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Abstract · 2018

War Chest

Coins are units and actions, one action per turn and six markers: control more bases than your rival before they place all of theirs.

  • 2–4 players
  • 30–60 min
  • 2.4 / 5 · Light

Set up the game

0 of 7 steps

Tick each step as you complete it.

  1. Screenshot of the two-player board: only the central area, with the starting bases marked and the darker outer tiles out of play.
    Central area for two
    Screenshot of the four-player board: the central area plus both outer areas, with three starting bases per team.
    Full four-player board
  2. Open bag next to the nine starting coins: two of each of the four unit types plus the royal coin.
    Nine coins in the bag
  3. Open bag next to the nine starting coins: two of each of the four unit types plus the royal coin.
    The bag and its nine coins
  4. Screenshot of the two-player board: only the central area, with the starting bases marked and the darker outer tiles out of play.
    Starting bases for two
  5. Four unit cards on the table, with the name, illustration and tactic text readable.
    Cards and supply
  6. Wooden token with a capital I carved into it, the initiative marker.
    Initiative marker
  7. Screenshot of the two-player board: only the central area, with the starting bases marked and the darker outer tiles out of play.
    The bases you need to control
What it is about

War Chest plays like an abstract: there are no dice and combat has no luck. What you have is a bag of coins and a hex board. Every coin does two jobs at once, because the unit it represents can be on the board and the action it allows can be in your hand. That double life is the whole game.

The round is always the same: draw three coins, take one action per turn and alternate until both hands are empty. When the bag runs out it is recycled from the discards. That is why the composition of the bag matters as much as your position on the board: the coins you add and the ones you leave out decide what you can do in the rounds ahead.

The bases are the clock. With two players each side has six control markers; with four, each team shares eight. There is no scoring and no tie-break: as soon as someone places the last one, the game is over. Everything else — moving, attacking, recruiting, claiming initiative — exists to make that moment arrive before it does for your rival.

Source note

This guide follows the standard two-player game and the action order used by War Chest Online. The team variant has its own expansion toggle in this same guide; the unit draft is explained in the FAQ.

EN rulebook (AEG, 2018) + War Chest Online · Reviewed: 25 Oct 2026

Bogdanylaura

Fan-made summaries and tips. They do not replace the official rulebook.

Made for playing, not for reading rulebooks. · 2026