Beaver Krieg
Beta · Test matches may be reset
Tutorial
New to Beaver Krieg? Learn movement, resources, building, and Slingshot fire in a short untimed lesson.
Singleplayer
Multiplayer
Custom Battle
Set up one local human with built-in AI players.
| Player | Name | Type | Difficulty | Hero | Team | Player actions |
|---|---|---|---|---|---|---|
| 1 Player 1 | Name | Type | Difficulty | HeroRandom | Team | |
| 2 Player 2 | Name | Type | Difficulty | HeroRandom | Team | |
| 3 Player 3 | Name | Type | Difficulty | HeroRandom | Team | |
| 4 Player 4 | Name | Type | Difficulty | HeroRandom | Team | |
Player 1 starts on River Bank. Player 2 starts on Dam Bank.
Advanced Options
Leave blank for a random seed.
Settings
Interface size scales HUD text, panels, and spacing. Applies as soon as settings are saved.
Disable fixed seed for random matches.
Saved Games
| Save | Date & time | Match |
|---|
No saved games found.
Starting the graphics engine…
Return to the menu and try again. No progress was lost.
Hand the device to the next player.
Round 1 • Turn 1
The river is secure.
Colony results
| Colony | Beaver damageDMG | BeaversBVR | GatheredGATH | BuildingsBLDG |
|---|
Beavers: standing / fielded • Buildings: standing / lost
Keep at least one Beaver or Lodge alive and eliminate every opposing team. Action per beaver is the default: each Beaver, including heroes, gets one main action per round. In Single action, one Beaver is assigned in round-robin order and gets the player's one main action. Your final available action automatically finishes your round; End round or timeout can finish it early. Shared rounds and sequential Hotseat turns use the same selected action mode. Anything admitted before time expires finishes resolving.
Lodges earn from their own tile, add storage, and support nearby Gathering Huts. Active Huts and trained Farmers earn from the resource tile beneath them. Harvest spends the selected action allowance: the colony's in Single action, or that Beaver's in Action per beaver. Trade and advancements use the top HUD.
In Action per beaver, select and move any living, awake Beaver within its remaining allowance. Movement is final and does not spend a main action, so you can switch Beavers before committing. A Beaver that has acted cannot move again this round. In Single action, only the assigned Beaver can move or act; other Beavers can be inspected without changing the actor. Promote from Units or Selection to train professions with passive benefits and special roles.
Movement, trading, upgrades, and other management do not spend a main action. In Single action, a main action or recruitment finishes your round. In Action per beaver, each main action spends the acting Beaver; your final available action automatically finishes your round. Recruit before that final action: recruitment spends no Beaver action, and new recruits move and act immediately. End round or timeout can finish participation early. Move with Move Here or Move Toward, M then click, right-click, or touch long-press.
Choose a weapon family, then follow the board prompt to pick a target or set direction and power. Space charges charge weapons and confirms compact direction selection; pointer and touch aiming use the on-screen Fire control. A/D steer the Log Rocket, and Escape cancels aiming.
A living Lodge keeps its colony in the fight, adds storage, and supports nearby Gathering Huts. Upgrade Lodges to unlock higher advancement and weapon tiers; add Walls, Palisades, Traps, Towers, Firing Platforms, and Air Defence Ballistae to shape the battlefield. Upgrades are inside Build; reference cards show base costs before scaling or discounts.