fortification coins and map card from the rulebook, with the starting locations marked on the hex board.","Opening fortifications",{"question":796,"options":797,"answer":57,"explanation":800},"How many fortifications are there at the start?",[798,799],"Four on the board and three in supply","Seven on the board","Four go on the board according to the map; the other three form the supply.","Siege",[803],"reglamentos-pdf\u002FWar_Chest_Siege_Rules_EN.pdf","The rules sheet adds fortifications, siege tactics and four units (Sapper, Siege Tower, Trebuchet and War Wagon). It also includes six map cards with different starting positions.","en\u002Fwar-chest\u002Fsiege",[807,810,813,816,819,822],{"level":422,"title":808,"text":809},"Break before you enter","Against a fortified location the first attack goes to the wall. Counting the actions you need to get in stops you discovering mid-round that you fall short.",{"level":422,"title":811,"text":812},"Bolster the engines","Siege Tower, Trebuchet and War Wagon only use their tactics while bolstered. Place the second coin before counting on them to break walls.",{"level":422,"title":814,"text":815},"Do not ignore the Sapper","The Sapper can raise new walls where it hurts your opponent. It is a defensive unit that gains value whenever the fortification supply has coins.",{"level":432,"title":817,"text":818},"Attack where there is no wall","Fortifications only cover four positions. Going around the map and entering through an unfortified location usually costs fewer actions than besieging the front gate.",{"level":432,"title":820,"text":821},"Manage the supply","Every destroyed fortification returns to the supply, so the Sapper gains options over time. If your plan depends on building walls, do not let the opponent knock them down for free.",{"level":442,"title":823,"text":824},"Two-unit siege","A single engine takes two rounds to open a wall. Pair a ranged attack with a melee unit ready to step into the gap in the same turn.","Fortifications, sappers and siege engines: break the walls before you reach the locations.",[827,839,850],{"title":828,"text":829,"images":830,"check":833},"Walls and entry","You may enter neutral or friendly fortified locations, but not an enemy fortified one: the fortification must come down first. Units with multi-hex movement also cannot move through fortified locations.",[831],{"src":832,"alt":289,"label":290},"\u002Fimages\u002Fgames\u002Fwar-chest\u002Fguia-siege-hexagono-1.webp",{"question":834,"options":835,"answer":57,"explanation":838},"Can you enter an enemy location with a fortification?",[836,837],"No, the fortification has to be destroyed first","Yes, if the unit has at least two coins","An enemy fortification closes the entrance until it is knocked down.",{"title":840,"text":841,"images":842,"check":844},"Attacking the fortification","A fortification is attacked like a unit: any attack valid against a unit works against it. When hit, its coin is removed and returns to the fortification supply, not the box. While a fortification stands in a hex, the unit inside cannot be attacked.",[843],{"src":534,"alt":50,"label":51},{"question":845,"options":846,"answer":57,"explanation":849},"Where does a destroyed fortification coin go?",[847,848],"Back to the fortification supply","To the box","Destroyed fortifications are recycled into the supply, unlike unit coins.",{"title":851,"text":852,"images":853,"check":855},"Siege tactics","Trebuchet, Siege Tower and War Wagon have siege tactics, usable only while the unit is bolstered at the moment you start them. If the first attack leaves the unit with a single coin, the tactic still resolves in full.",[854],{"src":534,"alt":50,"label":51},{"question":856,"options":857,"answer":57,"explanation":860},"Can a siege tower use its tactic with one coin?",[858,859],"No, it must be bolstered when the tactic starts","Yes, if the attack targets a fortification","The condition is checked when the tactic begins; it is not re-checked afterwards.","yiswtZCUkoSPWq7wW9I_T7jIOsAjMCgho190rWM6xzo",1792930450236]