Draconian Wars is the most strategic and challenging card game. Every card available; no additional purchases or microtransactions. Bring it all to the table. Take the challenge, command armies of zeppelins and robots or unleash the fury of the ancient dragons. The fate of Hyperborea lies in your hands.
User reviews:
Mixed (43 reviews) - 41% of the 43 user reviews for this game are positive.
Release Date: Aug 28, 2014

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About This Game

Are you ready for a new level in online card games? Draconian Wars is possibly the most strategic and challenging online card game out there. Engage in fierce combats, manage your limited resources and outmaneuver your opponent.
Draconian Wars is a game of combat, resource management and battlefield tactics. The battlefield is the lands and skies of Hyperborea, an exotic continent rich in natural resources, with a wide variety of ecosystems and full of amazing and terrifying creatures.

During thousands of years Hyperborea has been under the uncontested control of the Draconians, but now the Technocrats have arrived to the shores of the continent and they claim what once was theirs. The control of the land is what will bring victory to one or other. The Draconian extract their magic power from the earth, consuming the live and the natural resources around them. On the other hand, the power of the Technocrats comes from carbon and steel, both equal abundant in Hyperborea.
A battle for supremacy over Hyperborea has begun and one thing is clear, no matter who wins, the scars on the lands of Hyperborea will last for centuries.

In Draconian Wars players build their decks of 50 cards and try for their opponent to run out of resources. They can accomplish this by controlling as much areas of hyperborea as they can, or just crushing the opponent in battle.
Players have a mixture of ground and air units to spread terror across the lands of Hyperborea. Also, they have a lot of surprises that can change the fate of any battle. The options are endless.

Key features

  • No boosters! Every card included in the game.
  • Two different factions: Draconian and Technocrat. Each faction has completely different strategies.
  • 150 Unique cards available as you progress in the game.
  • Online mode and two different single player modes: Skirmish and Challenge.
  • Fully customizable decks.
  • Extensive tutorial mode to learn all the mechanics
  • Achievements, leaderboards and trading cards

System Requirements

    • OS: Windows XP/Windows Vista/Windows 7/Windows 8
    • Processor: Intel® Pentium® D or AMD® Athlon™ 64 X2
    • Memory: 2 GB RAM
    • Graphics: 512MB DirectX 9.0 compatible or better
    • DirectX: Version 9.0
    • Storage: 500 MB available space
Helpful customer reviews
6 of 8 people (75%) found this review helpful
37.7 hrs on record
Posted: November 6, 2015
This should be quite a good game - you have a collectible (purely through playing the game) card game with some pretty innovative gameplay - your "mana", life, spells, troops, equipment and the fortunes of war are all represented by the one pack of 50 cards chosen from your collection. There are two sides, the Technocrats and the Draconians, as well as some shared neutral cards both can use, and things are pretty well balanced and interesting, with a number of different viable deck builds that can be put together as you accumulate more cards.

Playing a battle is fairly straightforward generally, although the combat system takes a little getting used to, there is one main issue I have here which is when your opponent attacks you, you have very little time to react and choose cards whereas when you attack you have no time limits at all - I think there is a pause to stop the timer but I never remember it. Particularly when playing the AI this seems unnecessary, especially given when it is your turn certain cards you have in play that have abilities you can activate then on your turn the turn progress stops every step of the way and you have to manually advanced, but then when it switches to the AI turn it just whizzes through without stopping most of the time. Still this is a relatively minor quibble with the control system.

So the main problem - AI freezing. Repeatedly while playing through a battle, and with no clear pattern, you fire off an ability, or launch an attack, or the computer has to produce at the beginning of the turn, and the computer just stops an thinks about it for minutes, probably forever. The only option you have is to concede the game, no matter how close you were to winning. If this happened very rarely, it would be very annoying, but given it has just happened 3 out of the last 5 games I have played, it really makes the game impossible to recommend (and fixes seem very unlikely at this point).
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47 of 52 people (90%) found this review helpful
1 person found this review funny
61.0 hrs on record
Posted: August 28, 2014
Edit: The second patch fixed multiplayer, the only major isusue i had so far. The devs are actually trying to improve the game (I mentionned some quirks about the in game shop and they were fixed) and are actively playing with the community and listening to what it has to say, i can only hope the playerbase expands now.

As an avid CCG player, I feel Draconian Wars brings a refreshing twist to the card games genre, the mechanics are well thought of and quite fun. As they say, it's probably the most strategic card game out there. It's pretty hard to compare to other games and that's a good thing. The atmosphere reminds me a bit of Infinity wars, and the combat system and spell stacks are a little bit like MTG. There is much more management and thinkering to be done than in other card games IMO. I had a lot of fun playing the game so far.

