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Game guide

Solwaris guide

Solwaris is a turn-based 1v1 tactical duel, playable in the browser. Two fighters, a gridded arena, action points and movement points: everything hangs on placement, line of sight and the order in which you spend your AP.

In short

This guide says what the game actually does. Every number in it — AP costs, ranges, cooldowns, health — is re-read automatically from the game code on every change: if they move after a rebalance, these pages are flagged as wrong before they are published.

Start with the rules

If you have never played a turn-based tactical game of this family, read the rules page first: it explains how a turn runs, the difference between AP and MP, what a line of sight allows, how traps work and what ends a match.

The six classes

Each class has a passive that is not a plain numeric bonus but a rule in its own right, and eight spells. There are no levels, no gear, no stats to raise: two players who pick the same class start with exactly the same tools.

Where to start as a beginner

The six classes do not ask the same effort. The Brute and the Warrior forgive mistakes: plenty of health, spells that do what they say, and a simple plan — get into contact and stay there. The Arcanist teaches the game’s second lesson, the one about distance: their damage rises with the gap, and they die fast if they get caught.

The Shade, the Clockmaker and the Artificer are played by preparing the next turn. You place something that pays nothing right away — a trap, an Automaton, a charge — to collect two turns later. They reward the player who counts their AP ahead, and punish the one who improvises.

Two habits that change everything

Count your AP before you move. AP and MP do not carry over from one turn to the next: whatever you do not spend is lost. A successful turn is one where nothing is left, or just what is needed for an escape spell.

Watch where you end your turn. Almost every defeat comes from a badly chosen tile: out in the open facing an Arcanist, next to a Brute, lined up with two Artificer charges, or within reach of an invisible trap. The last move of the turn often counts for more than the last spell.

Frequently asked questions

Is Solwaris free?

Yes. The full game opens in the browser, with no account and no install, and the six classes are playable from the start. USDC staked matches are optional: the ranked leagues and training play without paying anything. Shop skins are bought with coins earned by playing.

How do you earn money on Solwaris?

By winning staked matches: both players stake the same amount in USDC and the winner takes the pot minus a 12.5% fee. The stakes on offer are 1, 5 or 10 USDC — on a 10 USDC duel the pot is worth 20 USDC and the winner gets 17.50. Referring a player also pays 5% of what they win, taken from the fee and never from their winnings.

Is Solwaris really a Play to Earn game?

Yes, in the strict sense: the only way to earn money there is to win a duel against another player. There is no yield farm, no lottery, no betting on other people’s matches. Stakes settle in USDC on the Solana blockchain, and the outcome of a match is decided by play, not by chance.

Do you need to buy a token or an NFT to play Solwaris?

No: there is no Solwaris token and no NFT. The full game — the six classes, the ranked leagues, training against the artificial intelligence — is free and plays without connecting a wallet. A Solana wallet is only needed for staked matches, which settle in USDC.

What fee does Solwaris take on winnings?

12.5% of the pot, that is to say a quarter of the stake won from your opponent. On a 10 USDC duel the pot is worth 20 USDC: the winner gets 17.50 and the fee is 2.50. Shop skins reduce that fee; they change neither the damage, nor the ranges, nor any other rule of the game.

Do you need to install anything to play Solwaris?

No. You need a recent browser with JavaScript and WebGL enabled. The first load downloads the arena’s 3D models; after that the game starts quickly.

Which class should you start with in Solwaris?

With the Brute or the Warrior: plenty of health, melee spells, little to anticipate. Save the Clockmaker and the Artificer for later, they are the two classes that need the most planning.

How long does a match last?

Each player has 40 seconds a turn, and a match never runs past 40 turns. In practice a duel takes a few minutes.

Can you play unranked?

Yes: training pits you against an artificial intelligence that changes style from one match to the next. It pays experience and coins, but has no effect on your league rating.

The game opens straight in the browser, with no account and no download.

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