The Warriors: Turf War (Canceled)
The Warriors: Turf War (Canceled)
Choose your gang and hit the streets of NYC in this epic strategy board game. Battle rival gangs and avoid police to expand your turf!
Choose your gang and hit the streets of NYC in this epic strategy board game. Battle rival gangs and avoid police to expand your turf! Read more
A Temporary Truce: Kickstarter Campaign Suspension and Relaunch
We've had our eyes and ears open, boppers. We've got a ton of improvements in mind for our Kickstarter, but some of those changes are too big to implement during an active campaign. We're excited to bring you the best possible version of The Warriors: Turf War, so we're gonna step out briefly to give this baby a tuneup. We'll be back later this month with some surprises we know you'll love. For more details, check out the update here.
It’s mayhem on the streets of New York City. Police are outnumbered. Rival gangs explode into battle at the drop of a hat. Tensions are at an all-time high and there's nowhere to hide. Do you have what it takes to lead your gang to victory?
The Warriors: Turf War is an aggressive strategy board game licensed by Paramount and based on the cult classic film The Warriors. Assume control of one of the film’s iconic gangs and immerse yourself in the action as you fight to take control of the city’s boroughs and add them to your growing turf. Unpredictable events and a growing police presence complicate even the best-laid plans, compelling truces between bitter rivals or forcing gangs to flee in the face of insurmountable odds. Watch out—each choice you make will either reinforce your dominance … or bring you closer to defeat. Warriors, come out to play-i-yay!
Game supports 2-5 players. Average game time: 1 hour.
All Come Out to Play and Warlord tiers (Including Early Birds) now include the Kickstarter Exclusive Mercy Set and Premium Rule Book! Check out the update here!
**Come Out to Play and Warlord tiers now have paintable miniatures versions available!**
For a complete, detailed rundown of the rules, check out the PDF of our official rule book: Download Here!
Each game of The Warriors: Turf War consists of three rounds of skirmishes, with each skirmish taking place on a different Turf. When fighting for a Turf, each gang’s goal is simple: annihilate the other gangs’ units. If there is a police presence, all police units must also be dealt with before the Turf can be won. The gang that has won the most Turfs at the end of the third round wins the game.
Warlord - The leader of the gang, each Warlord grants a gang-specific ability when they show up for a fight. Gang members also receive a morale boost when near their Warlord, gaining attack and defense bonuses. Strong and sturdy, the Warlord is always a threat in a skirmish, but don’t let them fall in battle, or the rest of your gang will have no choice but to flee from that skirmish.
Muscle - Slow but powerful, the Muscle goes last in a turn but hits harder than any other unit. One hit from a Muscle could be enough to end even the toughest enemy. Muscles inspire their fellow gang members with their brawn, granting them an attack bonus when nearby.
Scout - A keen eye for defense, Scouts offer other friendly gang members sharing their square an additional chance to block. They're decent fighters and aren’t easy to defeat thanks to their slight health advantage.
Artist - Fast but weak, Artists go first in a turn and start each skirmish with a spray paint can they can use to either tag a landmark, upping speed gang-wide, or stun an enemy gang member. Artists don’t strike hard, but their speed allows them to quickly get in and out of fights.
Soldier - Soldiers are your base units. They can move a decent distance and attack with a decent amount of force, but they’ve still got plenty to learn. A Soldier can be promoted in between rounds to a Muscle, Scout, or Artist.
To attack, a player moves one of their gang members into a square with an enemy unit and rolls a number of attack dice equal to their gang member’s attack stat. The defender rolls a number of defense dice equal to the defending unit’s defense value, then reduces the defending unit’s health total by an amount equal to the value of the attack roll minus the value of the defense roll.
If the defender completely fails to block an attack of at least one hit and the defending unit survives, the attacker can shove or steal a weapon from the defending unit. To shove a unit, the attacker moves the defending unit from its current square into an adjacent square.
If the defending unit’s life total is reduced to 0, that unit is incapacitated and immediately removed from the Turf Board. The incapacitated gang member's character card goes to the player who dealt the ending blow. These defeated enemy character cards can be cashed in between rounds to buy Special Weapons or promote Soldiers to Artists, Scouts, and Muscles.
The top card of the Tune In Deck is revealed at the beginning of each Skirmish. The Tune In event may bring Police to the skirmish, place Special Weapons on the Turf Board, set up a fight to the death with no fleeing, or any number of other game-changing conditions.
Some Tune In events cause Police to be present for skirmishes. The number and strength of the police units that arrive increase each time the Police make an appearance. If the skirmish's Tune In event doesn't immediately place police units on the Turf, rest assured that they're on their way. A Police Timer tracks the number of turns before police units arrive.
Officer - 1 Range. Detain: If this unit rolls at least one hit when attacking and the defender completely fails to block, the defending unit becomes detained. Detained units can’t move, attack, or perform any actions on their turns until all police units have been incapacitated.
Armed Officer - 5 Range.
Riot Officer - Detain. Tear Gas: Whenever this unit enters a square with its target gang member, each other gang member moves into an adjacent square.
Environmental Weapons are found on every Turf Board and vary from Turf to Turf, while Special Weapons are placed on the Turf Board by some Tune In events. All Environmental Weapons are discarded at the end of each skirmish, but Special Weapons can be kept and carried over to other skirmishes.
Different weapons provide different benefits, including range, throw attacks, stun potential, attack bonuses, and movement bonuses, among many others.
Risks and challenges
We are very fortunate in that we learned so much from our successful Golem Academy Kickstarter. We are far better prepared for delays that can arise from manufacturing and shipping. We have partnered with experts in this industry to make sure that we ship in a timely manner to all of our backers.
We already have a strong relationship with our artists; they are ready to go once funded to finish the remainder of art.
All of the stretch goals are set at prices that will insure they can be completed and included inside the WARLORD Tier.
We are confident that with your help our team has the preparation and experience needed to deliver this game to you.Learn about accountability on Kickstarter
- (30 days)