Except for a couple of minor bugs on release (which were patched less than an hour or two after) the game runs well.
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25 of 31 people (81%) found this review helpful
1 person found this review funny
5.9 hrs on record
Posted: August 28, 2014
I played this for around two hours. This was only enough time to complete the tutorials and a single match against AI, as the tutorials and match were quite long. I have no recent experience playing card games like this e.g. Hearthstone or Magic the Gathering, so I don't know a lot about the Genre. But I had good fun playing this game.
- The battlefield is divided into areas accessible only by air units or by ground units, ground units can ride certain air units
- There is PVP online mode but no games were up when I played, however you can create a friends only game for a buddy to join

To start you are given the choice between the Draconians and Technocrats. You are provided with a starter deck with cards aligned with your chosen faction as well as neutral cards. I chose Draconians because they are badass lol
-----So there is a series of in-depth tutorials. It took me about 45 minutes or more to get through them. There are five tutorials to complete. I actually was unable to complete the final one. This was because the tutorial instruction actually obstructed the card which I was supposed to click on and I was unable to proceed. Obviously that's a problem with the game. But I was still able to get a decent understanding of the game's mechanics. The game will always highlight the cards you are able to play each turn to help you anyway. But some of my understanding is still kind of fuzzy.
-----Each player has a deck of 50 cards. Players vie over six territories, three air and three land. Players in control of uncontested territories are able to 'extract' from those territories. The more territories you control and the more you extract and the more cards your opponent must discard. This is the major way to cause the an opponent to discard cards. Another way appears to be to over power units in battle, excess damage forces losers to discard cards. Once a player has run out of cards in their decks, they lose.
-----Players take turns, turns are divided into phases. Phases include extraction, summon units, combat, move and so on. Some cards allow you to disrupt the players turn at all or certain phases.
-----There are a few different types of cards, first 'unit' cards. These are divided into two main categories, air and ground. Ground units can only be place on ground territories while air units cannot and vice versa. Ground units can board and be carried by air units into air territories, also making them stronger as a whole. I really liked that feature.
-----All units have three basic stats represented by icons with a numeric value next to them representing their strength in each stat. There is attack and armor stats which is basically damage and health. I think the third stat contributes to fate which is dealt in the combat phase and combines with damage. I'm a little bit uncertain about this system. Then you seem to have the option to mitigate damage to your units dealt during the combat phase by discarding cards from your deck in order to save units. Losing combat will put a territory in control of the enemy if their units remain there.
-----'Weapon' cards can be applied to units. Some of the ones I saw buff your unit or units in territories. All weapons are supposed to able used target a specified enemy. Whereas usually I believe the enemy chooses which of their units takes damage or discards cards. The success of weapon use appears to be based on your total fate in a territory rather than damage. When I played I was actually confused about how to activate weapons, they never seemed to be highlighted or allow me to do what I thought they should have allowed me to do.
-----Certain 'gear' cards cards can also be applied to specific kinds of units for a benefit. But some gear cards are placed between you hand and the battlefield. The one that I used were able to be activated up to two times per turn. They all have different effects such as returning cards to your deck in order to draw a new one.
-----Disrupt cards can be used during any phase or a specific phase of your opponents turn. They do stuff like reduce the amount that they extract during their extraction phase or assist your units during the combat phase.
-----After playing the tutorial, I couldn't find a multi-player game. The server list was empty. This probably means not many people are playing the game or they just aren't looking for an online match. It would be nice if you could queue yourself for an online game in the background while you are playing against AI. Otherwise you have to just sit there and wait hoping that someone will become available to play against. Unfortunately I didn't have time to wait for a match. I did notice that you can host a friends only game, so you can set something up if a friend of yours also has the game. There is also an online leader-board, I was like 92nd with a score of 0.
-----So I played a match against the AI. This took around an hour and was fun. I was a bit confused about what was happening but I got more of a hang of it as the game progressed. I was able to form a bit of strategy and eventually won the match although early on I felt that I was going to lose.
-----Once completing a match you are awarded with cards. You also appear to be awarded cards if you concede even if it is early in the match which I thought was strange.
-----As well as being awarded cards you also gain currency which can be spent at the shop to purchase more cards. In the shop you are actually presented with eight random cards to choose from. You press a button to clear the selection and generate a different selection of random cards. I don't see anything stopping you from just hitting the button until you see the cards you want. This sounds like it could just end up being more tedious than just being able to search for a specified card.
-----Finally there is the deck-builder. This is where you create a custom deck. Draconian cards can only be put together with neutral cards but not with technocrat ones and vice versa. You can have a maximum of three of the same cards. Some cards will synergise well with each other e.g. certain cards have benefits when used with 'old one' dragon units and so on. So you will want to take advantage of that sort of stuff when you are building a deck.

So the game contains plenty of unique artwork on the cards. I think it's overall well presented.
-----The main problem with the visuals was that cards on the table are basically eligible. You can't read them unless you zoom into them specifically. I thought that was a bit strange. Especially when it was the same case in higher resolutions. I think the cards need to be larger so that you can see all of your more clearly without zooming. Of course this will matter less as players get to know cards.

