How It Plays
How It Plays · 1 / 5
Battle. Every turn is part of a plan
In Kenugard it isn't enough to decide whom to hit now. You need to know where the fighter will end up afterwards, how much strength they will have left and who acts next.
The best move isn't always the one that deals the most damage now. Sometimes it matters more to save strength for what you will have to do two rounds later.
Strength runs out fast
Stamina is spent on movement, attacks, switching sets and other actions, and every enemy hit takes a little more. Two limits apply at once: the stamina pool for the whole battle, and turn capacity — how much a fighter can spend right now.
So you have to plan several turns ahead. One step too many can leave you without a strike, and an opening that is too aggressive, without strength at the decisive moment. Recovering restores part of a fighter's stamina, but ends the turn and leaves them more vulnerable — so even the moment for a breather has to be prepared in advance.
Turn order matters
Fighters take turns by initiative, not side after side.
So the question is often not “whom do I attack?” but “can I take him out before his turn?” Sometimes a weaker strike now is worth more than a stronger one later.
A flank can decide the battle
Every fighter faces one way. A strike from the front, from a half flank — diagonally from behind — or in the back: these are different situations.
Going around raises damage and weakens the shield, while a strike in the back hits hardest and bypasses the shield entirely. So sometimes it pays to spend a turn on positioning rather than attack head-on.
Contact with the enemy changes movement
A fighter with a melee weapon holds a zone of control — the hexes around him. You can leave it, but every such step costs extra stamina, and the enemy gets a strike on the way out.
That is why the front line doesn't just deal damage — it shapes the battlefield.
How It Plays · 2 / 5
Weapons and armor. One fighter — several ways to fight
Every hero has two sets — a weapon, with or without a shield — and can switch between them right in the middle of battle. It costs stamina, but not a whole turn.
For some, these are two takes on the same role. For others, almost two different trades of war. A ranged fighter can switch to melee, a shieldman can give up protection for a stronger blow, and an all-rounder can change style to suit the situation.
Weapons are more than different numbers
A sword, an axe, a mace, a war hammer, a spear or a scramasax — each does a different job.
Some weapons are steadier and let you carry a shield. Others hit harder or strike several enemies at once, but cost more stamina and force you to take risks.
Ranged weapons differ just as much in range, power, accuracy and ammunition.
Damage type matters
Slashing, piercing and blunt damage work differently against armor and against unprotected targets.
A heavily armored enemy is better broken down with blunt weapons. Once the armor is broken, slashing weapons become far more dangerous.
That is why the right lineup for your warband depends not only on your heroes' levels, but on who they are marching against.
All the numbers — in “Weapons and armor” →How It Plays · 3 / 5
Warband and camp. You're not managing a squad for one battle — you're managing a warband
The strongest lineup today can turn out to be the worst decision tomorrow.
Fighters get injured. Armor and shields wear down. Part of the warband needs treatment, part needs its gear repaired, and some are better left in reserve ahead of a harder fight. That is why every next battle begins back in camp.
Rotation isn't an optional extra or a way to optimise your playthrough. It is part of the core strategy.
A small “core” won't carry you through the whole game: a single battle has room for at most five, injuries carry over from battle to battle, and treatment takes a fighter out for a whole outing. If a key fighter has no trained replacement behind them, sooner or later the warband will face a battle without a role it needs.
Winning isn't all that matters
The battle doesn't end on the victory screen.
One outcome can leave the warband almost unscathed; another can send several key heroes to the Infirmary and leave vital gear broken.
That is why Kenugard keeps asking a second question:
not just “did I win?”,but also “what did this victory cost me?”
Getting the warband back into the fight
Between outings, the warband returns to camp.
Here you allocate not combat actions but time and opportunities: whom to heal, whose gear to repair, whom to train and whom to prepare as a replacement for battles to come.
Camp is where the consequences of the last battle turn into decisions before the next one.
The camp's buildings — in “Camp” →There is no single best lineup
Before a battle, the question isn't only who is stronger.
One enemy forces you to bring blunt weapons against armor. Another calls for more archers. Against shieldmen you need flanking moves or weapons that can break defences.
But the hero you want may be in treatment just then, and the shieldman you need may be left without serviceable gear.
So a squad is born where three things meet:
- who you want to take
- who is available right now
- who is needed against this particular enemy
How It Plays · 4 / 5
Hero growth. The same hero needn't stay the same
A hero starts from a fixed foundation, but how they develop from there is up to the player.
Stat points, new talents, distinctions, training and the choice of weapon set let you shift the emphasis in different directions. Two players may get the same hero — but a few levels later they will be two different fighters.
Not all stats simply grow together. You have to decide what to invest in and what to give up.
Twelve people. One warband can't take them all
The game has twelve named heroes, but in a single playthrough at most nine will join the warband: you can take only one from each recruitment offer.
These aren't nameless classes or interchangeable units. Each has a character of their own, a combat profile, a past and ties to other heroes. So the makeup of your warband is a combat choice and a story choice at once.
Everyone has something they left behind
The heroes' biographies don't exist in isolation from one another. They served together, met the same people, witnessed the same events — and remember them differently.
In time, each hero gets a personal sortie of their own — a separate story in which they have to return to an unresolved part of their past.
These missions do more than add one more battle. They complete the character's personal story and grant them a unique distinction.
Choose who tells this story
Dzvenyslava, Liutobor and Ratybor set out together, but each of them sees people, events and what the warband must do differently.
Choosing a leader comes down to more than a combat bonus. It sets the perspective from which the player sees the campaign: the dialogue, how events are judged, how allies and enemies are regarded.
The war stays the same war. But what it means to the warband changes with whoever stands at its head.
How It Plays · 5 / 5
Activities. One warband — three kinds of trial
Kenugard isn't one endless line of battles.
Campaigns, personal sorties and expeditions pursue different goals and develop the warband in different ways.
A campaign moves the playthrough forward.A sortie develops a hero.An expedition develops what the warband can do.
| Campaign | Sortie | Expedition | |
|---|---|---|---|
| Scale | 3 campaigns of 12 stages | 1 battle: a hero and a companion | 2–4 battles in a row with no camp |
| Main goal | Story, new enemies and new opportunities | Complete the hero's personal story | Test whether the warband works as a whole |
| Develops | the playthrough | the hero | what the warband can do |
| Reward | New heroes, camp buildings, access to sorties and expeditions | A personal distinction — a permanent boost | Expanded camp buildings, a band award, firewood for a Long Rest |
Expeditions don't change one hero — they change what the whole warband can do
Camp buildings are unlocked by the campaign. Expeditions expand them: new procedures in the Infirmary, upgrades and a second anvil in the Smithy, new exercises and pillars in the Training Yard.
The longest expeditions grant a band award — a permanent boost for everyone in the squad at that moment. And every expedition brings firewood for the Long Rest, which puts the whole warband back on its feet in one go.
- Sortie
- growth for one hero
- Expedition
- growth in what the whole warband can do
This is how the loop works:
- a stronger warband
- a harder expedition
- new ways to grow
- an even stronger warband
Not a few extra percent of power, but a whole new layer of growth.