Warrium · Ruleset 1

Know the rules.
Then break the line.

Warrium is a sequential war game for 2 to 6commanders. Take every territory and you win. That is the whole objective.

Field Manual 001

Warrium
Rules of engagement

Sequential territorial conquest

Mission

Be the last power on the map.

At setup the world is dealt out between all commanders and starting armies are spread across what you hold. Turn order is random. After that, only position, timing and dice decide it.

2–6Commanders
48Territories
3Phases a turn
0:60Per turn

You are out of the game when you lose your last territory. The game is won when one commander owns the entire world.

The turn sequence

Forward only.

Complete Draft. Attack as much or as little as you like. Reinforce, then hand over the map. You cannot go back a phase.

I

Draft

Count your ground. Spend it.

  • Receive one army for every three territories you hold, and never fewer than three.
  • Add a bonus for every continent you hold in full.
  • Place all of them before you move on.
  • The phase ends itself once the last army is down.
II

Attack

Make a hole and walk through it.

  • Attack an adjacent enemy territory from one holding at least two armies.
  • The attacker rolls up to three dice. The defender rolls up to two.
  • Sort high to low and compare in pairs. The defender wins equal rolls.
  • Take a territory and you must move armies into it before doing anything else.
  • Attack as much or as little as you like. You can also decline entirely.
III

Reinforce

Hold the line you just drew.

  • Move armies between territories you own that connect through your own ground.
  • Land and sea routes both count, and they are not the same thing.
  • Leave at least one army behind.
  • End the turn when your position is settled.

Income

Ground pays. Continents pay better.

Every Draft you receive one army per three territories, and never fewer than three. On top of that, every continent you hold in full pays a bonus every single turn.

ContinentTerritoriesBonus each turn
North America10+6
South America4+3
Europe7+6
Africa7+4
Asia14+8
Oceania6+3
The whole world48+30

The map holds 96 routes between those territories —75 over land and 21 across water. A sea route is a real connection, not a shortcut, and it works in both directions.

Combat resolution

Chance has exactly one job.

Combat is the only roll of the dice in the whole game. Everything before it and everything after it is yours to control. Commit enough force to survive the result.

  • The attacker rolls up to 3 dice, one fewer than the armies in the attacking territory.
  • The defender rolls up to 2 dice, limited by the armies defending.
  • Sort both sets high to low and compare them in pairs.
  • The higher die wins. Equal rolls go to the defender.
  • Each comparison the loser drops one army.
AttackerUp to 3 dice
DefenderUp to 2 dice

5 vs 5Tie → defender holds

4 vs 3Attacker takes one

2 vs —Nothing to compare

The clock

You have sixty seconds.

60seconds

Every turn is timed. You get 60 seconds from the moment the map is handed to you, and the deadline is on screen the whole time.

  • Run out during Draft and your remaining armies are placed for you.
  • Run out after a conquest and the required garrison moves automatically before the turn ends; elsewhere outside Draft, the turn ends where it stands.
  • Nobody waits on a commander who has walked away.
  • The clock survives a reconnect. It does not restart because you did.

Commander's notes

What the rules imply.

None of this is a rule. All of it follows from the rules above.

Borders cost attention

Every territory that touches an enemy is a decision you have to keep making. Fewer, thicker borders are easier to hold than a sprawl.

Continents create tempo

A whole continent pays you every single turn. Taking one changes your income permanently; losing one territory of it takes that away.

A breach is unfinished

Winning a fight leaves you with a thin border and armies out of position. Plan the territory after the one you are taking.

Supply shapes the endgame

Late on, what matters is whether your ground connects. A split empire cannot move armies where the fighting is.

Now go and lose a few

The next lesson
is on the map.

Open a lobby and find out which of these principles survive contact. There’s always a game filling.

Play Warrium