I really enjoyed play this game. Although I have no recent experience with the genre I do like turn based strategy games such as X-Com and Blood Bowl. So this game appealed to me. This is a game that I could see myself playing more of, if I can make time for it especially if had an opportunity to play against friends. Also unless the player base grows and it becomes easier to find an online match it would be nice if there was someway to continue playing single player while waiting for matchmaking.
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25 of 33 people (76%) found this review helpful
1 person found this review funny
5.4 hrs on record
Posted: August 31, 2014
A lot of reviewers are saying that this game is overly complicated and that even after hours of playtime they couldn't understand the rules, but I think that might be a problem with them, rather than the game. I played through the supplied tutorials (about 20 minutes of time commitment) and then played one actual game, and had a fairly solid grasp on the rules at that point. I've played a LOT of CCGs, and it sounds like the people who're having trouble may have only ever played Magic: the Gathering, and are trying to equate the mechanics in this game to MtG's.

The game itself is very complex, it's true, but the mechanics are fairly logical and manageable. The biggest 'wishlist item' I have with regards to the gameplay itself is that there needs to be some kind of easier to spot at a glance differentiation between card types; they have text telling you what they are, but the number of times I've mistaken a Gear for a Support card (which are played at completely different times but often have similar effects - think Sorcery vs Instant) is rather embarrassing.

As others have mentioned, there's a random element to combat, but like every other CCG that uses a "fate" style system wherein you reveal the top card of your deck to get the number, the pool of numbers you have available is determined by you when you build your deck. Naturally if you build it with drawing high fate in mind, you'll stack it with 5s and 6s and you'll be drawing consistently high numbers in exchange for a lower power of card overall. Additionally, there's a number of ways to 'stack your deck' and either see what your next fate draw will be, or influence it (either by re-ordering your deck or putting a card from your hand on top of your deck).

Another issue a number of reviewers have brought up is the combat system whereby 1 damage will kill any unit, and it's possible for units to die before the combat even starts. This all comes down to strategy; you can see clearly before the combat starts (with the exception of Support cards played during the combat) whether you're going to lose units or not, and knowing when you should and should not pick a fight is rather integral to the game. There's 6 battlegrounds, and units can be played at, moved to, and engage in fights in any of them, so if your opponent has an unwinnable board position at one, well... you have the ability to avoid that one entirely and focus on the others.

I don't know if I'd agree with their claim that this is the 'most strategic' CCG, but it's got a pretty solid set of mechanics and strategic possibilities. Right now, the lack of single player game options is its biggest weakness - there's 6 "skirmish" decks to play against (as well as the ability to play against one of your own decks), and 4 "challenge" scenarios that're akin to puzzles to solve, but that's it, and considering the AI is fairly poor (often making completely obvious bad plays - playing an expensive card that will, because of its own text and the board position it's played into, immediately be destroyed with no effect is a prime example). Finding a multiplayer game is a sketchy proposition, as there don't seem to be many people playing the game, and I feel they were kind of banking on the multiplayer being the main attraction (which it could be, but only if there's more players actually playing) when they designed the system.

Overall, it's a fun game, and for the price, it's worth the purchase if you enjoy CCG games. Complex rules and a generally enjoyable game.
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18 of 24 people (75%) found this review helpful
1 person found this review funny
59.6 hrs on record
Posted: August 31, 2014
Draconian Wars is a unique and very innovative experience in the niche world of CCG's. It takes place in the fictional world of HyperBorea - a world now ruled by dragons. After having been oppressed and forced from their homelands, humans return with a vengeance and many a technological wonder. In an attempt to take back that which was stolen the Draconian Wars begin.

The two factions, Dragons and Technocrats both have unique sets of cards that can be supplemented with the third Neutral faction to create interesting, synergistic deck combinations and strategies. Dragons feature large units, brute force and magical spells to overcome their foes in air and on land. The Technocrats on the other hand use their immense knowledge of engineering and technology to dominate their battles using fantastic weaponry.

The way you play the game will most likely be dictated by the kind of player you are in other video games and CCG's. If you are someone who enjoys playing aggressively and likes to have dominance over the board you will most likely enjoy the draconians. They have massive units and spells to pump up their creatures to make them even stronger. They also have a couple of tricks to weaken enemy units in combat with them, deal direct damage but ultimately have very straightforward and readable tactics.

If you are the kind of player who likes to look at a losing situation from all sides, manipulate the battlefield, the combatants and completely change the outcome of a game then the technocrats are for you. They sport slightly weaker units overall but they have incredible abilities and cards that played correctly make you feel as if you are always the one pulling your opponents puppet strings.

Your cards are everything in this game - literally. They act as your life total and resource count to play cards from your hand. The claim that this is one of the most strategic card games is not at all a lie - Having played my fair share of them, this is easily one of the top contenders. Everything you do in this game must be executed carefully and with great precision because knowing how to manage your resources properly while maintaining cards in your hand and board advantage calls for a balancing act that only experienced players will achieve.

There are some bugs that still need ironing out, but the the devs have been very active on the community hub and everything that was brought to them so far they have either acknowledged or fixed in a patch.

That said, Draconian Wars has a thoroughly steep learning curve and it will take many hours before you feel even remotely comfortable with all of the different mechanics. If you dedicate the time though, the game is quite rewarding!

Great game, great devs and a growing community of strategists, tinkerers and fun individuals!
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