The information on this page is copied from the in-game Codex, "Rules" tab.
- A Wargroove battle is won when all other opposing players on the field are eliminated.
- A player is eliminated when their Stronghold is destroyed or their Commander is defeated.
- Campaign missions and customs scenarios may have different win conditions. Check the Overview screen to view conditions for the current battle.
Moving a Unit
- Units can move each turn before performing actions.
- The distance a unit is able to move is defined by its movement type and the type of terrain the unit wishes to cover.
- Movement is also affected by weather conditions.
- A unit's movement type can be found in the unit description, whilst the expenditure of movement for entering a particular terrain tile can be found in the terrain description.
- Air units are able to move over all types of traversable terrain at no additional cost.
Attacking a Unit
- Offensive units have access to the 'Attack' action when in range of a hostile unit or structure they are capable of attacking.
- The amount of damage inflicted takes into account the attacker's current health, the attacking unit's effectiveness vs the defending unit and any damage modifiers that may be in effect including:
- Terrain Defence
- Critical Hits
- When reduced to zero health, a unit is defeated, and will be removed from the battlefield.
- If the defending unit is not defeated in an attack, it may counter-attack when:
- The defender is able to hit the attacking unit type.
- The attacker is within the defender's attack range.
- The defender is not a Trebuchet or Ballista.
Terrain Defence Bonus
- When attacked, a unit's defence is defined by the terrain it is currently occupying.
- Defence is indicated by shield icons in the terrain description.
- Each shield indicates a damage reduction of 10%, up to a maximum of 40%.
- Some terrain types increase a unit's vulnerability - this is indicated with skull icons.
- Each skull indicates that the unit will take an additional 10% damage, up to a maximum of 40%.
Capturing a Structure
- Neutral structures can be captured by any unit with the 'capture' attribute.
- A captured structure begins with half the health of the unit that captured it.
- Occupied structures must be defeated and returned to neutral before they can be captured.
- Occupied structures will counter-attack when possible.
- Structure health regenerates at a rate of 10% per turn.
- Structures have a range of functions. Refer to the structure description for more information.
- Villages and Strongholds provide an income of 100 gold per turn.
- Starting funds are set on a map-by-map basis.
Recruiting a New Unit
- Players can recruit units by spending gold at a recruitment structure.
- Each structure can only be used to recruit a unit once per turn.
- Each unit has a different cost.
- Ground units are recruited with the Barracks structure.
- Air units are recruited with the Tower structure.
- Naval units are recruited with the Port structure.
- Some battles may limit the variety of recruitable units.
Reinforcing a Unit
- When a unit is moved next to a structure, it may be reinforced to regain health.
- The structure loses health equal to the amount of health the unit gains.
- The cost of reinforcement is based on the value of the unit and how much health is regained.
- A unit may reinforce from multiple adjacent structures at the same time.
- All attacking units are capable of performing critical hits if certain criteria are met.
- Each unit has a unique critical hit criteria. Refer to the unit description for more information.
- Critical hits range from 1.35x to 2.5x damage.
- Wagons, Balloons and Barges are able to transport units.
- Moving a unit to a space adjacent to a transport unit allows the unit to be loaded into the transport.
- A transport unit's turn will not end when it is loaded.
- Unloading a unit ends the unit's turn. A transport unit may move and drop a unit in the same turn.
- Only footsoldiers and Dogs can be loaded into a Wagon.
- Any ground unit can be loaded into a Balloon or Barge.
- If a transport unit is destroyed, any units being carried are automatically lost.
- Commanders are exceptionally strong units.
- If a player's Commander is a defeated, the battle is lost.
- When attacking, defending or defeating foes, a Commander unit's 'Groove' will build.
- A small amount of Groove is also built passively each turn.
- A commander's 'Groove Meter' displays how much their Groove is charged.
- When the Groove Meter reaches 100%, the Commander can unleash a powerful special ability.
- Different Commanders build up Groove at different rates.
- Refer to Commander descriptions for detailed information on each Groove.
- Strongholds take half damage from all units.
- If a player's Stronghold is destroyed the player loses the battle.
- Fog of war restricts unit visibility by covering the map in fog tiles.
- Any enemy unit inside a fog tile is invisible to the player.
- Each unit has a sight range. This indicates how many fog tiles are removed around the unit's position.
- Sight is blocked by mountains, walls, forests and reefs.
- A unit can uncover a forest or reef by being placed in an adjacent tile.
- Ground units on mountains gain a sight range increase.
- Dog and turtle sight range is not restricted by terrain type.
- Structures are not hidden by fog of war.
- When moving a unit into a fog-covered tile, if the unit moves through a hidden opposing unit, an Ambush occurs. An Ambush affects play in the following ways:
- Ambushed units stop moving, and their turns end immediately.
- If a naval unit is Ambushed whilst under a bridge, it immediately defeated.
- Weather effects include:
- Favorable Winds
- Severe Weather
- Neutral weather has no effect on play.
- Favorable winds modify play in the following ways:
- Ground unit range increases by 1.
- Air unit damage gains a x1.2 multiplier.
- Naval unit movement increases by 2.
- Severe weather (storm/snow/sandstorm) modifies play in the following ways:
- Ground unit range decreases by 1.
- Air unit damage suffers a x0.8 multiplier.
- Naval unit movement is decreased by 2.