Units
The 16 base-game units: coin count, tactic, attribute and restriction of each, with the official rulings.
Each unit card shows how many coins the unit has, its tactic (paid with a face-up coin), and any attribute or restriction. The expansion units are on their own pages: Nobility, Siege, Nightfall, Shock Tactics. Pictures of every card are in Cards & Components.

Base-game units
Archer
4 coins. Tactic: attack a unit two spaces away; the space between may hold a unit.
Restriction: it attacks only with this tactic, never an adjacent unit.
Berserker
5 coins. Attribute: after it maneuvers, you may maneuver it again by taking one of
its bolstered coins and discarding it face up. Repeat as often as you like, but never with its last
coin.
Cavalry
4 coins. Tactic: move, then attack.
Crossbowman
5 coins. Tactic: attack a unit two spaces away in a straight line; the space
between must be empty. It can also make a normal attack.
Ensign
5 coins. Tactic: choose a friendly unit within two spaces of the Ensign; it makes a
normal move to a space that is also within two spaces of the Ensign.
Footman
5 coins. Tactic: each Footman unit on the board performs one maneuver. Attribute:
you may have two Footman units on the board.
Knight
4 coins. Attribute: only bolstered units (two or more coins) can attack it.
Lancer
4 coins. Tactic: move one or two spaces, then attack, all in one straight line.
Restriction: it attacks only with this tactic.
Light Cavalry
5 coins. Tactic: move two spaces.
Marshall
5 coins. Tactic: choose a friendly unit within two spaces of the Marshall; it
attacks, if it can.
Mercenary
5 coins. Attribute: after you recruit a Mercenary coin, you may maneuver the
Mercenary unit.
Pikeman
4 coins. Attribute: when an adjacent unit attacks the Pikeman, remove a coin from
the attacker.
Royal Guard
5 coins. Two printings exist; Nobility and the Tournament Kit use the newer card.
- Tactic (newer card): discard the Royal Coin to move the Royal Guard up to two spaces to a location you control.
- Tactic (first printing): discard the Royal Coin to move the Royal Guard one space.
- Attribute (both): when it is attacked, you may remove a Royal Guard coin from your supply instead of from the unit.
Scout
5 coins. Attribute: it may be deployed next to any friendly unit, as well as on a
location you control.
Swordsman
5 coins. Attribute: after it attacks, it may move.
Warrior Priest
4 coins. Attribute: after it attacks or controls, draw one coin from your bag
and use it straight away for any action.