1.0 INTRODUCTION WarChest is a customizable miniatures game. In WarChest you command warriors, sorcerers, monsters and other fantastic forces in battle on the world of Gaos. The object of the game is to capture your opponent's war chest. Beginning on opposite sides of the board, you maneuver your figures and use their special abilities to gain a tactical advantage, attack enemy figures, and capture your opponent's war chest. Each time you play, your opponent's choice of figures will provide a fresh new challenge. As you acquire more WarChest figures your own army will grow, offering you a wider range of tactical options. 2.0 HOW TO PLAY Each player needs their own squad of figures. You can build your squad out of any WarChest miniatures you own -you aren't limited to the figures provided in this starter set. You'll need a way to keep track of damage to your figures and any special abilities your figures are using. This can be done with pencil and paper, small dice, colored beads, etc. You'll also need a standard 8 by 8 square chess or checker board, and a flat space to set up the board and the stat sheets which accompany each figure. You can't use a figure unless you have its stat sheet, so don't lose them! Before you start a game you must decide on the number of points each player may use to build their squad. Each figure has a Point Cost, and neither player may start with more points worth of figures on the board than this pre-agreed limit allows. We recommend 48 point squads for an introductory game. Use the stat sheets to secretly select and add up the point values of the figures in your squad. Your war chest miniature must also be placed, but it has a Point Cost of 0. The army that comes with this starter set includes enough figures to build several different squads within the 48 point limit. Experienced players may wish to play with a higher point limit. After the point limit is determined, decide which player will go first. Flipping a coin is fine, or you may use any other means you both can agree on. The player who goes first reveals one stat sheet and places the accompanying figure anywhere in the first two rows on their side of the board. Then the players alternate revealing one stat sheet at a time and placing the figure within their starting area, until all of the figures in their squad are on the board. Only one figure may be placed in each square. If one player runs out of figures, the other player immediately places the rest of the figures in their squad. As you place each figure, set its stat sheet face-up alongside the board where both you and your opponent can easily refer to it. 2.1 THE STAT SHEETS Each figure has its own stat sheet, which describes its abilities in the game. You can tell which sheet goes with which figure by looking at the picture on the sheet. 2.2 THE FIGURES Each WarChest figure is a sculptured work of art cast in pewter. Some minor preparation may be necessary to get your figures ready for use. Remove excess flash with a hobby knife, particularly from the bottom of the figure's base so it can sit flat on the board. Sand the base flat, or glue it to a larger base if necessary for balance. Certain figures come in multiple pieces, which must be glued together to complete the figure. Finally, you may paint your figures if desired. During play each figure must clearly face one side of the movement square it occupies. As a default, the way a figure's head is turned indicates that figure's front. You may wish to paint a small dot or symbol on the figure's base to indicate the figure's front facing and to identify the figure as your own. If you collect more than one of a particular figure, you may also wish to give them unique markings. 2.3 SUMMONING POINTS If the total Point Cost of all the figures in your squad falls short of the agreed point limit, the leftover points go into a pool of "summoning points". Summoning points can only be used by figures with the Summoning ability. Unlike the points generated by figures with the Summoning ability, these "generic" summoning points can be used to summon any type of figure. Refer to the Summoning ability description, below. 2.4 TURN SEQUENCE The game is ready to begin when both players have finished placing their figures on the board. The first player gets the first turn, and may perform one "Action". Actions are explained below. Then the players alternate turns, taking two Actions per turn, until the game is completed. Players are not required to use either or both of these Actions, but the game ends in a draw if both players waive all of their Actions, in subsequent turns. Unused Actions may not be "saved up" for later turns. 2.5 ACTIONS Most of the things players can do with their figures are called "Actions". Each figure may only perform one Action per turn. Actions include: · Moving a figure · Reactivating a Disabled figure · Using a special ability · Resting a figure 2.51 Moving It costs one movement point to move one space in the direction the figure is facing, or to make a 90 degrees turn to the left or right. A figure does not have to spend all of its available movement points when it performs a Movement Action, but if it doesn't change its position or facing then it doesn't count as taking an Action. Figures may move through their allies, but must stop and make a melee attack on any neutral or enemy figure into whose space they attempt to move. No figure may end its Movement Action in a square containing another figure, unless that figure is immediately captured or moved away. If a moving figure ever gets stuck in a square that's already occupied, it must immediately backtrack the way it came until it retreats to an empty square. If neither of them just moved, or if it's impossible for the moving figure to retreat to an empty square, then leave the figures where they are and play on, with neither figure able to perform any action other than Moving out of the crowded square. Melee Attacks The target of a melee attack loses a number of Defense points equal to the attacker's Attack value. When a figure's Defense is reduced to zero or less, it gets captured by the attacking figure and is removed from the board. The attacker must then advance into the vacated square. Making a melee attack ends a figure's Movement Action. 