Tutorial

TUTORIAL

War Arcana is a strategy game that emphasizes trading, exploration and building of alliances. You need to strike a balance between gaining gold through trading and buying more wagons to make that trade more efficient. At the same time you will need a strong army to dissuade other players from attacking you. Through exploration you will both avoid your enemies and find better trade routes, not to mention buildings like the Spires.

Army Races


Your own player race will determine what army you start with, but you can later mix and match your armies from all of the different player races, with each having their particular strengths.

Dwarf

Strong in mountains and magic resistant

Dwarf units move quickly through mountains and have strength advantage fighting in mountains.

They have a strong defense against magic (advanced rules only).

Elf

Strong in forests

Elf units move quickly through forests and have strength advantage fighting in mountains.

Human

Strong on Plains

Human units are strong on plains and average on all other terrains. Humans have no particular disadvantages.

Orc

Wasteland resistance

Orc units moves quickly through wastelands such as deserts and has no risk losing warriors traversing them.

Halfling

Strong recovery and magic resistance

Halflings are hardy which allows some to recover after every won battle.

They have partial magic resistance, and is immune to Charm and Strife spells (advanced rules only).

Dark Elf

Battle magic attack and resistance

Dark Elves are masters of battle magic and will attack with magic before the start of every battle. They are themselves highly resistant to such magics.

Terrains


Knowing the terrain is essential. A trade route through mountains may be short but may take longer time to cross than a longer route through plains (unless you have an army of dwarves!). And accidentally taking a shortcut through the desert may end up in a disaster unless you’re orc. But conversely, striking camp in the desert or in the mountains may reduce the risk that someone accidentally stumbles over your army.

Plains

movement cost 1

Movement though plains is fast for all races.

Forest

movement cost 2

Forest movement is slow, and typically allows strong offense and defense for elves.

Hill

movement cost 1

Hills are similar to plains.

Mountain

movement cost 2

Movement through mountains are slow except for dwarves.

Desert

movement cost 2

Most armies will lose units when traversing deserts. However, orcs are immune to this effect.

Swamp

movement cost 2

Swamp movement is slow for all armies.

Mountain Peaks

cannot be traversed

The mountain peaks are too high and harsh to overcome for any race.

Buildings


There are many buildings and objects in the world, knowledge of which will help you immediately join the game and better navigate the terrain. There are many peaceful cities and villages where you can trade and hire warriors. There are buildings that will help you get benefits, such as Oracle. And there are also objects, such as ruins and caves, which it is better not to go into until you enlist the support of a sufficient number of warriors. You can also build fortifications yourself when you get enough wealth.

Village – Food

• Sells food
• will buy cloth and ore

Village – Cloth

• Sells cloth
• will buy food and ore

Village – Ore

• Sells ore
• will buy food and cloth

City

• Sells and buys soldiers and wagons
• Buys all goods

Harbour

• Sells and buys soldiers and wagons
• Buys all goods
• Travel by boat to other harbours

Fortress

• Buildable
• Holds a defending army
• Owner will get an income and may conquer surrounding areas

Castle

• Buildable
• Holds a defending army
• Owner will get an income and may conquer surrounding areas

Spire

• Some games will require you to conquer and hold all three Spires
• Holds a defending army
• Owner will get an income and may conquer surrounding areas

Oracle

• Ask questions and get answers

Dragon Cave

• Beware of dragons!