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Forge War box art
2015 Ranked #1,905

Forge War

Fantasy blacksmith strategy game where players craft gear, hire adventurers, and send them into dangerous quests. Better equipment can win richer rewards, so every forge decision must balance workshop growth with the risks of the wild.

Strategy Games Adventure Economic Grid Movement Hexagon Grid

Players

1-4

Play time

60-180 min

Age

12+

Complexity

3.75/5

Rating

7.16

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Forge War, players will take on the role of blacksmiths in a kingdom rife with marauding harpies, cursed dungeons and fire-breathing dragons.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Forge War, players will take on the role of blacksmiths in a kingdom rife with marauding harpies, cursed dungeons and fire-breathing dragons. They are charged with gathering ore from the mines, purchasing weapon designs from the market and then using these resources to forge weapons for adventurers who will go on quests to fight back the ever-deepening darkness. If the adventurers are successful, they will return with more ore, money and other rewards with which players can invest back into their burgeoning weaponsmithing empire. At its core, Forge War is a rewarding game of aggressive investment, which occurs through the acquisition of quests. Quest management becomes challenging for the player, however, because quests undertaken aren't completed immediately, but instead progress each turn and become more difficult. At specific time intervals, players will need to add more resources to their quests or face failure. Gameplay cycles through three different phases in each round. The first phase consists of moving pieces around a hex grid to maximize resource production. The second phase is a market phase that features an action blocking mechanic to gain access to new weapon plans and other advantages. The final phase is the acquisition and management of quests, which are selected from a pool of available cards.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1–4
Play time
60–180 min
Age
12+
Complexity
3.8/5
Credits and catalog connections

Credits

Designers

1
Isaac Childres

Artists

2
Josh T. McDowell Jeff Ward

Publishers

1
Cephalofair Games

Linked items

No published linked games yet.