''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided among bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' stand-alone expansion is essentially a skirmish pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.

While obviously based on Arthurian mythology, it diverges rather widely from versions of the myths. It also features a morality axis that tracks the player's decisions and whether they tend toward [[TheParagon Rightful]] or [[AntiHero Tyrant]] and Christianity or [[Myth/CelticMythology The Old Faith]], unlocking new units, hero spells and passive benefits based on these leanings.

It has a sequel, which has Arthur becoming gravely wounded in a magical attack, and his son-cum-heir has to re-unite the kingdoms and deal with supernatural threats, the Fomorians. The sequel also has a [=DLC=] campaign featuring a version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]]. Compared to the original, ''II'' no longer offers multiplayer skirmishes, and greatly simplifies kingdom management.
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!!The game makes use of the following tropes:
* ACommanderIsYou: The Religion and Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style.
** Christian favors ''Brute Force'' and gives knights and heavy infantry along with defensive abilities to aid them.
** Old Faith helps out ''Guerilla'' with archers and infantry units that tend to be good in the woods or difficult weather as well as tricky spells.
** Rightful provides ''Generalist'' benefits with a variety of infantry units and various benefits to use as you will.
** Tyrant provides more ''Brute Force'' with lots of damage or melee bonuses - even its archers are better in melee.
* ActionGirl: There are a few female knights that can be potentially recruited depending on your choices. Funnily, none of them can work with cavalry units and are all forced to fight dismounted.
* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just-post Roman Britain, we have units called "Crusaders" centuries before the First Crusade ([[RuleOfCool although the name does make a cool shorthand for "Christian warriors"]]), Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.
** In particular, religion: besides Christian Saxons, the game also has the Welsh as pagans; both are complete reversals of what was the case historically.
** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]], but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with [[{{TheHorde}} Pictish tribes]] worshiping [[{{SealedEvilInACan}} the Fomorians]], Gaelic tribes worshiping [[{{TheFairFolk}} the Sidhe]], Christian warrior orders [[{{ReligionIsMagic}} able to work miracles and field angelic warriors]] and the occasional demonic beast looking like something out of ''[[{{TabletopGame/Warhammer}} Warhammer]]''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.
* AnnoyingArrows: Averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the first game. It is also very possible to have the majority of your force's casualties be caused by ''friendly'' archers who fire into the melee.
* ArmorPiercingAttack: Magical damage ignores the regular defensive statistics and just considers magical resistance as they damage health. The Dragon's Breath skill has flavour text implying the trope to it working.
--> ''"When a dragon breathes on you, it doesn't matter who you are."''
** Then there's physical attacks that bypass armour, such as weapons from Crossbowmen and Axemen.
* ArmorAsHitPoints: The only reason why low-end troops can harm a Knight of the Round Table, is that armour for your Knight only increases their hit points (though usually by a huge amount), unlike regular units that treat armour as damage reduction.
* {{BFS}}: Many of the knights use them. Also the Golden Griffins, Springborn, Autumnbreed and Sidhe melee units.
* BlackKnight: A few, especially those who lean heavily towards Tyrant on the morality scale.
* BloodKnight: Sir Caradoc. Lancelot too - he has a trait that causes him to lose some loyalty if he doesn't fight in a year, but gains some if he fights multiple times in a year.
* BlueAndOrangeMorality: As usual, the [[TheFairFolk Sidhe]] follow this trope. The Seelie regards knowledge as highly as skill in arms, and would gladly honour bargains made if the other party matches or exceeds their expectations.
* BodyguardingABadass: Can happen when a hero becomes vastly more powerful than the troop unit assigned as his/her guards.
* BodyHorror: Formorians in the sequel.
* BribingYourWayToVictory: Downplayed, but there is a [=DLC=] for the Arthurian campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.
* Myth/CelticMythology: Oddly, the Irish variety despite the game being set entirely in Britain.
* CallThatAFormation: Played straight by a small few Orkney units that only have the spread-out-blob formation of "Horde". Everyone else however, at least has the "Close-Order" formation for close-combat and withstanding charges, with a large degree of units having a variety of other formations available to them (the next most common being the spread-out-line "Shield Wall" to defensively cover as much area as possible against infantry, and the "Wedge" formation to cut through an enemy unit).