2.52 Re-Activation A figure that has been Disabled may take an Action to re-activate. Stand the figure upright again. Remember to preserve the figure's original facing. 2.53 Special Abilities Some special abilities take an Action to use. This will be specified in the ability's description. Some special abilities which don't take an Action take effect automatically under certain specified conditions, or modify the figure's behavior or abilities in specified ways. Other special abilities that don't take an Action to use can be used during your opponent's turn, interrupting the current Action before the results of that Action are determined. Disabling Figures Some special abilities cause a figure or its target to become Disabled. When this happens, tip the affected figure on its side to show that it is Disabled. Turn the top of the figure the way the figure was facing, as a reminder. A Disabled figure may not perform any Actions other than Rest or reactivation, nor may it use any special abilities that require it to become Disabled even if those abilities do not take an Action. Replacing Figures When the rules call for a figure to be replaced, remove it from the board and put its replacement in the square it occupied, facing in the same direction it faced. If the rules call for a single figure to be replaced by more than one thing at the same time, put all of the replacements into the vacated square at once. Counters Some figures have special abilities enabling them to bring "counters" into play. You may use glass beads, dice, or any other small convenient markers for these counters. Counters are also useful for keeping track of the recipient of a special ability's effect, as well as accumulated damage. When a counter is described as having Attack, Defense, and Movement values then it is treated just like a figure during play. 2.54 Resting Resting restores one point of Defense that has been lost by the Attack Value indicates the number of points of damage the figure inflicts when it makes a melee attack. Defense Value is the number of points of damage it takes to capture the figure. Move Value is the number of movement points the figure may spend each time it performs a Movement Action. Point Cost is the number of points it takes to put the figure into your squad. Name indicates the name of the figure. The part of the name printed in bold letters indicates its class. Some special abilities only affect figures of a particular class. Special Abilities list any additional powers or limitations which apply to the figure. These are either explained in detail right on the stat sheet, or are explained later in these rules. 1 1 Page 2 Resting figure. A figure's Defense may not be raised above its original value through Resting. 2.6 ENDGAME You win the game if one of your figures makes a melee attack on your opponent's war chest. It's not necessary for the figure to inflict damage when making this attack. Either player may concede the game if they think their position is untenable. Optionally, you can play a purely combat game with no war chests on the board. Combat games are won by eliminating all of the opponent's figures, or by forcing a concession. 3.0 SPECIAL ABILITIES Aid: Disable this figure to give a target figure the stated bonus. The bonus lasts until the start of your next turn. Backstab: This figure's Attack value gains the stated bonus during any melee attack it makes against a target's rear facing. Backlash: Any figure which makes a melee attack against this figure suffers the stated amount of damage after its own attack is resolved. Boost: Disable this figure and spend an Action to give a target figure the stated bonus. The bonus lasts until the Booster is captured or re-activated. Charge: When this figure makes a melee attack, add the number of spaces it moved in a straight line prior to the attack (including its attempt to enter the target figure's square) to its Attack value against that target. Coward: The figure may not make melee attacks on (or target its special abilities against) neutral or enemy figures whose Attack value exceeds their own current Defense value. Create: This figure creates a counter which is treated like a figure. This takes an Action. The creation may only be placed in an empty square adjacent to its creator, facing away from the creator. The creation may not perform any Actions on the turn in which it is created. Doppelganger: Whenever this figure captures another figure it transforms into a duplicate of that figure, while retaining this ability. Any damage the target figure had already taken before the attack is also duplicated, but any damage the doppelganger was suffering from itself is ignored. Drain: This figure gains the stated bonus each time it captures any figure. Escape: When this figure is targeted or attacked, it may immediately make an Escape move. All of the normal rules concerning movement apply, but it doesn't take an Action and an escaping figure may not make any melee attacks. If the escape move carries this figure out of its original square, the effects of the opponent's attack or targeted ability are negated. Disable this figure after it has made its escape move. Faceless: This figure has no side or rear facings. Every side is its "front". Fear: Disable this figure and spend an Action to make any target figure a Coward. The effect lasts until the figure which caused the Fear is captured or Reactivated. Flanking: This figure's Attack value gains the stated bonus during any melee attack it makes against a target's side or rear facings. Flight: This figure may pass over neutral or enemy figures without having to stop and attack them, unless the enemy or neutral figure also has Flight. It must still end its Movement Action in a vacant square. Healing: This figure can spend an Action to heal a target figure. The target regains Defense points as if it were Resting, plus any stated bonus. The target's Defense cannot rise above its initial value. Lingering Damage: If this figure damages a target, place the stated number of Lingering Damage counters on that target's stat