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Wroth Board Game - All Gameplay Bundle

Save 19%
Sale price £64.99 Regular price £79.99
  • 📦 Free shipping on orders over £40
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Description

Wroth is a 1-4 player asymmetrical area control game that can be played in less than 90 mins with 4-players.

The Wroth All Gamplay Bundle is the best way to start! It includes the core game, plus 2 expansion factions: The Paldeyn and The Venna, giving you a total of 7 factions to choose from.

Wroth uses a random menu created with dice drafting to inform player's choices turn over turn. Gameplay is quick as players use their drafted action dice to gain resources, move and deploy basic and elite troops, and attack the opposition, all while trying to hold key positions and dominate the region. Illustrated by Manny Trembley, this neon-soaked fantasy area control game is easy-to-learn, fast to play, and will leave people wanting to explore deeper strategies with the unique 5 factions in the box and 2 more faction expansions.

Wroth can be played PvP, Co-op, and Solo. This variability gives players new play styles to explore each time they open the box.

The expansion factions bring more variety to your games! Featuring all new asymmetrical abilities and Elite troops, faction expansions offer new options for players in PvP, as well as a brand new opponent in solo/cooperative play to test your mettle against!

The Paldeyn are noble warriors. Their armor gleams in the noon day sun. They stride nobly into battle atop steed with capes flowing free. They descend upon the rank and file. Horse and rider united under a single goal. To drive out those who might dare crest the top of King's Hill. Their shields are thick and their armor strong. Those who might dare to stand up against a Paldeyn rider will break upon their Iron Will.

The Venna are northland folk. They are less a people and more of a coven. They provide a safe haven for men and women exiled from their kingdoms, giving purpose and meaning within the deep magicks of the north woods. Exiles and outcasts become empowered. But with a new home and place to belong, one must make a deal with the darkness. With spells and incantations dredged up from places not spoken of, the Venna resurrect more than just.