Playgridia
Warfront
Tactical war strategy! Train soldiers, fly your dragon, conquer villages and seize the enemy headquarters!
11×17
★ 4.8 / 5 — 158 ratings
Rules
- You are the coat of arms in the bottom bar — your units wear the same colour ring
- Hold the Watchtower 4 rounds in a row → WIN the match (an enemy beside it FREEZES the count)
- The turn is yours until you end it: play as much as you like, then press END TURN in the dock
- When your COMMANDER POWER meter fills, spend it on one army-wide moment
- Lose your commander or your HQ and you are OUT — last one standing wins
The Objective
- The WATCHTOWER sits dead centre: whoever holds it, their WHOLE army hits +1 harder
- Hold it for 4 rounds in a row and you win the match outright
- One enemy unit beside it FREEZES the count — defending it matters as much as taking it
- Kill an enemy commander OR capture their HQ → that seat is out; last one standing wins
- If the turn limit runs out, score decides it (Ruin = no limit)
How Your Turn Works
- Your turn runs until YOU end it: move as many units as you like, recruit, advance an age
- When you are done, press END TURN in the bottom command dock
- 🔎 MY ARMY flashes every unit you own and your HQ on the map
- Tab away on your turn and the page title flashes — you will not miss your go
Commander Power
- The meter fills from damage you DEAL and from damage you TAKE — taken counts double
- So the player who is behind reaches it first: this is your comeback
- Warlord: whole army +3 attack · Archmage: 3 damage to every enemy
- Ranger: all your units act AGAIN · Sky Marshal: your army heals 45%
- It lasts one turn only — wait for the right turn, but do not wait forever
Units and the Counter Web
- Swordsman → Spearman; Spearman → Cavalry + Gryphon; Archer/Musketeer → flyers
- Cavalry that charges 3+ tiles crits AND gets a second action
- The Gryphon attacks ONLY flyers; Swordsman/Cavalry/Catapult/Cannon/Tankette cannot hit air
- The STANDARD BEARER gives every friendly unit beside it +1 attack — march it with the army
- The FIELD MEDIC heals adjacent friendlies by 3 at your turn start: it keeps veterans alive
- Damage is deterministic: see the forecast before you commit
Economy, Ages and Walls
- Capture villages and mines for gold each turn; a bigger army costs more upkeep
- Army capacity grows with the buildings you own — more soldiers means more GROUND
- Advance an age: II unlocks flyers and walls, III unlocks gunpowder (musket/cannon/tankette)
- An age-up strengthens your whole army, heals it instantly and upgrades your wall for free
- Cavalry/catapult/dragon RAZE an enemy building; infantry storms a razed one in a single action
Turn-Based Strategy War Game in the Browser — 2 to 4 Players
Warfront is a tactical turn-based war game: recruit an army, conquer villages for gold, and take the enemy headquarters. Play 1v1, team up in 2v2, or try the asymmetric 2v1 mode where a single boosted commander stands against two. Free and browser-based, designed for portrait phones.
Every player leads a hero on the field. Lose your hero or your headquarters and you are eliminated — the last team standing wins.
Warfront Tactics: Economy, Counters and the Age Race
Gold wins wars: villages pay income every turn, so early expansion beats early aggression. Learn the counter web — spearmen skewer cavalry, archers shred the skies, griffins hunt dragons, and siege engines smash walls at double damage.
Advancing an Age unlocks griffins, dragons, riflemen, cannons and the tankette, and grants your whole army a permanent attack bonus. Timing the age-up against unit production is the core economic decision of every match.
Heroes, Skills and Walls
The four heroes play very differently: the Warlord holds the front line with a whirlwind strike, the Archmage drops meteors from afar, the Hunter rains arrows across the field, and the Dragon Rider flies over walls trailing hellfire. Skills charge every turn — a fully charged hero can flip the whole board.
Your headquarters starts behind a ring of walls; infantry can man the battlements for extra defense, and reinforcing the ring buys precious time against a siege. But walls only delay the end — always keep a defense force at home.
See Warfront in action
See Warfront in action
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