Skip to main content

FAQ

Q: What is FolloWars?

A: FolloWars is a live, turn-based strategy game built for Twitch. Two streamers lead armies of 50 viewers each in a battle to control territory and destroy the enemy’s Capital.

Q: How do you win a game of FolloWars?

A: Destroy the enemy Capital, or if time runs out, win by controlling more territory and having more units and Reinforcement Points (RP).

Q: Can I just watch instead of playing?

A: Yes! You can enjoy the game as a viewer, cheering on your streamer and watching the action unfold.

Q: How do I join a game as a viewer?

A: Install and enable the FolloWars Twitch Extension. When a new match begins, click “Would you like to play?” to enter the selection pool.

Q: What’s the maximum number of players per match?

A: Each team has 50 viewer-controlled units, making it 100 total active players, plus 2 streamers.

Q: Can I play more than one match?

A: Yes, but you must opt in again for each new game or rematch. Player selection is randomized for every match.

Q: Can I play on mobile?

A: No. FolloWars is currently only available on desktop browsers (Windows or macOS). You’ll need to access Twitch from a computer with the extension enabled to participate.

Q: Is FolloWars available outside of Twitch?

A: No. FolloWars is designed specifically for Twitch and leverages Twitch Extensions for viewer interaction.

Q: Are there any costs to play?

A: No, the game is completely free to play. However, streamers may activate “Subscribers-Only” mode, where only Twitch subscribers are eligible to join.

Q: How do I play as a viewer?

A: Accept the Twitch extension, join the waiting list, and if selected, control a single unit for your streamer’s army.

Q: What happens after I’m selected to play?

A: You’ll receive a selection confirmation and will be assigned a unit when the match begins. You’ll then control this unit during every turn of the game.

Q: Can I choose which unit I control?

A: No. Units are assigned randomly by the system once the streamer locks in their army composition.

Q: Do I need to do anything every turn?

A: Yes! During the Action Phase, you’re expected to move your unit and, if you’re using a ranged unit, select your target hex.

Q: What happens if my unit dies?

A: You’re placed into a respawn queue. If your streamer spends RP to respawn you, you’ll return with a new Level 1 unit.

Q: How is the respawn order decided?

A: It’s based on a first-in, first-out system. Players who died earlier are prioritized.

Q: Do I have to roll dice during battles?

A: Yes. You’ll roll at the beginning of the Combat Phase. 

Q: What role does the streamer play in FolloWars?

A: The streamer acts as the General, managing Reinforcement Points (RP), promoting or respawning units, building structures, and controlling the powerful General unit.

Q: Do streamers play too, or just manage the game?

A: Streamers actively play as the General unit, which moves on the map and grants a +1 Attack bonus to nearby allied units. The General has a strong 3D6 attack.

Q: What is the General unit?

A: It’s controlled by the streamer, provides +1 Attack to nearby allies, and rolls 3D6 in battle. If killed, the enemy gains +1 Attack until it respawns (after 2 turns).

Q: Can streamers choose their army composition?

A: Yes. Before the match begins, each streamer chooses how many of each unit type will make up their team of 50 players.

Q: Can streamers decide which viewers are selected?

A: No. Viewer selection is random. However, streamers may enable “Subscribers-Only Mode,” which limits player selection to Twitch subscribers.

Q: What happens if the streamer’s General is defeated?

A: If the General dies, the opposing team gains +1 Attack on all units for one full turn. The General automatically respawns at the Capital after skipping the next turn.

Q: Can the streamer choose which fallen units to respawn?

A: Yes. During the Command Phase, the streamer selects which units to bring back using RP, and decides whether they respawn at the Capital or a controlled Barrack.

Q: How do streamers gain RP?

A: Streamers gain 30 base RP per turn, plus additional RP from Farms, and controlled Territories.

Q: Can streamers change their army in a rematch?

A: Yes. Before a rematch, streamers can modify their army composition. Players are re-randomized and must opt-in again

Q: How far can each unit move per turn?

A:

  • Infantry: 2 hexes
  • Cavalry: 3 hexes
  • Sentinel: 2 hexes
  • Archer: 2 hexes
  • Catapult: 2 hex
  • General: 2 hexes

Q: Can units move through enemy-controlled hexes?

