Toy War Board Game Review: Stable Strategy Game for Two Players
Blog Andrew Joseph 13 Jun , 2025 0

At first glance, toy war might look like Clash Royale A counterfeit, but there are more in this toy box than the eyes. this Two Battler offers seemingly simple gameplay and lightning-fast games, with eight unique game boards and strategic force abilities to keep each round fresh. If you can see its romping aesthetic, Toy War offers some truly satisfying moments that players of all ages can enjoy.
There is a compact box in the Toy War, designed to resemble a locked metal toy box that adds a playful touch from the start. Inside you will find a short instruction manual (QR code with video overview), player assistance sheet and several thick assault boards containing all the troops tiles. There isn't much to beat – there are only 48 troops (24 blue and 24 red), three copies of the eight unique toy installations you can control during the game.
Includes two high-quality wooden frames to keep your troops upright, organized and hidden in the game. A small brown bag holds 16 medal marks for scoring, and you'll also find two simple assembled storage boxes (one blue and one red) that help keep your troops separated and secure and when the game is packed.

Below all the content, there are four double-sided game boards, each with a unique terrain with eight themed battlefields. These range from castles and cities above the clouds to volcanic jungles, cemeteries and space stations. But they are more than just cosmetic changes. Each board has a unique layout and special foundation that can be activated to trigger the game's effects. Every square inch of the game box works effectively, and when Playtime ends, everything fits.
Rules and how they play

The goal of toy war is to be the first player to conquer the opponent's headquarters, or to collect the required medals by controlling the terrain. To achieve this, players take turns putting their troops on the battlefield, starting near their headquarters and advancing along the connected road until one of the winning conditions is met.
First, the player chose one of eight terrain maps. For your first game, the rules recommend playing the game on the castle live map as it has a symmetrical layout and a direct special base effect. One player controls the Blues while another commands the Red. Medal markers are distributed based on icons displayed on the map, with each player scattering troops into a face-to-face stack. The starter attracted three soldiers and placed them on their shelves, while the second player attracted four.

Players take turns performing one of two actions: either draw two troops from their reserves or send one on the terrain. The Painting Force offers you more options to work with, but it also gives your opponent a chance to advance to victory. When applying troops, if your troops are more powerful, you can claim an empty base on the board or cover an opponent's unit. In the battle of toys, balancing the need to maintain pressure with the need to keep the shelf is one of the core strategic difficulties.
Power levels for each unit range from 1 to 7 and unique effects are activated when playing. For example, 1 capability unit Skully doesn't provide much raw power, but allows you to draw two other units to make it a valuable early game.
Other units include CAP'N, which is 2 power units that allow you to get more and more troops in the reincarnation race; Jumbo is a three-power unit that allows you to discard one of the opponent's neighboring units; hook, which can be placed on any base on the board to lag behind enemy lines or destroy the opponent's plan; XB-42, which allows you to randomly discard 5 power units of the troops from the opponent's rack; and STAR, which is a 6 power unit that allows you to draw a unit from the reserve while placing a powerful body on the board.

The unit Roxy cost 7 years has no effect, but the most powerful standard unit in the game. Then there is the clown unit Kwak that can be played on any unit, but can also be covered by any other unit, making it both flexible and vulnerable.
While the troops were designed to resemble familiar children's toys like Green Soldiers, Dragons and Robots, I never really felt like I was launching an epic toy box war. Most of their abilities are not thematically appropriate, and they often encounter more like generic Meeples than different characters with charm.
Each unit has three replicas in the player's stack, but four replicas will be deleted randomly before the game begins. This adds randomness and a layer of uncertainty that will be carried throughout the game as you try to infer something you and your opponent may still be able to reserve. Performing expectations and functioning in potential moves becomes a crucial skill in toy warfare, creating continuous micro-decisions that ultimately affect the outcome of the match.

Another key element to consider is the terrain you and your opponent are playing. Each of the eight maps provides a unique layout with multiple paths, resulting in an opponent's headquarters resembles MOBA. The bases along these paths act as spaces where troops can be deployed, with only about five between headquarters and you fight for control almost immediately.
Most maps also have special foundations to trigger unique effects, such as returning troops to your shelf from the shelf, drawing away from the reserves, or reclaiming abandoned units. If these competitive spaces are used wisely, the momentum of the game can be swung. Some boards have introduced diversity in other ways, such as asymmetric layouts, an additional headquarters for a player to defend, or a central area that invalidates all troop effects. These twists and turns force you to rethink your approach and keep each game feeling different.
As mentioned earlier, reaching your opponent’s headquarters is not the only way to win. Each map has medal tokens scattered on both sides, with single medals or three points or three points into a single medal. If your troops control the medal or every base around the medal group, you claim it. Be the first to collect the number you need for this terrain and you will win. This alternative win condition makes your moments tense and forces you to fly to adjust your strategy according to the board's status.

While Toy Warfare doesn't offer the layered complexity found in some other fighters and may not attract players seeking deeper strategies, its quick setup and Lightning match Make it a fun addition to any series. It is suitable for all ages and can be taught in minutes or family or Young players. Most games end in about 10 minutes, it's easy to play a few rounds while walking away is satisfied without having to do the whole afternoon.