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!