Wequer
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Guide to Victory!
By wedgythewedges
Hi is me wedgy!
This is the first time I write a guide for a game that I extremely interesting in it!
Sorry about my broken english, by the way hope my guide can help you guys understand it.
Not much screenshot available, as i always forgot about it, will still update more picture in the future.
   
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Chapter 1- Introduction
Hi is me wedgy!
This is the first time I write a guide for a game that I extremely interesting in it!

Wequer is a game that is easy to learn and hard to master.

Chapter 1 - How to play basic Wequer

First to move (blue) can only operate one of the heroes, and is a sure win for red if is a stale ending, where both player can no longer kill each other heroes, or both players heroes die at the same turn(shock spell normally). Red player got the option to suicide their heroes with blue to create a stale win.

Basically, the game make up of 3 elements
-Key to victory
-Strategy direction
-Element of surprise
Chapter 2- Heroes
Chapter 2 - Heroes
Worm- Path calculating and resource management

Difficulty- HARD
"If minions lost their target(destroyed), they will automatic assign the next target priority to "Worm - warrior - mage". Worm responsible at least 80% damage out of 45 total hp of 3 heroes with minions. That's the reason why the target priority is worm.

Worm is useless when get to the end of the board, but of course the game end averagely before the worm reach the 5th line, and you shouldn't move pass 5th line, you should be gather as much red shells as you can. It won't be easy as your opponent won't let that happen. Worm is totally useless in the midgame where you reach a stale positon and runs out of shells.

Worm path is kinda fixed either move forward once or double to side. The goal is to reach the red shells and spawn squid to increase winning chance, is not guarantee you can win with squid tho.
All minions will move toward its target after you press end turn base on earliest spawn. Any miscalculation might make them stop moving toward the target.

Tips: an action must be taken every turn, you have to ensure its path is always clear so you can keep on moving to collect shells. If you have to spawn something to attack, make sure your warrior will clear the path for your next moving. So you will got enough shells to spawn minions when into a stale position.

spawn and assign target for minions

-hardest quest in the game, it deals 80% of total damage if well assigned.
-1 or 2 slow moving minions can be assigned to attack mage during early game, if possible combine the rush to improve the pressure.
- remember which egg is the earliest spawn so u can properly calculating the path.
- target worm is kinda hard due to egg wall, so warrior normally is the easiest target, starlings is the cheap minion to waste warrior action
- angling is kinda weak due to only 1 action for early game, it will be strong during midgame where the eggs is closer to your target. Or combine with rush, create angling will lose your potential access to leechling.
- leeching is fast moving, it will normally combine with invigorate that extra hit point is incredibly helpful.
- squid is strong and fast, any rush, invigorate spell will benefit it


Warrior- Clear path and block path for Worms
Difficulty- Easy

2 action points with either move or attack up to 2 tile range
The main duty of warrior is to escort the worm to the center of the board, move warrior to the center of board consider as king pawn opening that control the center.
Do-
1. clear incoming minions
2. occasionally attack heroes
3. move to vantage point instead of attacking, u got 15 hp, a few hit point lost won't lose you the game.
Don't
1. Block worm path
2. stay far away from worm
3. targeting mage or protect mage (mage is fine itself, sly foxy :D)


Mage- Decision making and element of surprise
Difficulty- Medium

Mage can't move, the only thing you do is buy magic, use magic.
Mage does a lot of impact to the game and game changing possibility is high. The target priority is lowest for minions due to its “teleport” spell.
Strong element of surprise that can caught your opponent off guard.
Frankly speaking, the element of surprise is your opponent cost 4 magic that spawn on your opponent's turn. but the element of surprise give you a turn to prepare for its incoming use of next turn.
Life tap for more crystals if you run out of it eventually, you should only do it if there are nothing available for you to buy or nothing to do at the current turn.

There are 10 available magic that show up in shop for 10% chance each.
Below is all the magic that available: (value is how i define the magic)
1:Rush
Type: offensive
Target: all units
Effect: odd turn +1action, even turn +1dmg
Crowd spawn strategy, the more minions you got, the better.