** Unfortunately, Knights are only reliable in the front and therefore immediately in combat of Wedge formations. For the other ones...be sure to take a close look at your knight's unit to make sure they'll be fighting whenever you activate skills that are based around themselves.
* ChangelingTale: Both courts of Sidhe take children, though the Seelie seem to treat them better. Those kids then return, all grown up and equipped with magical weapons (or iron as Sidhe cannot handle iron themselves) to fight for their Sidhe masters.
* CommandAndConquerEconomy: Played with for the first game. While you have to order construction of buildings at strongholds, and initiate research, your provinces automatically contribute Gold and Food according to their economic output. [[note]]Taxes are lump sums of Food and Gold collected every winter, Mines provide Gold every turn, while Trade brings in Gold and Food every turn.[[/note]]
* ConservationOfNinjitsu: More powerful units tend to be lower in total manpower compared to other comparable units in the same class.
* DamnYouMuscleMemory: Unlike other games, you can only allocate skill points for heroes and troops during ''one'' season (winter). Winter is also the only season where you can start construction of buildings and research (although queued up buildings and research will continue to progress throughout the seasons).
* DamselInDistress: More than a few. Once rescued, they can be married to your heroes, and their traits can either benefit or weaken their husbands, along with the fiefdoms they govern.
* DarkerAndEdgier: The sequel, where the campaign often throws malicious supernatural beings (named Fomorians) at Arthur's court.
* DarkFantasy: The sequel descends wholeheartedly into this at times. The first game was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements (e.g. no air units).
* DeathOfTheOldGods: If you like. Whether the Old Faith or Christianity triumphs depends on the player's choice.
* {{Druid}}: Present and accounted for, in the form of heroes and quests.
* EasyLogistics: While there are no supply lines in the games, armies have a seasonal upkeep. In the Saxon and Welsh campaigns, army upkeep is doubled when marching through hostile territory, and marching through neutral territory without a "military access" agreement is an automatic declaration of war. After a province has been conquered, the double upkeep continues for 1 year and the new ruler cannot recruit units during the year. In addition, powerful units more often than not are rather expensive to maintain.
* ExcaliburInTheStone: Yep. It's a King Arthur game after all.
* TheFairFolk: Lots of them, acting as antagonists, allies or recruitable troops at various points and depending on the player's choices.
* FisherKing: Not the original, despite the Arthurian setting. Arthur himself becomes the Maimed King in the sequel which causes his kingdom to decay and the Formorians to return.
* FoeTossingCharge: Cavalry can gain momentum as they gallop to a location. Momentum is consumed as they reach an enemy unit; the cavalry then tries to trample the enemy, immediately causing damage (though also to themselves) and potentially killing lighter infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.
* ForcedTutorial: The Arthurian campaign of the first game has this; you cannot even ''recruit troops and collect income'' until you [[spoiler:meet the Lady of the Lake and restore Excalibur]], and you cannot build structures, conduct research or ''set tax rates'' until you [[spoiler: conquer a Stronghold]].
* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and decrease their combat stats (although this affects heavy infantry and cavalry more than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill and losing from going up one. If hidden in a forest for at least a minute, units will gain an ambush bonus when the enemy sees them (and the units hopefully start to attack).
* GodSaveUsFromTheQueen: Morguase.
* TheGoodKing: Arthur, obviously, but only if the player wants him to be.
* GrimUpNorth: In the first game, all land from the Midlands to Hadrian's Wall is covered with the forest of Bedegraine, the dangerous home of the Sidhe. In the sequel, we find out what's above the Wall and it is not pretty...
* HappilyAdopted: Arthur by Sir Ector, as in the myth. Ector himself acts as your advisor throughout the Arthurian campaign and Arthur's foster brother Kay is Arthur's first hero.
* HellGate: [[spoiler: The Samhain gate. Also the Formorians' gates.]]
* IAmAHumanitarian: Giants eat human flesh. This act means that honourable Knights of the Round Table will take a hit in their morale if they're forced to work with Giants.
