General

📖Glossary

Every Warigami word that isn't plain English -- fold, pattern, province, plume, Prime, pushless and the rest -- in one place.

Warigami has its own vocabulary, most of it starting with P. Here is the whole of it.

The fold

  • Fold — to make a unit. Nothing is built or trained; a folder takes a sheet and creases it into a Picker or a Pikeman in real time. Also the noun: “a fold” is a unit, “your fold” is your army and base together.
  • Folder — anything that can fold: your Prime and your Pupils (and a Pupil promoted to a Protege).
  • Un-fold — take a unit or finished building apart again. The nearest free folder walks over, half the materials come back, and the sheet reverses itself. Hotkey U. A map can forbid it.
  • Part Out — the same idea for buildings: half refund, spilled into the nearest store.
  • Pattern — the shape a folder has to know before it can fold a fighting unit. Patterns are penned at the Patternworks once per match, then folded forever. Workers need no pattern.
  • Prime — your general and first folder. Lose your Prime and your Palace and you are out. It has abilities of its own and folds faster than a Pupil.
  • Pop — population. Every unit counts against a per-team cap of 200.

The economy

  • Paper — the basic raw resource, picked from Pylons (paper groves) by Pickers.
  • Pencilcore — the second raw resource, mined from pits by Prospectors.
  • Pitch — the third raw resource, drawn from pools by Prospectors. Fuels the advanced tier and the Profane’s nastier tricks.
  • Parchment — the refined resource, pressed from Paper at the Paper Press.
  • Pantry — the storehouse. Materials live in real buildings, not an abstract bank; the ⭐ pantry is the one Pushers keep topped up.
  • Pusher — the hauler. Paper Pushers carry materials from stores to wherever a fold or a build site needs them.
  • Pushless — a map rule: materials top themselves up at the site, so the map plays without Pushers.
  • Perpetual — a resource-node tweak: the node hands out material without ever draining.
  • Stock — your team’s total materials, summed across every store you own.

The weather

  • Ink Storm / plume — a travelling cell of ink rain that melts any paper caught in the open. Every map has one on a rolled schedule.
  • Forecast / track — the dashed line showing where the next plume will spawn and drift, visible before it arrives.
  • Prism — the building where Prophets worship to bend a storm: Stop, Hurry, Point or Grow.
  • Aegis — the Paladin’s shield ring. It is a wall: it soaks blows thrown from outside the ring and shoves enemies out as it forms. Rain, fire and plague still reach the folds inside it.

Provinces and players

  • Province — a faction. ⛩ the Pious (white paper) and 冥 the Profane (pitch-black). Each match, each player picks one. See Provinces.
  • Herald — the announcer. Each province has its own voice calling the battle; the Pious herald also narrates the tutorial.
  • Player / colour — one seat in a match, identified by its colour. Twelve colours are available on a map.
  • Team — a group of allied players. Allies share vision and win together.
  • Alliance — the map’s authored grouping of colours into teams.
  • Seat — a colour that a human or an AI actually occupies. Empty seats are stripped at launch.

Buildings and the map

  • Palace — your headquarters and first folder’s home. Losing it (with your Prime) is defeat.
  • Palasade — the drag-to-draw paper wall. Portcullis — the one door in it.
  • Parapet — the Pious tower. Poison Projector — the Profane one.
  • Tile — the map grid unit. A 56-tile map is 56 tiles on a side; sizes go to 104.
  • Lattice terrain — the height-stepped ground. Cliffs of two or more steps block movement unless a ramp is placed; water is height zero; bridges span it.
  • Crag — a mountain cluster; impassable.
  • Obstacle — a solid object (big tree, boulder, outcrop, rock pile, deadfall, menhir) that blocks movement and sight. Decoration — a small object that blocks nothing.
  • Fog of war — unexplored is dark, explored-but-unseen is dim. A map can start pre-explored or fully revealed.

Modes and the builder

  • Melee (⚔) — a map that plays by the stock rules, with whatever the lobby sets.
  • Use Map Settings / UMS (⚡) — a map that carries its own rules: triggers, costs, allowed units, vision, alliances.
  • Trigger — a scripted rule: WHEN conditions, DO actions, with options for how often it fires.
  • Zone — a named rectangle or circle on the map that triggers can refer to.
  • Timer / counter — named variables a scenario can set, count and test.
  • For each player / that player — a trigger that runs once per player in a set, with ⟨that player⟩ standing in for each in turn.
  • Library — where maps live, with version history, filter chips, and import/export.
  • Campaign Designer — chains maps into a campaign with briefings and unlocks.
  • Test Play — run the map you are editing, then return to the editor.

Multiplayer

  • LAN — local area network. Warigami’s multiplayer needs everyone on the same network.
  • Lockstep — every client simulates the same game from the same commands, in fixed ticks, so nothing but commands travels. A desync is when two clients disagree; the game detects it with a checksum.
  • Room code — the short code that identifies a hosted game; typed in if discovery doesn’t find it.
  • Grace — the 20 seconds a match holds for a dropped player before it carries on.