2:Fireball
Type: offensive
Target: any single unit
Effect: 3 damage
Not much to say, you may kill minion that block the vantage point.

3:Shock
Type: offensive
Target: entire row and column of targeting square
Effect: deal 1 damage to anything(include ally) and stun all minions(include ally)
Stop the attack of minions for 1 turn

4:Ice Armor
Type: defensive
Target: heroes with lowest hp
Effect: +5 hp, if multiple heroes got the same lowest hp, that heal them as well. (Heal up to max 15hp, no overheal)

5:Invigorate
Type: offensive
Target: single minion(include demon)
Effect: +1hp +1dmg
Select your target wisely. Is better if you choose the minions that next to opponent heroes that is being neutralize, or is dying next turn by warrior attacking it. more turns survive, more effective this spell is being used.

6:Taunt
Type: defensive
Target: all opponent minions
Effect: all current minions will aim warrior
Strategically place your warrior at a unreachable spot will make all of them stand their ground.

7:Teleport
Type: offensive
Target: any empty square
Effect: deal 2 damage to adjacent tiles (include your ally)and move your mage there
Strong game changing effect that will turn table the game if you do it right.

8:Conjure
Type: offensive
Target: any empty square
Effect: spawn a 2hp 1att 1energy minion that go for their assigned target.
Use it to block worm path is always a better choice, either front or side.

9:Neutralize
Type: defensive
Target: any opponent minion(include demon)
Effect: reduce 1 hp every turn, and reduce action to 1
Cast on leeching, squid and demon for better effect.

10:Bargain
Useless if you can’t buy a 3rd bargain, it is a spell with 10% chance spawn rate every turn.

11:Ultimate Doom(after gather 3 bargain)
After buying the 3rd bargain, you will got a demon next turn, 6hp 6action and 6 attack. Spawn at any empty square.

12:Life Tap
Reduce 1hp for 2crystal(if you got 1hp, u will die and no longer access to spells.
Chapter 3: "Real Time Strategy" turn-based
Chess is a fix strategy game. Game flow changed base on players’ knowledge but all the outcome can be achievable through replaying the log or replay.
It turns out that all games in wequer are unique and will never be the same due to the variable value of the spells.

Key to victory- spell
Strategy direction- spell
Element of surprise- spell

In chess, your strategy direction is fixed and there is no element surprise as all move can be calculated.
In wequer, every turn, spell will spawn in a rate of 10% among the 10 spells as the cost 4 in the shop. That is the element of surprise that you will willing to spend 4 crystals to purchase it.
Yes, that is the whole point of the game.
Everytime is your turn to move, you will always turn to mage page and take your time to analyse the spells available.

“Real time event” spell shop.
Is a brand new page every time you take a look at the shop when is your turn. You will got at least 1-4 spells to choose. (Only 1 spell left in the shop if both player take turn to buy cost 4 spell 3 times in a row) The element of surprise will spawn as a cost 4 spells. But you can only use the spell on the next turn so actually the element of surprise is reactable and preventable.

How to analyse the shop?
Spell come in 1 2 3 4 cost.
Cost 1 spell will be discard on your opponent turn and is all yours.
Cost 2 spell will be cost 1 on your opponent turn. It will be gone on your turn.
(Use spell will discard cost 1&2 spell, you can either use spell or buy spell, consider this before u use any spell)
Cost 3 spell will be cost 1 when is your turn and cost 2 for opponent.
Cost 4 spell is a new spell add to the shop for you as your element of surprise.

Any buying of the spell can be defensively or offensively.

Resource management:
It is the most effective way if you can totally utilize the cost 1 spell no matter what it is, as you can get more spells in the long run.
Here is your choice base on situation:

1.As first to move
-cost saving method, buy any cost 1 spell and plan your strategic direction along with it.
-got a specific playstyle in mind? Choose what you like at cost 2-4

2.Bargain frenzy
-u might think demon is overpower, but neutralise is all it takes to make it unable to move, the potential damage is 6 on spawn and 0 if your unit can constantly move away from it.
-or u can buy the bargain to stop your opponent from buying it, tho it doesn’t make sense since any spell other than bargain can benefit your plan.

