Ludexv2026.11.01-65114139War ChestOfficial rulebook ↗

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Teach the Game

A five-minute script: win by holding locations, draw coins from a bag, and use each coin for one action.

How you win

“You are two medieval commanders fighting over a small hex battlefield. Your army lives in a bag of coins: each round you draw three and spend them, one at a time, to bring units onto the board, move them, fight and take ground. The first side to plant all its Control Markers on locations wins. A game takes about half an hour.”

The board

The War Chest board with numbered parts

  1. Discard pile area — one corner per player for spent coins
  2. Starting location — each side starts holding two (three with four players)
  3. Four-player hexes — the darker ends are used only with four players
  4. Neutral location — knotwork hexes nobody holds yet

The 14 locations are the knotwork hexes. A unit is a stack of coins of one type standing on a hex.

A round

  1. Draw: everyone draws 3 coins from their own bag, hidden. Empty bag? Refill it from your discard pile and keep drawing. Details
  2. Use: starting with the initiative holder, players take turns spending one coin = one action until every hand is empty. Details
  3. The coins you spend go to your discard pile, and the bag cycles round from there.

The nine actions in one line each (full list):

KindActionWhat it does
Place the coin face up on the boardDeployA new unit on an empty location you control
BolsterAdd the coin on top of its unit on the board: harder to kill
Discard face down (any coin)Claim initiativeYou go first next round
RecruitSpend any coin to add a coin from your supply to your discard pile
PassDo nothing with this coin
Discard face up, its unit actsMoveOne space to an empty hex
ControlPut your marker on the location the unit stands on
AttackRemove one coin from an adjacent enemy unit, to the box for good
TacticThe unit’s special move from its card

How the game ends

As soon as a player or team places its last Control Marker, that side wins. There is no final round and no tie-break.

Ways to score

SourceHow and when
Control a neutral locationControl action with a unit standing on it: put one of your markers there
Take an enemy locationSame action: their marker goes back to them, yours goes down
Losing a locationYour marker comes back to you, and you need one more location again

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Unit coinsEvery action costs oneTwo of each unit start in your bag; recruit more from your supplyPlace one, or discard one face up or face down
Royal CoinA safe coin for face-down actionsStarts in your bag and never leaves the cycleInitiative, recruit or pass (and the Royal Guard’s tactic)
SupplyMore coins mean more actions with that unit, and replacements for lossesStarts with the coins of your units not in the bagRecruit moves one coin from here to your discard pile
Initiative MarkerGoing first lets you strike or take a location before your opponent reactsSpend a coin face down to take it, once per roundYou start the next round
Control MarkersThey are the win conditionStart in front of youControl actions put them on locations

Teaching tips

Rules

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