sheet. Any figures which have Lingering Damage counters on their stat sheet take one point of damage per Lingering Damage counter at the end of their player's turn. A figure that Rests or is Healed may trade in points of Defense recovery to remove an equal number of Lingering Damage counters from its stat sheet. Martyr: When this figure is the target of a melee attack, you may remove it from the board to inflict the stated number of damage points on the attacking figure. This happens before the attacker's own attack is resolved. Mind Control: For an Action, this figure can generate the stated number of mind control points on a target figure. If the mind control points on a target match or exceed its Point Cost, you may Disable this figure to delete those points and take control of the target figure. If not, then the mind control points remain on the target and this figure may add to them on a later Action. A figure may not take an Action on the turn in which it is first controlled. If the controller is captured or Reactivated, the target is released. If the target gets captured, remove the controller from the board. Missile: For an Action, this figure can inflict the stated amount of damage on a target at range. Calculate the range as if the attacking figure were moving to make a melee attack on its target, ignoring intervening figures (which do not block Missiles) without actually moving the attacker. Mount: This figure may share a square with an allied figure whose Point Cost is no greater than its own. That allied figure becomes its "rider". Whenever the mount moves or turns, the rider may move and turn along with it. If the mount and rider move into a neutral or enemy figure, either the mount or the rider may make a melee attack. If an enemy targets a square containing both a mount and a rider, the enemy player must decide which of the two to affect. Multi-Action: This figure can perform more than one Action per turn. Multi-Attack: Making a melee attack does not end this figure's Movement Action. It may continue to move and make more melee attacks (even against the same target) until all of its movement value is spent. Protection: This figure may ignore the first "X" points of damage inflicted on it each turn, where "X" equals its protection value. Reanimate: When this figure is captured, replace it with a corpse counter. As long as that square is unoccupied, you may use an Action to replace the corpse counter with the original figure. The figure returns with only 1 point of Defense. Any special abilities that were affecting the figure when it was captured are negated. The figure may not perform any Actions on the turn in which it is reanimated. Any figure may use an Action to remove a corpse counter within the square that figure occupies. Regenerate: This figure regains the stated number of Defense points each time it performs a Rest Action, up to a maximum of its original Defense Value, instead of only regaining one point. Repel: This figure's attacks push targets away instead of reducing their Defense. The target is moved one space in a straight line away from the direction of the attack per point by which the repulsion's "damage" exceeds the target's current Defense. The attacking player can choose to push the target less than the maximum distance. The target can't be moved through other figures or off of the board. Repel has no effect on targets whose current Move Value is 0. Sacrifice: When this figure makes a melee attack, you may remove it from the board to inflict the stated number of damage points on its target in addition to the normal effects of its melee attack. Sapper: This figure's Attack value is doubled against any targets whose current move value is 0. Scavenge: Whenever any figure is captured, place a corpse counter in the square it occupied. Remove a corpse counter within the scavenger's square to give the scavenger the stated bonus. Any figure may use an Action to remove a corpse counter within the square that figure occupies. Side-Step: This figure can move backward or sideways without changing its facing. It may only make a melee attack when moving forward. Stun: This figure inflicts Stun Damage. Stun Damage does not reduce the target's Defense. If a figure accumulates Stun Damage equal to or greater than its remaining Defense, it becomes Disabled. Protection and other abilities that affect regular damage work against Stun Damage as well. Any Stun Damage a figure has accumulated goes away at the end of each turn. Summon: For an Action, this figure can generate the stated number of summoning points of the stated class. When this occurs, you may trade in summoning points of that class for one new figure of that class. This costs summoning points equal to the summoned figure's Point Cost. Any unspent summoning points remain available for later use. You can only summon figures that are in your collection but not already on the board. A newly summoned figure may only be placed in an empty square adjacent to its summoner, facing away from the summoner. A figure may not perform any Actions on the turn in which it is summoned. Swarming: Two figures with this ability can act at the cost of only one Action. Resolve their Actions in sequence, not simultaneously. Takeover: When this figure captures a target figure, the damage inflicted by the attack is ignored and the target remains on the board under the control of the attacker's player. Transform: This figure can replace itself with a counter that has different values and abilities. It takes one Action to change, and another Action to change back. QUESTIONS? Visit the WarChest online web site at http:// www. lance-and-laser. com/ warchest/ for answers to common questions about WarChest. You can also email questions to unigames@ io. com. EXPAND YOUR COLLECTION WarChest figures are available individually and in four starter sets (Hykolaran, Dianite, Goblin, and Dwarf). Most of the individual figures are unavailable in any of the starter sets! Among these individual packs you will also find larger figures which are more powerful. There are 100 different figures in the initial release of WarChest, and more will be added! Unigames Lance and Laser 1