Warleague offers multiple game modes, each creating unique experiences.
The Campaign Mode is a story-driven single-player experience that progresses through the campaign book, immersing players in the rich lore of the game.
The PvP Mode focuses on competitive gameplay, with each scenario detailing a specific level setup that defines rooms, spawn points, spawners, loot, and enemy waves.
The Campaign Mode is a story-driven single-player experience that progresses through the campaign book, immersing players in the rich lore of the game.
The PvP Mode focuses on competitive gameplay, with each scenario detailing a specific level setup that defines rooms, spawn points, spawners, loot, and enemy waves.
Placement
Each player places their hero’s default abilities, character sheet, and inventory in front of them. In PvP mode, the opposing player will mirror this setup on their side.
The mission or scenario details, along with the room, NPC, event, and trap decks, are placed above the character sheets, and positioned between both players.
The mission or scenario details, along with the room, NPC, event, and trap decks, are placed above the character sheets, and positioned between both players.
The mission or scenario provides not only the wave descriptions, but also information about tiles that are placed on top of the map. Concealed tiles should be placed with the ground depiction facing up and mixed to ensure that traps, loot, and other elements are distributed randomly. These tiles are then placed on the map according to the marked positions indicated in the scenario, adding an element of surprise and strategy to the game.
First Round
The first wave starts as defined by the mission or scenario. The letters and numbers indicate specific positions on the map. When a wave begins, the enumerated NPCs, tiles, and other elements need to be placed in the designated locations within the room.
Units
After all wave-specific placements are done, both players simultaneously place their start units in the allowed start locations, as specified by the mission or scenario. If there are additional units besides the hero in the room, the distribution phase begins. During this phase, all players assign their available command points to the units they want to play in this round. Heroes do not need command points and are the first units to act in the round.
Order
The dice determine the player order, and the first player starts by acting with their hero. Once the hero has completed or skipped all its actions, the turn ends, and the next player takes the turn with their hero. After all heroes have been played, the unit with the first command point will be activated. Players then take alternating turns, activating their units according to the assigned command points, until all command points have been played and removed from the game.
Action
The first round’s objective is to explore the environment and reach the initial resources. As the waves progress, players need to eliminate enemies before they reach and destroy any valuable assets. These assets are crucial for building units and surviving the upcoming waves.
NPC
When all player-controlled units with command points have been played, the NPC phase begins. In this phase, all NPCs act in descending order of their Rad values.
Example:
The fire spider (A) has the highest Rad value and therefore starts the turn. It moves 2 tiles towards the closest enemy, bringing it within attack range. With 3 remaining, it performs one ranged attack.
The next NPC to activate is a swarming unit. The fastest swarmable NPC is selected. The spider (B) moves to the next spider (C) and merges to form a swarm. The swarm (C) now has full and moves 2 tiles towards the closest enemy. The swarm has 1 left, but since a melee attack requires 2, it cannot attack this turn.
The NPC phase ends as all NPC actions are completed for this turn.
Example:
The fire spider (A) has the highest Rad value and therefore starts the turn. It moves 2 tiles towards the closest enemy, bringing it within attack range. With 3 remaining, it performs one ranged attack.
The next NPC to activate is a swarming unit. The fastest swarmable NPC is selected. The spider (B) moves to the next spider (C) and merges to form a swarm. The swarm (C) now has full and moves 2 tiles towards the closest enemy. The swarm has 1 left, but since a melee attack requires 2, it cannot attack this turn.
The NPC phase ends as all NPC actions are completed for this turn.
Next Round
Each new round starts with the update phase, during which every progressible object (such as cooldowns, depleting tiles, or progressing tiles) advances by one round.
After the update phase, the distribution phase is performed, where players distribute their command points to their troops. This is followed by the next iteration of commanding units to kill enemies, collect resources, and create more troops.
After the update phase, the distribution phase is performed, where players distribute their command points to their troops. This is followed by the next iteration of commanding units to kill enemies, collect resources, and create more troops.
Wave Round
When a special wave round is reached, NPCs and tiles are placed in the room again, following the initial placement defined in the scenario. This reintroduction of enemies and obstacles maintains the challenge.
End Game
In campaign mode, the game ends when the hero leaves through the final exit door. In PvP mode, the game ends when the hero has successfully killed all opponents.