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For a game of WAR you muster an army of different units, regiments, heroes and

spellcasters from any of the available races. So far the next races are available:

 

  1. humans

  2. elves

  3. dwarves

  4. orcs & goblins

  5. undead

  6. army from hell

 

Each army can have an alliance with one or more other armies. 

Each unit is represented by a token. Normal units are placed flat on the table. More important ones like heroes and spellcasters are placed on a standholder. The picture below shows a full army of orcs and goblins with units, regiments, heroes and 2 spellcasters placed on a map with hexagons.

 

Note that the corners of the map contain red hexagons. These can be used to do off-map flank movement.

There will be around 100 different units in the game. The token of a unit provide with most necessary information like movement allowance nd such. If an unit sustains damage that the token is flipped one time. With a next wound it is removed from the game. When heroes sustain wounds than its stand up token is replaced with one with one health less.

 

The picture to the left shows a token of goblin wolfriders. The icons with the numbers on them represent leadership, movement, firepower, combatpower, defense. The red symbols below represent the orcs & goblins army sign. Two of them means the unit has 2 lifepoints left.

 

A game of WAR uses several card-types:

  1. special command cards, each army which hold a lord can play a special command card each turn.

  2. common command cards are used for most common actions like movement and shooting.

  3. eventcards are randomly events that can be played to your own benefit to turn the battle on key moments if possible.

  4. spellcards to be used by spellcasters, if you have musterd one or a few.

 

Units are moved with common command cards while once a turn a special command card can be played. Units that are adjacent to each other and facing the same directions can be called a brigade and can be commanded by a single command card. This means you must preserve cohesion between the units to increase mobilty of the whole army.

These command cards are played one by one. The order they are being executed is represented by the number printed on them. A lower number goes first. With this system you decide each command wave in a gambling way if you want to move first or perhaps as last.

 

The number of common command cards you hold each turn is determined by the number of commandstars of your general and heroes. Check the golden stars on the charactertokens.

Spellcasters have purple stars on their tokens, this represent thei magical powers.

 

Each army has a army standard for which it can choose a magical banner. When the army banner is slain the army looses it advantage.

 

The game is won when the enemy is slain. The minimum victory condition is to slay all enemy commanders.

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