3.Spell power multiply method

-3 different spells in pocket may diverse the strategy, but 3 same spells will multiply the effect.(effect won’t multiply, but use the same spell for 3 turns do got better outcome, like 3 time shock in a row, will kill almost all the minions.)

4.Mass spawn rush

-if your create a lot starling and angling, rush their speed or dmg is a good method, tho have to be in mind that averagely there will be 2 minions attack 1 heroes at the same time(normally other 2 tiles are eggs, walls, or other unit) eventually u might block the path and the minions will stay their ground.

5.Teleport madness
-teleport considered to be the top tier spell that potentially deal up to 8 damage, at the same time move around to prevent damage. Move to square to block the path of opponent minions is the key.
-but teleport is not the main damage source, so too much is not so ok for your game.


Strategy direction CHANGE every turn, below is the element that change your strategy every turn.

What spell did opponent purchase?
Where opponent move their heroes?
How opponent gonna combine all their spell with their heroes’ movement?

Every turn, you buy the spell to counter whatever incoming potential damage and move your unit to a vantage point while collecting the shells to spawn minion to assigned target.


end game plot twist, i am one step away from defeat. (I am Red)
blue circle is blue mage with 8 HP, red circle is my red mage before teleportation.
Red mage do a teleportation move to adjacent tile of my red worm, block the path of blue demon that gonna approach my red worm.
At the same time stop all the minions from moving while only blue starling that deal 1 dmg to red worm.
Chapter 4: Opening
This part is about Blue side as first to move.
Since player can only move one hero, so there are a few selective option.

Worm opening:(worm can't go backward)
Vertical or horizontal


Vertical,
you start game with 1 starling (or a quick leechling) and prefer to get more angling than starling. (Or move on to 3rd line to potentially rush red shells)
First egg might potentially block unless u spawn it with a quick unit like leechling.
-turn 2 starling- this might not be a good idea since you will be low on shells
-turn 2 forward- this aim for turn 3 sideway to get 3clam&3shell(depends on the map resources),will get 3 leeching on turn 4,5,6
the only problem with this option is opponent warrior may get in the way, your warrior need to take advantage of the area.
-turn 2 sideway- kinda solid, 1 clam, 2 shells, may turn3 leeching, do this, leechlig will block your side way next turn, jus move forward on turn 4, the situation is in your favor if red worm is on the right side of the board. if red warrior intend to control the left side of the board, move to right on turn 5 after your leechling get pass your line.

Horizontal,
Potential for more starling and is a solid standard opening with access more low level minion.
turn 2 sideway-
more starling, more access to clam resources, but dont do this to avoid conjuring block on 2nd row, or get your warrior to prevent that.
turn 2 forward-
-aim for shell and versatile move, you may aim to create 2 starling and move to left side of the board on turn 5.
-you may not create starling if you plan to forward to 3rd row or move to the right

Warrior opening

Control the center, or potentially move toward red worm to block its path if it go for vertical opening, avoid fight with red warrior, but maintain the area control. 2x diagonal to red warrior is the safe distance, do not start fight by move on and attack, is not that necessary at the beginning.


Mage opening
this already mention in chapter 3 as how to analyze the spell in the shop.
frankly speaking, cost 1 spell is always the best one. Talk about value, all the spells are equally good, most of them got the highest value at end game, and spells won't impact too much during early game. Except Conjure and teleport.

1:Rush
2:Fireball
3:Shock
4:Ice Armor
5:Invigorate
6:Taunt
7:Teleport
8:Conjure
9:Neutralize
10:Bargain
11:Ultimate Doom
12:Life Tap

3 Comments
FloodedMars 20 May, 2022 @ 3:52pm 
furry? OwO
wedgythewedges  [author] 18 Jun, 2021 @ 12:43pm 
ovo
Person 3 Jun, 2021 @ 12:48pm 
Furry?