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