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War Chest: Nightfall

Expansion for War Chest

War Chest: Nightfall Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Play with the New Content
    • Poison Counters
    • Decoy Coins
  • Frequently Asked Questions

Components

This expansion contains:

  • 4 Unit Cards
  • 18 Unit Coins
  • 2 Poison Counters
  • 2 Decoy Coins

Additional rules for inclusion of this content are included here.

Setup

Add the additional Unit Cards when randomizing your starting units or drafting.

If either the Assassin or the Saboteur units are available, add the appropriate Poison Counter to the play area with their Unit Coins.

If either the Infiltrator or the Skirmisher units are available, add the appropriate Decoy Coin to the play area with their Unit Coins.

Find the Setups Inspired by Famous Battles at: alderac.com/war-chest-nightfall-evergreen/

How to Play with the New Content

Poison Counters

Two of the new units, the Assassin and the Saboteur, have tactics that allow them to poison an enemy unit, limiting its actions.

During setup, place the unit's Poison Counter onto its card.

When a unit's tactic instructs you to poison, take that unit's Poison Counter and place it onto the enemy unit. If the unit's Poison Counter is already on an enemy unit, move the Poison Counter onto the new unit. The previous unit is no longer poisoned.

While a unit is poisoned, you may not discard its coins faceup to perform maneuvers (move, attack, control, or tactic) or play its coins faceup onto the board to bolster it. You may grant a poisoned unit a maneuver or bolster action through other units (e.g., the attack granted by the Marshall's tactic) or by the decrees from War Chest: Nobility (e.g., the move action granted by March or the deploy action granted by Redeploy). The attributes and restrictions on poisoned units still take effect as normal (e.g., a poisoned Knight cannot be attacked by units that aren't bolstered, a poisoned Mercenary may maneuver when it is recruited, a poisoned Swordsman may move if it is granted an attack by the Marshall, etc.).

While a unit is poisoned, you may discard one of its Unit Coins faceup from your hand to unpoison it. Remove the Poison Counter from the unit and return it to the card of the enemy unit that poisoned it. Unpoisoning does not count as a maneuver (so it does not trigger effects such as the Berserker's attribute, for example).

When a poisoned unit is destroyed, return the Poison Counter to the card of the enemy unit that poisoned it.

Decoy Coins

Two of the new units, the Skirmisher and the Infiltrator, have attributes that allow you to deceive your opponent, placing a Decoy Coin into their discard area.

During setup, place the unit's Decoy Coin next to its card and standard Unit Coins in your supply.

When a unit's attribute instructs you to deceive an opponent, take its Decoy Coin from next to its card and place it face up into one of your opponent's discard areas. If the unit's Decoy Coin is already in an opponent's bag, hand, or discards, nothing happens. You may not recruit additional Decoy Coins.

An opponent may remove a Decoy Coin by taking an action to play it faceup from their hand. Return the Decoy Coin next to the associated unit's card. They may also use a Decoy Coin to perform any facedown discard action (initiative, recruit, or pass). They may not use a Decoy Coin to perform a placement action (e.g., bolster or deploy), a maneuver, an unpoison action (see above), or a proclaim action (See War Chest: Nobility).

Frequently Asked Questions

What happens when the Infiltrator's Decoy Coin is in an opponent's bag or discard area when I control a location with it?

If the Infiltrator's Decoy Coin isn't next to the card, its attribute has no effect.

Does the Infiltrator's attribute trigger when I use its tactic to control an enemy location?

The Infiltrator's attribute triggers when it controls any location (neutral or enemy). It is only its tactic that is restricted to enemy-controlled locations, so yes the attribute will trigger.

If the Assassin attacks a poisoned Pikeman and removes its last coin as a result of the Pikeman's attribute, does the Pikeman still lose a coin from the supply?

Yes.

What happens if there are no coins left next to its card when the Assassin attacks a poisoned unit?

Its attribute has no effect.

If the Skirmisher's Decoy Coin isn't in the next to its card, what happens when it is attacked?

You cannot use its attribute (i.e., the attack against it will resolve as normal).

Do "When I attack" effects on units such as the Warrior Priest and Assassin still trigger if the Skirmisher uses its Decoy Coin to "block" their attack?

Yes.

If the Skirmisher uses its Decoy Coin to "block" the first attack from a Siege Tower, can the Siege Tower attack it again and remove a coin as normal?

Yes.

Can a unit in a Fortification be poisoned?

Yes.

Can a bolstered Assassin/Saboteur poison a Bishop?

Yes.

Can an unbolstered Assassin/Saboteur poison a Knight?

Yes.

When one Footman unit is poisoned, can I use a Footman coin to bolster or maneuver the other Footman unit?

Yes, and you can use the tactic on the unpoisoned Footman to maneuver the poisoned one.

If both Footman units are poisoned, can I discard a single Footman coin faceup to unpoison both of them?

Yes. The criteria for unpoisoning a unit is only that you discard a matching coin.

Can I use the Royal Coin to move the Royal Guard (via the Royal Tactic) if it is poisoned?

Yes.