A: No. Units cannot pass through a hex that is currently occupied by an enemy unit or building. Movement ends upon contact and a battle will occur during the Combat Phase.

Q: What if two enemy units try to move onto each other’s hex at the same time?

A: They swap places. No combat occurs unless another unit from either side remains on the contested hex.

Q: Do units have to stay on a hex to control it?

A: No. A team controls a hex if one of its units ends a turn there. Control remains even after the unit moves away.

Q: Can ranged units attack from anywhere?

A: No. Archers and Catapults can only attack targets 1 hex away and must select their target during the Action Phase.

Q: What happens if I move to a hex where an enemy unit also moved?

A: Combat occurs at the destination hex if both teams end up there. However, for ranged units, if they move into a contested hex, their attack does not apply during that combat.

Q: When does combat happen?

A: Combat occurs during the Combat Phase, after all players have moved their units during the Action Phase.

Q: How is combat resolved?

A: All players involved in a battle roll dice based on their unit’s attack value. Bonuses from buildings, territories, and the General are applied. The team with the highest total attack wins the hex.

Q: How are survivors selected on the winning side?

A: Survivors are chosen based on:

  • Highest unit level first
  • Highest dice rolls within the same level

Q: How are casualties selected on the losing side?

A: All losing units are eliminated. In tight battles, only a portion of the winning army survives.

Q: Are ranged units part of close combat?

A: If they are caught on a contested hex, ranged units are eliminated first, regardless of level.

Q: Can ranged units deal damage outside of direct battles?

A: Yes. If an Archer targets an enemy-occupied hex with no battle occurring there, it can roll its attack dice. On a result of 8 or more, one enemy unit on that hex is eliminated.

Q: Do all battles resolve at the same time?

A: No. Battles resolve one hex at a time, with dice results applied only when that hex is shown in the battle sequence.

Q: Are passive unit abilities included in combat?

A: Yes. All passive bonuses (e.g., Sentinel’s stationary bonus or Cavalry’s movement bonus) are applied automatically before dice rolls.

Q: Can I change my unit during a match?

A: No. Once assigned, your unit remains the same until it is eliminated. If you are respawned, your unit type may change.

Q: How do buildings work?

A: Buildings are constructed with RP during the Command Phase. They provide combat bonuses, RP generation, or respawn points. If the hex is captured by the enemy, the building is destroyed.

Q: Can units move through enemy buildings?

A: No. Units must battle if they move onto a hex occupied by enemy units or buildings.

Q: What are the game phases?

A:

  1. Command Phase – Streamers promote, respawn, and build.
  2. Action Phase – Players move units and select targets.
  3. Combat Phase – Dice rolls resolve battles.
  4. Resolution Phase – Updates hex control, triggers buildings, respawns, and territory bonuses.

Q: When do Archers and Catapults attack?

A: Ranged units select targets during the Action Phase. Their attacks are resolved in the Combat Phase.

Q: Can ranged units deal damage outside battles?

A: Yes. If Archers target a hex with enemy units but no battle occurs, they can still kill 1 unit with a roll of 8 or more.

Q: What’s the best way to control territory early on?

A: Spread out quickly and secure unclaimed hexes. Fast-moving units like Cavalry are excellent for early expansion.

Q: When should I promote units?

A: Promote strategically—focus on key units in contested zones or those with strong abilities like Archers or Sentinels in fortified positions.

Q: How do I protect my Capital?

A: Place Sentinels or high-level Infantry around your Capital and keep your General nearby for the +1 Attack aura. A nearby Fort can also help defend.

Q: What’s the best use of the General?

A: Use the General to boost nearby allies before major battles, hold critical choke points, or support a final push into enemy territory.

Q: Should I save RP or spend it early?

A: Balance is key. Investing early can help dominate the mid-game, but saving RP allows for clutch promotions and respawns later on.

Q: How do ranged units like Archers help strategically?

A: Position Archers near contested hexes to support without risking their lives. They can also target enemy-held hexes to pick off units without direct combat.

Q: What’s the ideal time to build a Fort or Barrack?

A: Build Forts in choke points or near your Capital. Barracks are best placed forward to allow quicker unit redeployment.