The Battle for Wesnoth

The Battle for Wesnoth
Battle for Wesnoth logo.png
Title screen from version 1.12
Title screen from version 1.12
Original author(s)David White and others[1]
Initial release1.0 / October 2, 2005; 13 years ago (2005-10-02)
Stable release
1.14.7 / April 12, 2019; 4 months ago (2019-04-12)[2] Edit this at Wikidata
Written inC++, Lua
PlatformWindows, macOS, Linux, Android, iOS
Available in10 languages
TypeSingle-player, multiplayer Turn-based strategy

The Battle for Wesnoth is a turn-based strategy video game with a fantasy setting, designed by Australian developer David White and first released in June 2003. In Wesnoth, the player attempts to build a powerful army by controlling villages and defeating enemies for experience. The game is loosely based on the Sega Genesis games Master of Monsters and Warsong.[4]

The Battle for Wesnoth is free software, available under the GPLv2 license[3] in source form and for a variety of computer operating systems.


The Battle for Wesnoth is a turn-based wargame played on a hex map. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well suited against the enemies. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. Games of Wesnoth come both in the form of single-player campaigns and multiplayer matches.

Each unit in Wesnoth has its own strengths and weaknesses. A unit's defense (which means in this case dodge chance) is based on the terrain it stands on. Elves, for example, are difficult to hit when fighting in a forest. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle that alternately favors lawful and chaotic units, alter the amount of damage a unit deals. Throughout the campaigns, units can advance to higher level counterparts and become more powerful.[5][6]

A central design philosophy of the game is the KISS principle; for a new idea to be accepted, it should not complicate gameplay.[7] Another important facet of the game is randomness and its manipulation: it is never certain a unit's attack will fail or succeed, only likely or unlikely. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement, replayability and strategic depth to the game.[8]

Other Languages