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Rules

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  • Welcome & Selection

    You’ve been selected to play in FolloWars! If you’re one of the 50 drafted soldiers, you’ll be assigned a unit and sent straight to the battlefield. Get ready — glory (or chaos) awaits!

  • Your Unit & Role

    In this battle, each player controls one unit. You’ll move across the map, engage in battles, and work with your team to claim victory!

  • Game Phases & Turn Structure

    FolloWars is turn-based! Each turn has three phases: First, the Command Phase, where your commander sets the plan. Then, the Action Phase, where you execute. Finally, the Combat Phase.. where things get messy.

  • Combat & Battles

    When units from opposing factions land on the same hex, a battle is triggered at the end of the turn. The outcome is decided by dice rolls, influenced by your unit’s stats.

  • Winning & Losing

    The game ends when one team's Capital is destroyed. Protect yours — or take theirs down first!

  • Start Playing!

    That’s it — you’re ready! If you’re lucky, your unit will be deployed soon. Until then… brace for battle!

Complete Rules

Tutorial Video

Go to Tutorial Video

Overview

FolloWars is a 1v1 territory control multiplayer game designed for Twitch. Each game features two streamers acting as Generals, leading a team of 50 viewer-controlled units each. The goal of the game is to destroy the opponent’s Capital or to have the most controlled territory and surviving units when the game ends. The game combines strategy, resource management, and tactical movement, creating a highly interactive experience for both streamers and their audience.

The battlefield is a hexagonal map divided into six color-coded territories. Players take turns moving their units, fighting battles, and controlling territory. Streamers make strategic decisions by managing Reinforcement Points (RP) to strengthen their armies, build structures, and promote units.

Game Flow

FolloWars follows a structured turn-based format consisting of three main phases: the Command Phase, the Action Phase, and the Combat Phase.

The Command Phase is the first phase of each turn and is controlled exclusively by the streamers. During this phase, the streamer can spend Reinforcement Points (RP) to promote units, respawn fallen units, and build structures on controlled hexes. The streamer also moves their General unit during this phase. This phase lasts two minutes. If the timer runs out before the streamer completes their actions, no further commands will be processed for that turn.

The Action Phase follows the Command Phase and is controlled by the viewers. Each player controls a single unit and can move it across the map or select a target if the unit has a ranged ability. Ranged units, such as Archers and Catapults, must select a target during this phase or they will not contribute to the battle. If a player misses the timer, their unit remains stationary and does not participate in combat. This phase also lasts two minutes.

The final phase of the turn is the Combat Phase, where battles are resolved automatically. If opposing units occupy the same hex, they engage in battle. All involved players roll their dice at the beginning of the Combat Phase. The side with the highest combined attack value wins the battle and remains on the hex, while the losing side’s surviving units retreat or are eliminated.

Units

Each player controls one unit, which has its own stats and passive abilities. All units have one health and are eliminated if they lose a battle. Units can be promoted from Level 1 to Level 4 by the streamer during the Command Phase using RP. Promoting a unit increases its attack power and strengthens its abilities.

There are six unit types in FolloWars, each with unique strengths and tactical advantages:

  • Infantry is the balanced and versatile unit, providing reliable performance in most combat situations.
  • Cavalry is a fast-moving unit that gains a bonus to attack if it moved that turn.
  • Sentinel is a defensive unit that gains increasing attack bonuses for each turn it remains stationary, up to a maximum of three turns.
  • Archer is a ranged unit that can attack from one hex away but loses its attack power if caught in close combat.
  • Catapult is a powerful siege unit that deals extra damage to building.
  • General is controlled by the streamer and provides a +1 attack bonus to all allied units on its hex and adjacent hexes. The General rolls 3D6 in combat. If the General is killed, the opponent’s team gains a +1 attack bonus until the General respawns afte one full turn (returns on the following turn).

When a unit is eliminated, it can respawn at the Capital or at a Barrack (if available) during the Command Phase, at a cost of 10 RP. Units always respawn at Level 1, regardless of their previous level.

Unit Promotion and Leveling

Units can be promoted up to Level 4 by the streamer using Reinforcement Points (RP). Promotion increases the unit’s attack power and improves its abilities. The promotion costs are 10 RP for Level 2, 20 RP for Level 3, and 30 RP for Level 4.

For example, an Infantry unit starts with an attack of 1D6 + 2 at Level 1. After being promoted to Level 2, the attack increases to 2D6 + 4, making the unit stronger in combat. Similarly, a Cavalry unit gains increased attack power and greater mobility as it levels up, reinforcing its role as a quick-strike unit.

Reinforcement Points (RP)

Reinforcement Points (RP) are the primary resource used by streamers to promote units, respawn fallen units, and build structures. Streamers receive a base income of 30 RP per turn and additional RP from controlled territory and constructed buildings. 

Territories provide additional RP generation when fully controlled. The Yellow territory (Golden Plains) generates +30 RP per turn, the Red (Scarlet Vale) and Green (Jade) territories provide +10 RP each per turn, and the Cyan (Coastal Cliffs) and Pink (Ring of Peaks) territories provide +20 RP each per turn. Farms also provide +10 RP per turn.

Buildings

Streamers can spend RP during the Command Phase to build structures on controlled hexes. Only one building can be placed on a hex at a time. If an enemy team captures a hex with a building, the building is destroyed.

There are five types of buildings in FolloWars:

  • Farm generates +10 RP per turn.
  • Fort provides a +2 flat attack bonus to allied units on the hex.
  • Barrack allows units to respawn at the hex instead of the Capital.
  • Capital provides a +1 flat attack bonus to allied units and serves as the respawn location for the General and other units if no Barracks are available. If a Capital is destroyed, the game ends immediately.

Territories and Control

The map is divided into six color-coded territories. To control a territory, a team must occupy all hexes within the territory. The last team to pass over a hex claims control of that hex, even if they no longer have units stationed there. A controlled territory provides bonuses to the controlling team.

Combat Resolution

When units from opposing teams occupy the same hex at the end of the Action Phase, a battle occurs during the Combat Phase. Each player involved in the battle rolls dice based on their unit’s attack value. 

The total attack value of each team is calculated based on the sum of the dice rolls, unit bonuses, and any territorial or building bonuses. The side with the highest attack value wins the battle and retains the hex.

The losing side’s surviving units retreat to adjacent hexes if possible. If there are no adjacent hexes available, the surviving units are eliminated. If the battle results in a tie, both teams’ units retreat to adjacent hexes.

Ranged units are always eliminated first if caught in a hex battle. Remaining units are then eliminated in a random order, regardless of level. The General is always the last unit to be eliminated.

Winning Conditions

The game ends if one team’s Capital is destroyed, resulting in an immediate victory for the opposing team. If both Capitals are destroyed during the same turn, the winner will be the team with the highest total dice total.