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Video Game / Warzone
aka: Warlight

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Fizzer: Warzone is, and has always been, a pure strategy game — there is no way to buy your way to victory.

Warzone is a mostly-free online indie Risk variant, first published by Fizzer in 2008, and since then continuously updated by him and a team of moderators. In the game, you can control numerical armies and move them across territories you have captured, and use them to conquer new lands, which may either be neutral or held by a different player or AI. The goal is to take all the territories within a bonus, which grants you extra armies you may deploy each turn and eventually defeat other players and take over the world.


One of the special things of the game is the user's ability to create and upload their own maps for others to play. In addition, there are many aspects of the game rules that can be customised, including the amount of randomness (or lack thereof) involved in attacks.

Warzone contains examples of:

  • Artificial Brilliance / Artificial Stupidity: The AI is pretty good, though still less skilled than a human player.
  • Curb-Stomp Battle: Creating a big stack of a thousand armies or more can often ravage its way across the map, virtually unshaken by any defences the desperate enemies raise.
  • Early Installment Weirdness: Most early-made maps lack elements such as bonuslinks or connection lines, that do not make them unplayable but are notable and confusing to the inexperienced player.
  • Emergent Gameplay: As a Risk-like game, there is little context provided and hard rules are only combat-oriented, yet players have come up with diplomatic games and scenarios with made-up rules. Those tend to provide pretty good roleplay.
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  • Four Lines, All Waiting: In really big free for all matches this trope gets abused, as there will be a lot of plotlines going on in different parts of the map, involving truces, alliances, and blindsides.
  • Guide Dang It!: Not that the base game needs much explaining, but some of the levels in the singleplayer campaign has a different goal than just "expand and take out your neighbours as fast as you can". A few examples:
    • In 'World War 2320' there's a boss that you have to fight. The game never explains that Despite seemingly having 0 armies, the boss actually has 400 strength, as indicated by the tiny, easily-missable-if-you-don't-zoom-in figure.
    • To win 'The Italian Hunt' and 'Calling All Reinforcements' you should ignore the whole expand and conquer concept and just rush to kill the commander to trigger an Instant-Win Condition. 'Calling All Reinforcements' is worse off in this regard as it doesn't even tell you about said commander, who is in southern Italy.
  • Indie Game: In the truest sense of the term, the dev team narrows down to one man, Fizzer.
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  • Let's You and Him Fight: A good strategy for a weaker player in a game is to let the big guys fight and build up strength to take them on later.
  • Level Editor: The game allows you to create and upload your own maps, and also (if you are high level enough or cash in) to create customized scenarios on existing maps.
  • Nintendo Hard: The singleplayer campaign starts off relatively easy, but slowly ups the ante. Community consensus is that "Caesar's Palace" is the point where it gets to infuriatingly frustrating hard. Each level also has a 'gold star' which requires you to beat a level in X number of turns (usually meaning you have to expand every turn), not only requiring players play perfectly start to finish but also hope that RNG works in your favour.
  • No Plot? No Problem!: Risk hasn't much of a plot either... Take territories, fight enemies, take more territories, win...
  • Pragmatic Adaptation: From Tabletop to video game.
  • "Risk"-Style Map: One of which is the original Risk map, here named "Small Earth".
  • Self-Imposed Challenge: Diplomatic games, called diplos, run on these mechanics to start scenarios. The restrictions range from simple (declare war before attacking) to very complex (a whole ruleset with predefined characters/countries designed for roleplaying).
  • Spreading Disaster Map Graphic: Expanding can look like this.
  • Sturgeon's Law: Very notable in the huge amount of player-created maps, ranging greatly in quality.
  • Take Over the World: The very objective of the game.
  • The Computer Is a Cheating Bastard: To compensate from some Artificial Stupidity the later single player levels are designed to give the AI advantage on the human player.
  • Turn-Based Strategy: Each turn takes either days or minutes, depending on whether the game is "Multi-Day" or "Real-Time".

Alternative Title(s): Warlight


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