Wargroove is a turn-based strategy game for up to 4 players, in which each player takes control of an army and its commander unit to wage war on their enemies! Wargroove is extremely easy to pickup, with accessibility at the forefront of its design, and very difficult to master, with deep gameplay mechanics that complement strategic play.
First, we needed an early game ranged unit, to provide tactical
coverage for your front line melee units. Units like trebuchets add a
lot of tactical options to the game, but are quite expensive. To solve
this, we introduced archers, which are infantry units
that can shoot at range 3. One thing that makes them behave differently
from trebuchets is that archers can move and attack on the same turn,
whereas trebuchets can only do one of the two actions on each turn.
While this fills the need for an early, mobile, ranged unit, it does
remove the tactical decision of moving vs attacking, and makes them more
effective on attack than on defence. To account for that, we need to
discuss another mechanic that was added to the game: passive abilities.
In the bitterly cold mountains to the south there lies a
nation of shambling corpses and assorted undead fiends. Travellers hope
only to avoid meeting them on the open road, whilst would-be heroes and
naive soldiers are eager to meet them in battle. They are the Felheim Legion, and they are governed by the necromancer Valder.
Control over the vast masses of the undead falls to whoever wields
the Fell Gauntlet, and Valder secured it at a young age. A master in the
necromantic arts, Valder even created the commander Ragna from the
remains of countless skilled warriors, so that he can designate military
matters to her. To him, the bloodthirsty hordes of skeleton soldiers
are like his children, even if they tend to lack proper etiquette (and
If called to battle, Valder strikes using the powerful magic within
the Fell Gauntlet to wipe out his opponents with a single hand.
He might not fear death, but his enemies would do well to fear him…