Setup

Deal all players a random deck of 6 cards. Place all remaining cards to the side as a facedown draw pile.

For your first game, just follow the simple base rules. Once familiar with the rules, however, I recommend using the Simulwars variant so that players can fight simultaneously instead of waiting for their turn.

Objective

The game ends when a player has fewer than 2 cards left. Whoever has the most cards at that moment wins!

Gameplay

From start player, take clockwise turns. On your turn you always wage war against another player.

Once those piles are created, place them in pairs (one against one) on the table, in two rows. Every single pair is called a “battle”; the entire turn is called a “war”.

Example of how to prepare for war; say a number, break your deck into that many piles, shuffle.

For every pair, from left to right (for the attacker),

Example of how find out the result of an entire war, by executing individual battles from left to right.

This continues until all battles have been fought. Then, both players get their spoils of war.

For all cards grabbed, decide if you want to take them into your hand or discard them.

Beware! Wait with grabbing your spoils until the war is definitely over. Actions are executed immediately, yes, but later actions might still change how the war ends or what you get in the end.

That’s it! Have fun!

Upgrades

Played the base game and ready for more? Or looking to tweak the game to fit your playing group better? Check out these variants and expansions!

Variant: Simulwars

Instead of waging wars between 2 players at a time, everyone wages their war simultaneously. Each round,

Now your players have been divided into pairs, and they can just wage war at the same time! No need to wait.

If you have an odd number of players, the start player of a round does not join a war. Instead, they might arbiter if others are waging their war legally.

Variant: Highscore

For a deeper and more tactical game, change the rules for who wins the game.

Or alternatively, also for a more tactical game, add this little extra rule.

Once per war, if your card has an action, you can decide not to execute it. If so, look at the top cards of an upcoming battle and reshuffle your die if wanted.

Expansion: More Animals!

This expansion adds more animals with their unique strengths and powers.

Terminology clarifications:

Expansion: Fight Together

In this expansion, all players are involved in every single war (just like the Simulwars variant). The difference, though, is that this expansion works in teams and also allows an odd number of players to be active at all times.

During setup, break the players into two teams as fairly as possible: A and B.

The objective changes as follows.

During gameplay,

The biggest change is in how dice/piles are created at the start of a war.

Then the game continues as normal: place piles, reveal, execute the war. If there’s a choice to be made, the player who supplied that pile makes it.

Finally, any cards grabbed are divided amongst the team members however they like

Communication is restricted. Team members can’t tell each other the cards in their hand or dice. They can only literally say what they want: “I want to be the second pile”, or “I am fine with supplying 2 dice”, or “I want that and that card from the spoils of war”. (This includes, of course, affirming they understand the plan or will do as promised.)

The only new material you need is a small set of communication cards.

Expansion: Dawndojo

Example of how to read a Rooster card.

This expansion adds Rooster Cards.

How to use them?

In battle, this first Rooster card (called “Dawncard”) will always lose.

The “Rooster Change”, however, applies to all Roosters played later (through a regular roll). In a sense, the Dawncard decides how all Roosters (from both you and the opponent) fight the rest of the war.