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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-10T12:14:35Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=15198</id>
		<title>Gamehelpwarchest</title>
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		<updated>2022-11-04T16:50:01Z</updated>

		<summary type="html">&lt;p&gt;Fitz of Rage: /* Core Concepts */&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 (Key Locations)&lt;br /&gt;
&lt;br /&gt;
Each player has a set of discs representing different units, which will be different for each player and so each player will behave differently&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
&lt;br /&gt;
You can only have one disc (or stack of discs) of each unit out at one time&lt;br /&gt;
&lt;br /&gt;
Discs are used to take actions with matching discs out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild disc (Royal) 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 discs available to you to use, a number of discs in your draw bag (in your profile area) and a number of discs 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 disc until you have no discs left, at which point you both draw back up to 3 discs&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, select a disc 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 disc on the board this can either be on an empty space with either your control marker or your starting locations, 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;
&lt;br /&gt;
Pass for this action, but may still take an action next turn&lt;br /&gt;
&lt;br /&gt;
Recruit a new Unit from your supply into your discard area, your opponent will get to know what Unit you recruit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options performed with an on the board unit of the same type:&lt;br /&gt;
&lt;br /&gt;
Move to an empty adjacent space&lt;br /&gt;
&lt;br /&gt;
Control a location by placing your control marker on the space or swapping an 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;
&lt;br /&gt;
Attack an adjacent enemy unit by removing one of its discs from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
&lt;br /&gt;
Tactic is the unit&#039;s special ability which is carried out in full, 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;
&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;
===Advance 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 (wild) discs shared between the partners&lt;br /&gt;
&lt;br /&gt;
There are 3 starting spaces&lt;br /&gt;
&lt;br /&gt;
Each player has 3 units unique to them&lt;br /&gt;
&lt;br /&gt;
The initiative marker goes to one player, but the other player from the same team cannot take it from them as an action&lt;br /&gt;
&lt;br /&gt;
Players take alternating turns between the two teams&lt;br /&gt;
&lt;br /&gt;
Controlled locations are shared by both players on a team&lt;br /&gt;
&lt;br /&gt;
Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
&lt;br /&gt;
Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
&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>Fitz of Rage</name></author>
	</entry>
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