
Poker Warlords is a genre-defying strategy game that fuses poker betting with autobattler combat. Just like in poker, players are dealt cards from a shuffled deck and compete in rounds of betting. On your turn, you can check, call, raise, or fold.

Each card represents an army — it contains a unit type and a quantity that together determine what will spawn on the battlefield. Pick which of your cards you want to deploy as your front line, your back line, and which you want to discard. Bigger armies are stronger hands, but match two cards with the same alliance type to unlock an additional bonus.


When the betting concludes, your hand conjures an army into the arena where it battles against the other players. Whoever wins the battle wins the pot!


Poker Warlords adds replayability to the autobattler genre by building on poker's strong strategic foundation. The gameplay loop is simple and intuitive, yet surprisingly deep. Bluff your opponents, counter their units, and flex your poker prowess.


Climb the ranks, earn coins, and splurge on rare avatars or enter into fierce competitions. Whether you're battling for the top of the leaderboard or just enjoying a casual game with friends, Poker Warlords offers something for every player. Poker Warlords is free-to-play with no pay-to-win mechanics.

Poker Warlords is the sequel to our top 10 StarCraft II™ arcade game, BattlePoker. We've innovated the genres of both poker games and autobattlers and are excited to unveil our concept as a standalone game to the Steam audience! Poker Warlords is developed by a team of 3 with a solo programmer. It is not affiliated with Activision Blizzard.

Balance Updates: \nDev notes: Our general philosophy with balance updates is we want to change things gradually and not constantly be upending the meta. The changes here are our first step to address the most major concerns with Specters while not changing their core identity. We also tweaked some units and alliances to push them towards our targets.\n\nBlood Shaman\n* Bloodlust ability: +75% attack speed (was +50% attack speed)\n* Damage: 20 magical (was 18 magical).\n* Dev notes: These changes are an attempt to make the Blood Shamans feel a little bit more impactful.\n\nCrossbowman\n* Sunder Shot ability: Fixed bug where armor debuff was not being applied.\n* Attack rate: 2 seconds/attack (was 1.8)\n* Damage: 65 phy (was 75 phy).\n* Dev notes: DPS reduction to balance armor debuff fix.\n\nDragon\n* Damage: 65 magical (was 60 magical).\n\nSpecter\n* HP: 1 (was 25)\n* Improved ranged unit targeting. Previously, ranged units used to never change targets after they locked on to an enemy. Now, phy damaged ranged units can re-target and choose a non-Specter if it is range.\n* Dev notes: The Specter has been a very controversial unit. We are exploring a number of small changes (including changing Wildform Druids to magical damage) and will continue to monitor and tweak specters and their interactions. We may also explore pathing changes to phys melee units to ignore specters in the future.\n\nSquirrel\n* Nutritious Reserves ability replaced with Whisker Sense: \"Has a [15%/30%] chance to dodge non-splash attacks.\"\n* Dev notes: The previous ability had little impact given the Squirrels very low HP pool.\n\nWildform Druid\n* Damage: Wolf 14 magical (was 19 phy), Bear 45 magical (was 55 phy).\n* Dev notes: Switch to magic damage now allows Wildform Druids to act as a counter to Specters. Damage amount moderately reduced as armor will no longer mitigate it.\n\nChaos\n* Alliance bonus now grants +6 units (was +4).\n* Dev notes: The +4 increased unit count is a carryover from an earlier iteration of the game where overall supply caps were lower across the board. This brings the strength in line with our goal for the common alliances.\n\nSiege\n* The palisades granted by the alliance bonus has reduced pathing priority, so units are more likely to walk by them after creating a gap.\n* Dev notes: A common complaint about the Siege alliance was how the palisades would hold aggro too aggressively. This change should allow nearby attacking units to be better prioritized when a path exists.\n\nWizard\n* Alliance bonus now spawns 4 golems (was 2).\n* Golem HP: 1100 (was 1750)\n* Golem Damage: 75 damage phys (was 125 phys).\n* Dev notes: Wizards were underperforming as a rare alliance so we have increased the overall golem stats. Moving from 2 to 4 golems with worse stats/golem also serves as a small nerf to Wildcards.\n\nOther Updates:\n
- \n
- You can now add AI players to private games to create any mix of human and AI players that you like.\n
- Your username now automatically updates to your Steam username.\n
- Fixed a bug where some players would still not get the crown icon even if they were GM on the leaderboard.\n
- Added support for server-wide chat muting. Our starting policy is going to be that server-wide mutes are reserved for extreme cases (e.g., hate speech, extreme toxicity, repeated personal attacks, etc.) and that mild swearing / trash talking will not result in a server mute. If you don\'t want to see a player\'s messages, you can always use right-click mute them to add them to your personal mute list.\n
Minimum Setup
- OS: 64-bit Linux
- Processor: Intel i5. 2.4 Ghz or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GTX 650+
- Storage: 4 GB available space
Recommended Setup
- Graphics: GTX 980+
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