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	<updated>2026-10-09T07:30:29Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=15285</id>
		<title>Gamehelpwarchest</title>
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		<updated>2022-11-16T22:40:37Z</updated>

		<summary type="html">&lt;p&gt;Andrino: Added note about siege tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all your control markers on green spaces (the &amp;quot;locations&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behave differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions or the tactic of the Royal Guard unit.&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty space with either one of your control markers, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* Pass for this action; you may still take an action next turn&lt;br /&gt;
* Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* Move to an empty adjacent space&lt;br /&gt;
* Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* active the unit&#039;s tactic.&lt;br /&gt;
&lt;br /&gt;
Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Andrino</name></author>
	</entry>
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