
- BGG rank
- BGG #5,452
- BGG rating
- 7.8
Dungeon Pages: Core Set
- 1 player
- 20–30 min
- Complexity 1.9/5
- 2023

Rules assistance for Chain Mail: A Call to Arms – Adventure Kit
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Chain Mail: A Call to Arms – Adventure Kit is an expansion for Chain Mail: Adventures of Earthshine released in 2019 for 1–4 players, 45 minutes per game, and ages 14 and up. It was designed by Jason Tagmire and Jason Greeno and its main mechanics are Grid Movement, Role Playing, and Modular Board.
Rumors spread of a missing war horn that calls forth a long lost hero. It's location is known only to three mysterious elders, each with their own demands of those who come looking. Find the elders, appease them, and bring back the horn. A Call to Arms is an Adventure Kit for Chain Mail: Adventures of Earthshine. Goal: Return the Golden Horn to the Noble. This expansion includes: Quest: A Call to Arms Map: Bitterport Bay Monsters: Fungal Cluster / Wild Mushroom Treasure: Elixir of Ogre Strength Released in the May 2019 Board Game of the Month Club $5+ package.
Chain Mail: A Call to Arms – Adventure Kit supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Chain Mail: A Call to Arms – Adventure Kit is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Chain Mail: A Call to Arms – Adventure Kit for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Chain Mail: A Call to Arms – Adventure Kit belongs to these categories: Fantasy, Fighting, and Dice. Its main mechanics are Grid Movement, Role Playing, and Modular Board. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Chain Mail: A Call to Arms – Adventure Kit are: Jason Tagmire and Jason Greeno. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Chain Mail: A Call to Arms – Adventure Kit as an expansion for Chain Mail: Adventures of Earthshine. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Chain Mail: Adventures of Earthshine to use it. Check that your edition of Chain Mail: Adventures of Earthshine is compatible, as some expansions were revised between editions.