Wonderland's War

Wonderland's War

Recruit allies, improve your faction and deploy units during a Tea Party, then draw chips from your bag to contest Wonderland’s regions. Drawing again can build strength—or let Madness remove your last unit.

Wonderland's War supports 2–5 players; community best: 4 players; playing time: 45–125 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Wonderland’s War separates preparation from conflict. During each Tea Party you select four cards, adding chips to your bag, deploying Supporters and recruiting Wonderlandians with special abilities. Those choices shape several battles rather than a single immediate attack.

Battles follow the regions in order. Leaders, Wonderlandians and Castles provide starting strength, while Supporters help you withstand Madness. After drawing chips, you choose whether to continue or halt: a Quest requirement or Forge space can make stopping more valuable than pursuing first place.

Played chips normally become Exhausted instead of immediately returning to your bag. Filling the Madness track can refresh that supply, creating decisions across successive battles. Over three rounds, bag composition, Quests and Castles all matter, while remaining Looking Glass Shards subtract points at the end.

Core rules & scoring

  1. Scope and setup: this guide covers the 3–5-player base game over three rounds, each with a Tea Party and War phase. Use one matching A/B/C/D set of Ally abilities and each faction’s starting bag, active Shield and Quest setup. Two players use separate rules for an excluded region, five Tea Party cards, Local Resistance and two-stage Castles.

  2. Tea Party: normally move clockwise to an unoccupied space containing a card and gain its effects, subject to faction powers such as Alice’s movement exception. At the Head of the Table, pause to roll for Shards and refill spaces with neither a Leader nor a card; pass the Head at most once per turn. Once you hold four cards from this round, use your next turn to place your Leader in any region. Finish when all Leaders are placed.

  3. Madness and recruitment: after the Tea Party everyone adds one regular Madness chip to their bag. Each player tied for most Shards adds another and discards half their Shards, rounded up. One group of units on a card normally goes into a single region. New Ally chips enter the bag; recruited Wonderlandian figures enter a region immediately, while items provide their matching chips. If a Madness distribution step lacks enough chips for equal distribution, nobody gains chips for that step; most-Shard players who cannot receive that extra Madness do not discard half their Shards.

  4. Battle and draws: resolve regions clockwise from the Starting Battle marker. You need a unit to participate; a Castle alone is not one. Starting strength comes from present Leaders, Wonderlandians and Castles, not Supporters. In a contested battle everyone must draw the first chip simultaneously; later choose simultaneously to draw or halt with an empty hand. Halting prevents further draws. Non-Madness chips resolve abilities and add strength; Madness and busting resolve before other effects.

  5. Madness, Shields and busting: Madness adds no strength and removes one or two units as shown; remove your Leader last. An active Shield can block the entire chip and return it to the bag, flipping the Shield down. Losing all units means busting: strength becomes zero, Active chips Exhaust immediately, their end-of-battle benefits are lost, and the Shield repairs. Filling the fourth Madness space returns Madness and Exhausted chips to your bag. If you also bust, Exhaust Active chips first. Refreshing alone does not repair a Shield.

  6. Ending and region rewards: end when everyone has halted or busted, someone reaches 25 strength, or the sole active player leads outright. Multiple players reaching 25 on the same draw tie. A non-busted sole winner gains the round’s region points and a Castle, at most one Castle per player per region; a sole second-place player gains half the region award; tied second-place players split that second-place award evenly, rounding up. Tied first-place players each choose points or a Castle, with no second-place award. An uncontested region needs no draws and offers points or a Castle.

  7. Quests, Forging and circulation: non-busted players may complete one Quest Feat at battle end. A Forge symbol at your final strength space and Active Forge chips provide opportunities to move Active chips to the leftmost empty Forge-track spaces for rewards. Newly unlocked abilities do not apply retroactively to that battle. Afterward remaining Active chips Exhaust and Madness stays on its track. Before another round, return Exhausted and Madness chips to bags, leave surviving units in regions, and keep Shields in their current state.

  8. Final scoring: after round three add earned points, Castle values (normally 3–6 each according to your Forge track) and Quests. A completed Feat or Objective alone is worth three points; completing both on one Quest is worth nine. Lose one point per remaining Shard. Highest total wins; ties favor fewer Shards, then more units on the board.

Rules & gameplay questions

Do more Supporters directly increase my starting strength?

No. Supporters let you participate and absorb losses to Madness. Starting strength comes from present Leaders, Wonderlandian figures and Castles. A Castle without a unit cannot participate.

If my first chip is Madness, must I keep drawing until I get a normal chip?

No. A contested battle requires the first draw, but you may halt from the second draw opportunity regardless of the first chip’s type. If that first Madness removed your last unit, you have already busted and cannot preserve strength by halting.

Does a full Madness track automatically bust me and repair my Shield?

No. A full track refreshes Madness and Exhausted chips into the bag. Busting happens when you lose every unit and repairs the Shield. If both occur, Exhaust Active chips before refreshing. Refreshing, ending a battle or ending the War phase does not automatically repair a Shield.

Can I draw chips to Forge or complete a Quest in an uncontested region?

Not in the 3–5-player rules covered here: draw no chips and choose the region points or a Castle. Two-player Local Resistance creates a separate battle procedure.

Do all Active chips return to my bag after each battle?

Normally they Exhaust instead, while Madness stays on its track. Refresh under the stated rules when the fourth Madness space fills, when a required draw finds an empty bag, or before another round after the War phase. Forged chips stay on their Forge tracks rather than returning with Exhausted chips.

Rules & introduction sources
Edition
Wonderland’s War base game, Druid City Games / Skybound Tabletop publisher-produced rulebook v1.20 (24 pages, obtained from retailer mirror), with 3–5-player rules as the main scope. Two-player rules identified only. Excludes Shards of Madness, Caterpillar & White Queen, Duel and promos; does not mix older FAQ timing into v1.20.
Introduction source
BoardGameGeek

WANGO editorial

Wonderland's War · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#134
Complexity Weight3.05 / 5
Best player count (community)4
Player range2–5
Playing time (minutes)45–125
Core mechanismsArea Majority / Influence · Deck, Bag, and Pool Building · Dice Rolling · Open Drafting · Push Your Luck · Rondel · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2022
Suggested age13+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Wonderland's War, and can I play online?

Wonderland's War supports 2–5 players; community best: 4 players; playing time: 45–125 minutes. A WANGO browser trial has not been confirmed.

How complex is Wonderland's War, and which mechanisms does it use?

Weight: 3.05 / 5. Mechanisms: Area Majority / Influence · Deck, Bag, and Pool Building · Dice Rolling · Open Drafting · Push Your Luck · Rondel · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Wonderland's War?

No rule guide, strategy article or WANGO trial has been confirmed for this record.