GAME DETAIL
Warmasters
A turn-based hex wargame where the deck decides who fights. Draw a Battle card, call up knights or archers or a war machine, and make a plan survive the order it is dealt. Two rulesets: a clean card game, or the full tabletop with nerve, toughness and charges.
このゲームについて
Steamの詳しい説明を読む
The deck decides who fights
Most tactics games let you move whoever you like. Warmasters draws a Battle card each turn, and it names who is allowed to act. Your knights. Your archers. The war machine that has spent three turns crawling toward their line and is finally in range, if the deck says so.
So a plan here is not a sequence you execute. It is something that has to survive the order it is dealt. The cavalry charge you were saving comes up a turn too early, or a turn too late, and the difference is the battle.Two rulesets in one game
Basic is the card game underneath. One Combat Value, one hex a turn, skulls against shields. You can teach it to somebody in five minutes and still lose to them.
Advanced is what a tabletop player turns up for. Units activate one at a time instead of by card. Every model has its own movement, melee, missile, toughness and nerve. Dice are rolled on a matchup, not a single number. Charges gain weight, shield walls hold a line until something breaks them, and high ground is worth what it is worth.
And nerve is the one that changes how you play. Armies break here. A regiment that has taken enough gives ground on its own, and a line that folds at the wrong moment loses you a fight you were winning on kills. Most of your losses will not be men dying. They will be men leaving.
Pick either at the start of any battle. Both campaigns play both ways.Ground that fights back
Every board is hand built, and the terrain is not decoration. Rivers need a ford or a bridge, and a drawbridge needs somebody standing on the lever. Woods break up a charge. Towers give a man reach and take away his shield wall. Hills come in tiers, and an archer on the third one can see over the second.
Weather and time of day sit on top of it. The same field in clear dawn and in a blizzard is not the same field, and a mission tells you which one you are getting before you pick your army.What you take onto it
Infantry that holds, cavalry that breaks a flank, archers that make a crossing expensive. War machines that reload slowly and flatten what they hit, with scatter and misfires and a crew that can be cut down where it stands.
Casters roll for their spells against a casting value, and a failed roll can turn on the man who cast it. Magic here is a risk you take when the line is going, not a button you press every turn.Two campaigns
The Iron Betrayal. Thirteen missions. The raids have stopped behaving like raids. Something out in the marches has given the horde a mind, and the realm is slower to believe it than it should be. Siege, long retreat, and one last reckoning.
North of the Kill. Six missions, the same war from the other end of it. You keep one warband the whole way, paid for out of a war chest that never quite stretches. Veterans carry what they learned into the next fight. Your dead do not come back.And when the campaigns are done
Skirmish on any map at any points value, with an army you build yourself
Hot seat for two commanders on one screen, nothing hidden from either
A full army book with every profile, and what each unit is actually for
A narrated tutorial that teaches the game by playing a real battle, not by showing you slides
Made by someone who plays these
Warmasters is a wargame first. It keeps the things a tabletop game gets right, the dice you can read, the morale that decides more than the maths, the terrain that matters. It leaves out the ones a screen does better: no table to clear, no rulebook to look things up in, and nothing to paint before you can play.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均数値一覧
| 観測日時 | 値 |
|---|---|
| 10/26 23:53 | 0人 |
Steamフォロワー推移
2件以上で集計 直近7日変化を見やすくするため、縦軸は観測範囲に合わせています。
履歴1件・推移判定待ち
数値一覧
| 観測日時 | 値 |
|---|---|
| 10/27 00:15 | 5人 |
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 0人 | 最終観測:2026年10月26日 23:53(3日経過) |
| 24時間ピーク | データ蓄積中 | 初回観測済み・直近7日 1件 |
| Steamフォロワー数 | 5人 | 最終観測:2026年10月27日 00:15(3日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 初回観測済み・直近7日 1件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
発売直後 発売から30日以内
更新あり 直近14日以内にSteamストア更新
価格変更 直近14日以内にSteam価格情報の変更
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。