* IDidWhatIHadToDo: The attitude of most Tyrant-leaning knights and possibly Arthur himself if you go that way.
* InstantWinCondition: An army's morale dropping to nothing causes it to immediately lose, no matter how much they outnumber their adversaries. A player can kite an enemy's army or distract them from the victory points to win a battle they'd otherwise have no chance at.
* KingArthur: He's in the title. The Saxon and Welsh [=DLC=] campaigns have him as a rival king.
* KillEmAll: Not normally needed. Battles continue until one army's morale meter reaches zero. While heavy casualties is the quickest way to achieve this, other options exist and the morale usually breaks before the entire army is dead anyway.
* KillItWithFire: Plenty of spells along this line, and they can often hurt your own troops as well.
* KnightErrant: The Knights of the Round Table spend the time they're not leading armies into battle behaving like this.
** In the Saxon and Welsh [=DLC=] campaigns, knights who have no liege are outright this, and referred to as "hedge knights".
* KnightTemplar: Some heroes are over zealous, and may cause problems if they rule over fiefdoms which are not of their religious alignment.
* TheLegionsOfHell: The Formorians are technically not demons, but you'd be hard pressed to tell the difference.
* LosingTheTeamSpirit: Rather than individual unit morale (which is the system used in the sequel), an army's morale in the first game provides an alternate victory condition aside from killing all of them. Both armies have morale bars which, much like the ticket system in the ''{{VideoGame/Battlefield}}'' series, go down if one side is holding more points and as they take losses. An army's reaching zero causes them to immediately lose.
* TheLostWoods: Bedegraine, home to the Sidhe in-game, and a place where human armies are not exactly welcomed.
* LowestCosmicDenominator: Averted. Both Christ and the Tuatha De Danann are named.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone, which caused the Sidhe to come back, and various weird stuff happens all over Britain. This is partly why things are so chaotic.
* MagicStaff: Most of the magic-centred heros carry one.
* TheMaze: The quest in Dagonet's castle.
* NemeanSkinning: Sir Caradoc wears a wolf's skin in this manner.
* NoArcInArchery: Averted. The archer units fire in realistic arcs.
* NonEntityGeneral: Sort of. The armies are supposedly led by whichever knight is in command. However, overall command belongs to Arthur, who never appears in person in any battle.
** The Saxon and Welsh campaigns exaggerate this. While Arthur at least has his portrait at the Round Table, the Saxon and Welsh kings don't even have that.
* OppositesAttract: [[AvertedTrope No, they do not.]] Troop types that have an opposing morality in the same army will lower that army's morale rating and thus make it easier to defeat.
* OurDragonsAreDifferent: Only in story backgrounds for the first game, but showing up in person in the sequel.
* OurGiantsAreBigger: Mostly appear as enemies but several occasions allow you to recruit them.
* PlantPerson: The Green Knight.
* PragmaticAdaptation: The game's writers seem to have [[ShownTheirWork done their research on Arthurian characters and events]] but many are heavily adapted to serve as in-game quests.
* PunchClockVillain: In the Saxon and Welsh campaigns, ''3'' out of the 4 neutral factions can become this once you've bribed them enough times. You can pay them for protection, and [[MonsterProtectionRacket even hire them to invade a province, allowing you to occupy locations after they have done so, and killing them once they have outlived their usefulness]].
* RagsToRoyalty: Part of the Arthurian legend, but the original campaign of the first game hammers it home by portraying Arthur's forces as the constant underdogs, with many other kings being more powerful than he is (at the beginning). The tutorial even has his forces clearing his inheritance of rebels, and his people only truly submitted to him (by paying taxes and agreeing to be drafted into his armies) after [[spoiler: the Lady of the Lake blesses Exaclibur.]].
* {{Railroading}}: Happens in the original campaigns of the two games. In ''I'', this is aggravated by the superiority of one choice over another when it comes to certain quests. [[spoiler: When deciding to ally with either Somerset or Dorset, an alliance with Somerset is more favorable as Dorset has a camp which enables troops to gain experience per season. When choosing the site to establish Camelot, Logres is a better choice as there are more provinces surrounding it, and it is possible to occupy most of these provinces before attacking Logres.]]
