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9 Rules

9.1 The Liquid War concept

Liquid War is a wargame. But it is different from common wargames.

When playing Liquid War, one has to eat one's opponent. There can be from 2 to 10 players, and it is possible to play against bots. There are no weapons, the only thing you have to do is to move a cursor in a 2-D battlefield. This cursor is followed by your army, which is composed by a great many little fighters. Fighters are represented by small colored squares, dots, pixels, triangles, basically something very simple. All the fighters who have the same color belong to the same team. One very often controls several thousands fighters at the same time. And when fighters from different teams meet, they eat each other, it is as simple as that.

9.2 How do teams react?

Teams are composed of little fighters. These fighters all act independently, so it can happen that one single fighters does something different from what all the other do.

The main goal of these fighters is to reach the cursor you control. And to do that, they are in a way quite clever, for they choose the shortest way to reach it. Check it if you want, but it is true, they *really* choose *the* shortest way to reach the cursor. That is the whole point with Liquid War.

But these fighters are not perfect, so when they choose this shortest way, they do as if they were alone on the battlefield. That's to say that if there is a fighter blocking their way, they won't have the idea to choose another way, which is free from fighters but would have been longer otherwise. So fighters can be blocked.

9.3 Who eats whom?

When two fighters from different team meet each other, they first try to avoid fighting, and they dodge. But if there is no way for them to move, they get angry and attack the guy which is blocking them. Sometimes, they attack each other and both loose health. But it can happen that a fighter is attacked by another one, which is himself not attacked at all.

Here is an example of this behaviour: A blue fighter and a red fighter both want to move to their right, for that would be the shortest way to reach their cursor if there was nobody on the battlefield. But they are blocked by other fighters. If, for instance, the red fighter is on the right and the blue fighter on the left, it is the red fighter which will be eaten.

When a fighter is attacked, he first looses health, that is to say that he gets darker. When his health reaches 0, his color changes and he becomes a member of the team by which he has been attacked. Therefore the number of fighters on the battlefield always remains the same.

When fighters of a same team get stuck together and block each other, then they regenerate, that is to say that they get brighter.

The best way for you to understand the way it works is to try the game... They are really simple and rather obvious rules.

9.4 Liquid War 6 enhancements

Liquid War 6 has been written keeping in mind that Liquid War should stay Liquid War. The idea is a game where you control numerous fighters with a single cursor, and they all follow it. Adding real weapons and/or complexifying rules to the point a simple glance on the map does not give an idea of who's winning is out of question. Keep it simple stupid.

As a consequence, most of Liquid War 5 rules still apply in this version.

But... there are enhancements in Liquid War 6, more precisely, one of the purposes of rewriting the game was to be able to tweak the rules.

As of today, the game is still in beta stage, so most of these fancy features are not implemented yet. Here is what is planned:

  1. It will be possible to join and/or leave a game after its start. That is to say, one could imagine a game starting with 2 teams, then accepting 3 more teams. This is interesting in network games, one does not need to wait until everyone is connected and ready to start a game, or put it another way, one can join an existing game on the fly.
  2. Several game modes, the classical last man standing mode, but also a deathmatch and possibly a strategical, almost turn based mode.
  3. Possibility to play with several cursors for a team, to make a temporary alliance with another team, and so on.