Warcaster is a series of overlapping systems: it is one of the greatest strengths of the game. Each is relatively simple mechanically, but force some decisions within them. However when multiple contrasting systems clash you get into real strategy: trading objectives against kills, risk against reward, charging models vs furies vs reinforcements.
I will explore these in more detail, but to get started below are some really good summaries of these gameplay mechanics from the “Arc Economist” blog.
The perfect turn
Warcaster is a game with limited turns for each player: getting the most out of each phase is often the difference between winning and losing. This is a great example / summary of that, and honestly I am linking to this blog because I was sitting down to write the same article.
![](https://www.arcane-synthesis.com/wp-content/uploads/2023/05/Jax-Red-Sky-1024x508.jpg)
Arc Management
Impact of models that need to be charged to be effective, and reducing the arc available for other things
Summoning, charging gates
Game size & turn order tactica
Show the differences in gameplay between Skirmish and Primary size – how the win conditions are different
Summary of each faction – core models, theme, style
Look forward to more summaries like this in future, to fill the gaps.
What systems would you like to understand more?