Chain Mail: A Call to Arms – Adventure Kit
BGG rating
6.8

Expansion for Chain Mail: Adventures of Earthshine

Chain Mail: A Call to Arms – Adventure Kit

2019

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.

  • 1–4 players
  • 45 min
  • 14+

Rules assistant for Chain Mail: A Call to Arms – Adventure Kit

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.

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About the game

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.

Questions and answers

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.