How to Play

Wallenstein

3-5 players 150-150 min 7.5 Board Game Geek Rating

Players control countries during the Thirty Years' War, managing conquest, taxation, construction, and population needs. Actions risk triggering costly rebellions through unrest mechanics. The game uses a distinctive cube tower system for action resolution. Victory goes to the most powerful nation after building economic strength while balancing military expansion against internal stability threats.

Published 2002

Wallenstein

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Prepare the board
Put the main board on the table and assemble the cube tower
2
Adjust for three players
Remove white-bordered lands (Bremen, Holstein, Lüttich, Burgundy, Fm. Konstanz, Fm. Bavaria, Steiermark, and Tirol) and their corresponding land cards from the deck
3
Distribute starting gold
Give each player 18/15/13 gold for 3/4/5 players respectively, displayed openly
4
Give player components
Each player receives 5 blank land cards, 1 planning board, and 62 wooden cubes of their matching color
5
Set grain markers
Each player puts 1 cube at 0 in their column of the grain scale at top left of board
6
Form army supplies
The remaining 61 cubes of each player color form their army supply
7
Prepare farmer armies
Set the 20 green cubes aside as the farmer army supply
8
Select leader cards
Take leader cards matching player colors and remove unused colors from the game
9
Determine setup turn order
Shuffle leader cards and deal face-up to Startspieler and Spieler spaces at top right of board
10
Prepare event deck
Shuffle the 25 event cards
11
Prime the tower
Throw 7 armies from each player and 10 farmer armies into the tower all together, then return emerging armies to their supplies
12
Use prepared setup option
Populate lands with armies as listed on the back page of the rules and give players corresponding land cards
13
Use player choice setup option
Each player prepares army groups in front of them (5 players: 7 groups of 5,4,4,3,3,2,2; 4 players: 8 groups of 5,4,4,3,3,2,2,2; 3 players: 9 groups of 5,4,4,3,3,2,2,2,2)
14
Draft lands for player choice
Shuffle land cards and deal 2 face-up, then each player takes a land card from face-up or deck and places one of their army groups on that land

On Your Turn

What you can do during your turn.

1
Play two years
Each year consists of spring, summer, autumn action phases, followed by a winter scoring phase
2
Deal event cards
At start of year, deal 4 event cards face-up into Ereignis spaces along top of board
3
Reset grain
Set each player's grain counter to 0 at start of year
4
Set action order
Shuffle action cards and deal 5 face-up in Aktion spaces 1-5 and 5 facedown in spaces 6-10
5
Plan simultaneously
Each player puts 1 land card (may be blank) facedown on each action space on their board
6
Handle insufficient cards
A space may be left unfilled only if the player lacks enough cards; players declare in turn order which spaces they leave unfilled
7
Determine turn order
Shuffle leader cards and deal face-up to turn order spaces
8
Reveal current event
Shuffle displayed event cards and deal 1 onto aktuelles Ereignis space, redisplay others
9
Resolve actions sequentially
Resolve action 1 for all players in turn order, then action 2, and so on through action 10
10
Execute your action
Reveal your card for the current action and execute it in the indicated land
11
Use blank cards
For a blank card, perform no action
12
Complete actions fully
You must execute the action completely if possible; if not, the action may not be performed at all
13
Reveal upcoming actions
After resolving each of actions 1-5, turn the next facedown action card face-up
14
Build a Palace
Pay 3 gold to put a Palace on an empty city in the land
15
Build a Church
Pay 2 gold to put a Church on an empty city in the land
16
Build a Trading Firm
Pay 1 gold to put a Trading Firm on an empty city in the land
17
Observe building limits
Each city may have only 1 building; each land may have only 1 building of each type
18
Collect Grain or Gold
Gain grain (move marker) or gold (get chests) in the amount shown on the land card
19
Pay 3 gold to recruit 5 armies
Pay 3 gold and add 5 armies from your supply to this land
20
Pay 2 gold to recruit 3 armies
Pay 2 gold and add 3 armies from your supply to this land
21
Pay 1 gold to recruit and/or move
Pay 1 gold and do either or both: add 1 army from supply to this land; move armies from this land to a neighboring land you own, leaving at least 1 army behind
22
Execute Move and Battle
Move at least 1 army from the land to 1 neighboring land, leaving at least 1 army in the origin land
23
Initiate battle
If you do not own the destination, conduct a battle
24
Throw armies into tower
Add all armies in the tray, all attacking armies, defender's chosen armies (for owned land), or 1 farmer army from supply (for free land)
25
Count emerging attackers
Remove and count attacking player armies from emerged cubes
26
Count emerging defenders
Remove and count defending player armies if land is owned
27
Include farmer defenders
If land has fewer than 2 unrest markers, remove and count defending farmer armies
28
Leave neutral armies
Keep other armies in the tray, including non-participating farmer armies
29
Attacker wins
If attackers exceed defenders, attacker gains the land card from defender or supply
30
Land devastated
If attackers equal defenders, return everything in the land and the land card to their supplies
31
Defender wins
If defenders exceed attackers, leave the land card where it is
32
Dispose of armies
Return all losing armies to supplies; return equal number of winning armies (farmer armies first); return remaining participating farmer armies to supply; put remaining winning armies into the contested land
33
Throw armies into tower
Add all armies in the tray, 1 farmer army per unrest marker, and defender's chosen armies
34
Add winter grain shortage armies
For a player short 1/2-4/5+ grain, add 1/2/3 farmer armies from supply
35
Count combatants
Remove and count attacking farmer armies and defending player armies
36
Revolt succeeds
If attackers equal or exceed defenders, return everything in the land and land card to supplies, return all combatant armies to supplies
37
Revolt fails
If defenders exceed attackers, return attackers and equal defenders to supplies, put remaining defenders into the land
38
Apply harvest adjustment
Each player loses grain as shown by the remaining event card
39
Check for grain shortage revolts
If player lacks 1 grain per land owned, randomly draw 1/2/3 land cards for shortages of 1-2/3-6/7+ grain and resolve revolts in those lands
40
Score lands and buildings
Each player scores 1 VP for each land and each building they possess
41
Score regional majorities
In each region, the player with most palaces scores 3 VP, most churches 2 VP, most trading firms 1 VP
42
Clear unrest
Remove all unrest markers from the board

Winning

How to claim victory.

1
Play full game
Complete 2 full years of play (6 action phases and 2 scoring phases)
2
Determine winner
The player with the most VP wins
3
Break ties with palaces
In case of tie, the player with the most palaces wins
4
Break further ties with churches
If still tied, the player with the most churches wins
5
Break final ties with trading firms
If still tied, the player with the most trading firms wins
6
Share unresolved ties
Further ties are shared between players

watch & Learn

Let the pros teach you with these top videos.

Rules of Wallenstein

Rules of Wallenstein

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Uitleg & Review (NL) - Nox' Spellenzolder

Uitleg & Review (NL) - Nox' Spellenzolder

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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