* RiskStyleMap: Both games uses this. However, this factor is more significant in the first game, as Strongholds can house buildings which benefit surrounding counties, making such counties rather valuable.
* RoyalsWhoActuallyDoSomething: Not so much Arthur, who mostly just hands out orders via the player's decisions, but King Mark, one of the earliest recruitable heroes, is a reliable leader and combatant.
* SavageWolves: Wargs are not an uncommon troop type to fight against while facing the Orkney/Viking armies.
* ScrewYouElves: Whichever ending you reach, you'll be defeating at least one of the Courts of the Sidhe, possibly both.
* SealedEvilInACan: In the sequel, the Formorians in general and particularly Balor.
* SealedGoodInACan: Percivale, though possibly with a good reason for the sealing. Depends how you feel about the old faith.
* SequelDifficultyDrop: For the first game, the Saxons and Welsh campaigns are easier than the Arthurian one, as the Saxons and the Welsh start with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting positions, the Saxons and the Welsh can easily control ''2'' Strongholds early in their campaigns (the Welsh has a second Stronghold as a neighbour), and both sides start with armies containing many veteran units. [[ButWaitTheresMore The Welsh also start relatively close to Arthur, who has another Stronghold.]]
* SituationalSword: The Excalibur. It can't be used as a weapon and its main power is to bless a site of arcane power and allow you to build a base for government there. There's less than a handful of these sites, but empowering the Excalibur [[spoiler: enables Arthur to begin recruiting troops and collecting income from the lands under his control.]]
* SpikesOfVillainy: Many of the Tyrant leaning knights have them to some degree, but [[http://images.wikia.com/arthurwargame/images/d/d8/Mordred_2.jpg Mordred takes the cake.]]
* StormingTheCastle: Attacking Strongholds is this. While there are no gates to be battered down, the layout of the map consists of narrow winding streets, and the defender can (and probably will) position their units near all 3 victory points, while attacking units have to run to the points and then try to dislodge the defenders.
* TacticalRockPaperScissors: Archers beat light infantry and spearmen (well, with "Weaken archers" on at least), spearmen counter heavy infantry and cavalry, light infantry counter spearmen, heavy infantry and knights rather conflate to counter light infantry, archers and light cavalry (with heavy infantry being more effective against lighter forms of infantry while knights are faster and better at catching archers but lose terribly against spearmen), and light cavalry counters archers but is most useful for their speed to capture victory points or provide sight as needed.
** This is also significantly affected by how lighter units are less affected by [[GeoEffects difficult or rough terrain]] while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire, making them places where archers do not want to be around.
* TakeYourTime: Other than quests with an explicit time limit, the first game has this. The Arthurian campaign even encourages the player to do this as once Camelot is established, things heat up as the other kings realise that Arthur means business.
* TouchedByVorlons: A couple of occasions allow you to solve issues with the Sidhe and other magical types by sending one of your knights to serve them for a set number of turns. Such knights are unavailable for that time but often return with new powers.
** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people, but either by prayer, studying magic, finding a magical item or creature, they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers; there is no CharlesAtlasSuperpower for them.
* TheUnfought: Queen Morguase, at least in the original.
* VariablePlayerGoals: The Saxon and Welsh [=DLC=] campaigns allow the player to set their victory conditions, such as conquering provinces, and accumulating a huge amount of Gold and Food.
* VideoGameCaringPotential: The Rightful morality options.
* VideoGameCrueltyPotential: The Tyrant morality options.
* TheVirus: Formorian corruption in the sequel.
* WeAreStrugglingTogether: Morale for an army plummets if the units have incompatible alignment and religion. If you mix enough of these units, your morale can fall so low that the death of a single soldier will cause your army to break.
* WeatherOfWar: Weather can be changed by skills, creating fog, storms, night, or a clear day. Fog reduces sight, benefits Unseelie units and hampers archers; storms benefit seelie units and greatly hampers archers, knights and heavy infantry; night reduces sight and benefits Unseelie units, and a clear day hampers Unseelie units.
** The seasons themselves affect strategy, as armies can march further during summer and cannot move at all in winter.
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