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Game Modes

Warleague offers multiple game modes, each with unique rules tailored to different experiences. The campaign mode provides an immersive, story-driven progression, allowing players to delve deep into the game’s lore. Meanwhile, the Arena offers fast-paced PvP action with Team and Deathmatch options, perfect for quick and competitive battles.

Campaign

Combatants are forced to fight each other, imprisoned together in an ancient maze. Intrigues, gang fights, and suppressive drones create a hostile and toxic environment from which everyone seeks to escape, no matter the cost.

The campaign is driven by a storyline defined by quests, missions, and overall progress. Players make decisions that influence the flow of events and the outcomes achieved. The storyline is detailed in the campaign book, guiding the narrative.

Difficulty

When a campaign is started, the difficulty level is selected. This selection changes some rules and increases the number of encounters and enemies, adding complexity and challenge to the gameplay. The chosen difficulty level impacts the overall experience, ensuring replayability and adaptability to different player skill levels. The difficulty levels are:

Painless: Skilled combatants walk through as easily as a day at the beach.
Challenging: Even trained combatants find themselves in trouble and struggle to survive.
Nightmare: Elite combatants will be praying for their life.

By progressing through the campaign, players navigate through a rich and evolving narrative, making strategic decisions that shape the outcome of their journey.

Journal

Struggles, pain, and exhaustion are etched in your blood on a piece of leather, serving as a permanent reminder of those days when hope was only a distant dream. The campaign can branch into different stories and provide unique outcomes. To follow the story tree, it is mandatory to note down decisions, finished quests, collected items, etc. Each pivotal point provides a unique code, making it easy to recognize prerequisites, which will be indicated by a required code and a short description. This systematic approach ensures players can track their progress and make informed decisions as the campaign unfolds.

Decisions

Everyone is the result of the decisions they’ve made. Each choice has determined a small step forward, shaping character, forming ideas, and revealing desires.

Pivotal moments are critical points where the story can branch into different directions based on player choices. Each choice can lead the player to a different location and branch of the story. These decisions are not inherently good or bad; instead, they present both advantages and disadvantages. Importantly, decisions are permanent and cannot be undone within the same campaign, adding weight and significance to the player’s choices.

Fate Roll

Some decisions require the roll of dice, with the outcome determined by the result. This introduces an element of chance and unpredictability to the game, making each decision more thrilling. The die number described in the decision needs to be reached to continue within that branch.

Conditional Actions

Some decisions can only be taken if certain prerequisites, such as fulfilled quests or previous decisions, are met. These actions add a layer of strategic planning, as players must consider their past choices and completed objectives to unlock new paths and opportunities.

Decision Tracking

All made decisions (codes) need to be noted down in the player’s journal. This record-keeping ensures that prerequisites for future decisions can be easily evaluated, maintaining the continuity and integrity of the game’s branching narrative.

Quests

The strive for a solution and the hope for freedom pave the way through the maze, driving the noble fighter to move relentlessly forward.

Quests are long-term tasks given to players that span multiple parts of the campaign, providing overarching goals to work towards. Players can choose whether to take on or fulfill these quests, leading to different advantages or disadvantages. Quests can be canceled after starting or completed with the option to withhold the quest content from the client, adding layers of strategic decision-making.

Missions

Striving from one quest to another leads to the inevitable: the fight. These encounters determine not only life and death but also the fate of everyone relying on you.

Missions are specific encounters played out on the tabletop, offering immediate challenges and objectives that contribute to the broader campaign narrative. Each mission’s details are described on the level sheet, defining the conditions, waves, and outcomes.

In the Painless difficulty level, all waves are visible from the start. In Challenging and Nightmare difficulty levels, a piece of paper must cover all upcoming waves, uncovering only the next wave when it is reached.

Missions occur on the battlefield, requiring players to overcome obstacles, survive relentless enemy attacks, or solve puzzles. They are integral to the gameplay experience, as they provide structured scenarios that advance the story and test the players’ strategic and tactical skills. By completing missions, players gain rewards, uncover new story branches, and progress through the campaign.

Downed

Exhaustion weighs heavily on your shoulders. One moment of weakness, and the inevitable happens—you fall to your knees, hoping you can muster the strength to stand up again.

If a player is downed during any campaign mission, the result is determined according to the selected difficulty level:

Painless: The player restarts the last mission.

Challenging: The player must pay the Rad equivalent of their current configuration. If the player lacks sufficient Rad, they must sell their equipment and items to the merchant to cover the costs. If they are unable to cover the Rad cost or find themselves without essential weapons to continue, the campaign fails.

Nightmare: The hero is dead, and the campaign is lost.

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