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 | Team | Player actions |
|---|---|---|---|---|---|
| 1 Player 1 | Name | Type | Difficulty | Team | |
| 2 Player 2 | Name | Type | Difficulty | Team | |
| 3 Player 3 | Name | Type | Difficulty | Team | |
| 4 Player 4 | Name | Type | Difficulty | Team | |
Player 1 starts on River Bank. Player 2 starts on Dam Bank.
Advanced Options
Leave blank for a random seed.
Settings
High loads detailed models and physics. Low uses simple shapes and skips physics. Applies to the next match.
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.
- 1Scout river
- 2Raise lodges
- 3Start physics
- 4Ready board
Scouting the river...
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. In shared-clock modes, move and manage your awake Beavers before committing one attack, build, harvest, recruit, or other terminal action—or press End Turn. Hotseat uses sequential turns, and 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. A Beaver can spend the colony's action to Harvest its current tile; trade resources and buy advancements from the top HUD.
Select and move any living, awake Beaver within its remaining allowance. Movement is final and does not spend the colony's action, so you can switch between Beavers before committing. Promote from Units or Selection to train professions with passive benefits and special roles.
Movement, trading, upgrades, and other management do not finish the colony's round. A successful attack, build, harvest, recruit, occupation, defence, or profession special does. Move with Move Here or Move Toward, M then click, right-click, or touch long-press; End Turn finishes without acting.
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 and Destroy & Reclaim are inside Build; reference cards show base costs before scaling or discounts.