Ludexv2026.11.01-65114139War ChestOfficial rulebook ↗

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How to Play

Rounds, coins and where they go, locations and control, and the initiative.

Overview

The game is a series of rounds, and each round has two phases: Draw coins, then Use coins. It ends the moment a player (or team) places its last Control Marker (Game End and Scoring).

Your coins: bag, hand, discard, supply

Every coin is always in one of these places:

PlaceWhat it holdsWho can see it
BagThe coins you can draw: 2 of each of your units and your Royal Coin at the startHidden, but its size can be worked out
HandThe 3 coins you drew this roundOnly you
BoardYour units: each unit is a stack of coins of one typeEveryone
Discard pileCoins you spent this round and earlier: some face up, some face downFace-up coins are public; face-down ones only you know
SupplyThe rest of each unit’s coins, next to its cardEveryone
BoxCoins lost to attacks; they never come backEveryone

Your discard pile is not your supply. You refill the bag from the discard pile; the supply only feeds the discard pile, through the Recruit action.

Draw coins

At the start of a round each player draws 3 coins from their own bag and keeps them hidden. When your bag is empty while you still need coins, put your whole discard pile into the bag, shuffle and keep drawing until you hold 3.

Not enough coins

In that rare case, draw what you have. You take fewer actions this round; once your coins are gone, your opponent keeps playing until their hand is empty.

Use coins

The player with the Initiative Marker goes first. Players then alternate, one coin per turn, until every hand is empty. Each coin pays for exactly one of the nine actions. Nobody draws again until everyone has used their hand.

The Royal Coin

The Royal Coin matches no unit. It can only pay for face-down actions (claim initiative, recruit, pass), or for the Royal Guard’s tactic. It goes round your bag all game.

Locations and control

The 14 knotwork hexes are locations. Each holds at most one Control Marker. At the start each side controls its starting locations and the others are neutral (with two players, two of the neutral ones sit in the darker hexes and are out of play).

The initiative

The holder of the Initiative Marker takes the first action of the round. You can take it with the Claim initiative action, which makes you first next round. It changes hands at most once per round, and never while you already hold it.

Open information

Face-up discards show which coins your opponent has already used and can’t draw until their next refill. Coins in the box are open to everyone. Watching both is a big part of reading the game.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close