
Wonderland's War: Caterpillar & White Queen Expansion
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FroGames — Moments You'll Remember
The Caterpillar blurs the battlefield while the White Queen deploys her pieces. Some learn new rules, some reread the old ones, and in the end, no one remembers why they played that faction.
WHAT IT IS ABOUT
Wonderland expands with new armies and modular systems
Designed by the trio Tim Eisner, Ben Eisner, and Michael Mihealsick, this expansion for Wonderland's War introduces two new playable factions, a customizable forge system, and the much-awaited solo mode. The Caterpillar brings his shisha to the field, and with it, a smoke mechanic that disorients opponents. The White Queen deploys chess pieces to dominate the territory from the first moves. Illustrations by Manny Trembley maintain the dark-fantasy aesthetic of the base game.
At the table, choose a forge track during setup and build a strategy around the effects you unlock turn after turn. Twelve new Wonderlandians enter the deck, changing the available combinations. If you play alone, choose a Rival from those included: each has special abilities and a deck of Tactic cards that automates their decisions. Each Rival plays differently and has an adjustable difficulty level.
What they say abroad
The expansion that makes Wonderland's War more personal and unpredictable, with tactical layers that reward those who build precise combos.
— FroGames
The solo mode is well designed: the Rivals have personality, they are not just reactive card decks.
— FroGames
Wonderland's War: Caterpillar & White Queen Expansion
Uses a Rival system: choose an automatic opponent with unique abilities and a Tactic deck that guides their choices. Each Rival has a different tactical personality and adjustable difficulty. The experience is complete; it only loses the psychological reading of multiplayer but gains tactical puzzling.
What's in the box
Components and key elements of the expansion
Caterpillar Faction
The shisha produces smoke that confuses opponents: a mechanic that allows you to tactically disorient those aiming for your territory or your cards.
White Queen Faction
Bring chess pieces onto the board for an immediate territorial advantage: control key spaces before others move.
Modular Forges
During setup, draft a unique forge track: unlock effects that influence end-game scoring and resources throughout the game. Each game has a different economy.
Rival Mode (Solo)
Choose a Rival with special abilities and difficulty level. A Tactic deck automates their decisions: they are not just reactive, they have their own strategy.
In a few hours, you'll understand how to manipulate smoke or block territories with the Queen. And you'll understand why this expansion makes Wonderland's War more yours.
A game in five moments
What happens at the table
Not the rules. The experience.
Forge draft
Setup: choose the forge tracks, everyone builds their personal economy. Some focus on territory control, some on cards, some on dice. Strategies diverge immediately.
First tactical moves
The White Queen places pawns and dominates key spaces. The Caterpillar starts producing smoke. Others try to figure out how to interrupt these plans.
Combos and counterattacks
Mid-game: someone has unlocked powerful forge effects, someone else uses smoke to sabotage. Temporary alliances form to stop whoever is dominating.
Territory closes in
Key areas are contested, someone risks elimination or loses control of critical forges. A lucky dice roll or a card drawn at the right moment can tip the scales.
Final count
Sum points from territories, forges, Wonderlandians. Often, the winner is whoever built the most coherent combo between faction, forges, and area control. Someone curses because a point slipped away.
How to play
The flow of each round
Each round takes place in alternating phases of planning, action, and conflict resolution. Forges unlock progressively.
Decide where to move, which territories to attack, which cards to play. Factions have unique timings: the White Queen moves pawns, the Caterpillar distributes smoke.
In contested areas, you fight: roll dice, play cards, activate faction powers. Smoke can muddle the results, chess pawns give bonuses.
Unlock effects on your personal forge track: some give you resources, others modify the final score. Those who make good use of forges build an engine.
Add new Wonderlandians to your deck, prepare for the next turn. In solo mode, the Rival draws Tactics and reacts according to their style.
Why it's different from others
Six elements that make this expansion unique
Smoke mechanic
The Caterpillar produces smoke that tactically disorients opponents: you can manipulate perceptions, block others' combos, create calculated chaos. It's not just flavor, it changes how others play against you.
Chess pawns
The White Queen deploys pieces on the board that function as persistent units: they occupy territory, provide bonuses, and force others to react from the start. An immediate positional advantage.
Customizable forges
Each game has a variable pool of forges: you draft and build a track that rewards your strategy. Those focusing on territory control unlock different bonuses than those accumulating cards. The economy is modular.
Rivals with personality
In solo, you don't play against a generic automaton: you choose a Rival with special abilities and a Tactic deck that simulates a playstyle. Some are aggressive, others defensive. Each requires different counter-strategies.
Twelve new Wonderlandians
Wonderlandian cards are the heart of deck building: these twelve new cards add unprecedented combos and synergies with the new factions. It changes the internal meta of the game, rewarding strategies that didn't work before.
Difficulty scalability
Rivals have adjustable difficulty levels: you can face tougher challenges as you learn the system. It's not just an "optional" solo mode, it's designed to be played seriously.
How it ends
How to win and how to lose
The player with the most points, accumulated from territorial control, forge effects, and Wonderlandians, wins. In solo, you win if you beat the Rival's score.
Victory
- You control more territories than others and have unlocked forges that reward that control
- You've built a deck of Wonderlandians that generates powerful combos and scores points
- In solo: you exceed the Rival's score within the turn limit
Defeat
- You lose control of key areas and don't unlock useful forge effects
- Your Wonderlandian deck is incoherent and doesn't generate synergies
- In solo: the Rival beats your score or you manage to eliminate them but have a lower score
This is the expansion that transforms Wonderland's War into a game with more tactical paths and replay value. If the base game convinced you, this completes it.
Frequently asked questions
FAQ about Wonderland's War: Caterpillar & White Queen Expansion
Is the base game required to play?
Yes, this is an expansion and requires the base game Wonderland's War to play. It is not standalone. It adds factions, forges, solo mode, and new cards, but needs the core components of the original game.
Is the solo mode truly competitive or just an exercise?
It's seriously designed: Rivals have tactical personalities, they are not generic automatons that just react. Each Rival has a different Tactic deck, unique abilities, and scalable difficulty. Those seeking a challenge in solo will find it here.
Do modular forges overly complicate setup?
They add 2-3 minutes to the initial setup for the draft, but once chosen, they are clear. Each forge has a linear track with progressive effects. It's not cognitive overhead during gameplay, just strategic choice at the start.
Are the new factions stronger than those in the base game?
No, they are balanced: the Caterpillar and the White Queen have distinctive but not dominant powers. Each faction has strengths and weaknesses. Strength depends on how you use forges and Wonderlandians, not the faction itself.
Is it available in Italian?
No, this expansion is in English edition. Cards, rulebook, and components have English text. Knowledge of the language is required to play.
Wonderland's War: Caterpillar & White Queen Expansion is a strategic expansion for 1-5 players designed by Tim Eisner, Ben Eisner, and Michael Mihealsick, published by Druid City Games. It introduces two new playable factions (Caterpillar with smoke mechanic, White Queen with chess pawns), customizable modular forges, and the official solo mode with a Rival system. For games lasting 45 to 125 minutes, ages 13+. Requires the base game Wonderland's War. Available on FroGames.it.

Wonderland's War: Caterpillar & White Queen Expansion
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