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Roads

Everywhere the warband can go: the three campaigns of the main story, the heroes' personal sorties and expeditions far from camp.

Campaigns

Three campaigns. Thirty-six main battles

Kenugard's main story is made up of three campaigns of 12 stages each.

It is the campaign that unlocks the game's core content: new heroes, new enemies, camp buildings, personal sorties, expeditions and the next stages of the story.

But playing through a campaign isn't simply moving from the first battle to the twelfth. Between stages you have to rebuild the lineup, treat the wounded, repair gear and decide whom to develop next.

Roads to be freed

12 stages

Tati

Ash on the Roads

Lead Mstyslav's warband after a village burns. Hunt down the bandits and reclaim the roads.

12 stages

Liakhs

The Road Home

Liakh troops hold the crossing town. Free the land and open the road home.

12 stages

Suzdalians

The Prince's Word

Prince Yurii offers protection for obedience. Help the borderlands resist his Suzdal army.

Sorties

The heroes' own business

Each of the twelve heroes has a sortie of their own — a separate battle tied to them alone. It takes the hero back to an unfinished part of their past.

At most nine join the warband in a single playthrough, so that is how many sorties you will have.

It is growth on the story side and the mechanical side at once: the player gets to know the hero better, and the hero comes out of the sortie stronger.

A campaign carries the story. A sortie develops the person.

A sortie isn't just another battle

A personal mission doesn't exist to add one more skirmish to the map. It completes a separate part of the hero's story and gives them a reward that stays with them from then on.

For completing their story, the hero receives a personal distinction — a permanent boost tied to them alone.

Expeditions

Leaving camp for the long haul

Expeditions test the warband's endurance outside the main campaign.

Unlike a campaign stage, an expedition is a series of battles. Between them the warband doesn't return to a full camp — only a brief halt with no healing. So a mistake in the first fight can cost you dearly in the third.

2 battles

Expedition I

Land Without a Lord

Clear the road to a manor in Liakh lands.

2 battles

Expedition II

A Costly Peace

Break the blockade for a prisoner exchange.

2 battles

Expedition III

Whose Banner

Recover the banner and belongings.

3 battles

Expedition IV

To the Far Bank

Help the villagers cross the river.

3 battles

Expedition V

The Old Path

Free the captive carters.

4 battles

Expedition VI

Stolen Goods

Recover the stolen belongings.

In all — 16 battles of standalone trials.

The difficulty rises

From the first expedition to the sixth, the enemies grow stronger and there are more battles back to back.

An expedition tests how well prepared the whole warband is: whether there are enough reserve fighters, whether the gear will survive several fights in a row, whether you will have to go into the final battle with an exhausted lineup.

What works in a single battle may not survive a whole expedition.