Set-Up
1. Assemble AI Bag - Shuffle the cards in the AI Deck List together and
select four at random. Place these cards on the left side of the board face-
up. Place all coins for those cards in the AI Bag, and set that bag to the
left side of the board.
2. Draft – Take the unused cards from the AI Deck and shuffle them
with the remaining cards. Draw 6, and select 4 to be your cards. Set up
your bag like a traditional 2-player game of War Chest.
3. Place Control Markers – Take 6 control markers each for you and the
AI. Place 2 control markers for each side on the board like a traditional 2-
On Coin Reveal
player game of War Chest. Now, you’re ready to play. The AI goes first.
Is this unit deployed? The AI’s Turn
Yes No 1. Reload – If the bag is empty, place all coins from the AI’s discard pile
back into the bag and add a Royal Coin to the bag.
2. Draw – Reveal a coin.
Deploy -If it is a Royal Coin, maneuver all Deployed units according to
the “Maneuver” flowchart. You decide the order. If there are no
deployed units, place the Royal Coin in the AI’s discard face-up.
Maneuver
-Otherwise, use it according to the “On Coin Reveal” flowchart.
3. Discard – If the revealed coin was not Deployed, place the coin into
Can this unit attack? the AI’s discard face-up.
Yes No
AI Deck List
Can this unit control? Calvary,
Would controlling win the game?
Yes No Crossbowmen,
Yes No
Knight, Light
Calvary, Pikeman,
Scout, Swordsman
Control Attack Control Move
Definitions Notes
“Order of Priorities” – A numerical list of Turns – There is no initiative. Instead, take turns
criteria. If the first criterion applies to one with the AI. When you have no coins, draw back up
and only one location/hex/enemy unit, then to three and play a coin all in one turn.
use that criterion to select your target.
Otherwise, move to the second criterion,
using only those locations/hexes/enemies Bolster – The AI will never bolster its own unit.
that applied to the first, and so on down the Exception: See Knight Note in the AI Attack maneuver.
list.
Face Down – The AI will never perform a face-down
“Closeness” – This refers to the
coin action.
hex/location/enemy unit that is the least
number of hexes away, counting around
any occupied spaces.
This is an unofficial solo variant.
AI Deployment
Deploy – Place the revealed coin onto an unoccupied friendly location, determined by order of priorities:
1. Closest to a neutral/enemy location.
2. Closest to an enemy location.
3. Closest to an enemy-occupied location.
4. Closest to the center hex.
If there are no unoccupied friendly locations, the AI discards the revealed coin and skips its turn.
Scout Note: The Scout should Target based on the above criteria, but considering all hexes adjacent to
friendly units to be an “unoccupied friendly location.”
AI Attack AI Movement
Attack – Attack an enemy unit, 1. Target – Select a target enemy/neutral location,
determined by order of priorities: determined by the following order of priorities:
1. Adjacent unit. (Crossbowmen) 1. Closest location.
2. Unit on a friendly location. 2. Enemy location.
3. Unit on an enemy location. 3. Enemy-occupied location.
4. Unit on a neutral location. 4. Location closest to the center hex.
5. Unit closest to the center hex. Targeting should always occur before each movement.
Enemy unit targeting should always occur
before each attack. 2. Move – Move one hex closer to the target. If two or
more hexes fit this criterion, priority is determined in
Knight Note: If an AI’s unbolstered unit the following order:
would attack your Knight, it bolsters that 1. Hex closest to another enemy location.
unit instead. 2. Hex closest to another neutral location.
3. Hex closest to an enemy unit.
Swordsman Note: After the Swordsman 4. Hex closest to the center hex.
attacks, it should move according to the AI
Movement maneuver unless it is already Light Calvary Note: After the Light Calvary moves, it
on a neutral or enemy controlled location. should move again toward the same target according to
the 2. Move step. If further movement toward the target
Crossbowmen Note: All Crossbowmen should is obstructed, skip this.
be considered “able to attack” if an enemy
unit is in range of its tactic. Calvary Note: After the Calvary moves, if it can attack,
it should attack according to the Attack maneuver.
Difficulty Levels Credits
Beginner – Play as described. Solo variant rules designed by Seth McBride.
Intermediate – Start with a Royal Coin Board Game Geek user Dreadpirate404.
already in the AI bag.
All credit and inspiration goes to the fantastic game
Advanced – Start with 2 Royal Coins
designers Trevor Benjamin and David Thompson for
already in the AI bag.
making such an incredible and versatile game that I
wanted to play it even when no one was around! Thank
For extra Royal Coins, feel free to use any
you!!!
unused coins.