Holding Spawn Points and Building Your Army
Spawn points are the engine of any Multiwinian army. Scattered across each map, these buildings produce new Multiwinians for whoever holds them, so capturing more of them directly grows the force you can field. Taking one is a two-step affair: you have to kill the enemy Multiwinians currently controlling the building, then occupy it with your own units. Because control can be seized this way, every spawn point is permanently contestable, and officers can be set to automate deployment of the units that flow from them.
Trunk Ports are a separate structure with mode-dependent behaviour: sometimes decorative, but in Assault, Rocket Riot and Blitzkrieg they release Multiwinians at a regular rate to reinforce your army. Domination strips the rules down to spawn points alone, as each team fights to control the points spread across the entire map and capture them to reach a dominant position. The match ends when one team is victorious, or a timer can cap play at a set length such as ten minutes, after which the team holding the most spawn points wins.
Officers, Formations, and Simple Mouse Orders
Officers are created by right-clicking a Multiwinian, and while one is selected a small command set opens up. Right-clicking on the ground sets a send waypoint that the foot soldiers follow, while right-clicking directly on the officer arranges the surrounding Multiwinians into formation. Holding Shift and right-clicking on the ground instead moves the officer itself to that spot, and pressing Space deselects it. This lets a single leader gather a loose crowd, push it along a route, and reshape it for a fight without separate unit-management screens.
Quick selection handles the bulk orders. Left-clicking and holding on the ground pulls in a group of Multiwinians, and the longer the button stays down, the larger the group becomes; a right-click on the destination then sends them there, so a fast push does not require boxing individuals one at a time. Squads follow a different scheme: left-clicking moves the squad, right-clicking fires its lasers, and a grenade is thrown by holding the right mouse button and left-clicking, separating navigation, fire and the lobbed weapon across distinct inputs.
Armours, Gun Turrets, and Falling Crates
Armours are the heavy haulers of a Multiwinian force, capable of carrying up to 100 units swiftly across the map. They excel on steep mountainous terrain and can even traverse water, making them useful for surprise flanking routes. However, Armours are vulnerable to attack: when severely damaged, the vehicle begins to flicker before it is destroyed. To command one, right-click on the ground to set its destination. Right-clicking directly on an Armour toggles between loading and unloading Multiwinians, while holding Shift and right-clicking on the ground orders the Armour to move to that location and automatically load or unload units upon arrival. Pressing Space deselects the Armour.
Gun Turrets are stationary platforms that deliver firepower against Multiwinians. They come in three variants—Regular, Flame, and Rocket—each differing in range and firing rate, but all serving as formidable defensive emplacements. Crates add a layer of uncertainty: they fall randomly from the sky, and their landing spot is marked by a target on the ground, giving you time to position Multiwinians around the area to capture them. Captured crates may contain helpful power-ups such as an Air Strike or a Gun Turret, but they can also hold something unpredictably destructive, so committing too many units to a capture risks a nasty surprise. Power-ups need not be used immediately; saving them for a later moment can pay off when an Airstrike is needed.
The Modes: From Domination to Rocket Launches
King of the Hill revolves around designated scoring zones. When Multiwinians occupy a zone, it renders as a pie chart in team colors, and the slices show each side's relative percentage of control, so you can read who is ahead just by looking at the ground you are contesting. Capture the Statue sends teams into Statue Zones to find giant statues and haul them back to their Home Base for a point. Lifting a statue takes large numbers of Multiwinians and the load moves very slowly; if the carriers are killed, the statue drops and waits for more units to pick it up, and a heavy drop such as one off a steep hill shatters it so it reappears randomly in one of the Statue Zones.
Blitzkrieg asks each team to hold its well-protected home flag while capturing a chain of flags linking their own home flag to the opponent's home flag; losing your home flag eliminates you, and the last team still holding its home flag wins, with regular reinforcements arriving throughout. Rocket Riot gives every team a giant rocket at its start point: you must refuel it, then load 100 Multiwinian astronauts, and once it is occupied a Launch Countdown begins and a completed countdown launches the rocket for the win. Assault casts one side as the attacker with a constant flow of reinforcements against a heavily armed defender with a limited population; the attacker builds waves to capture machine gun turrets and pill boxes and sabotage three control stations connected to the bomb, and roles switch when the timer expires.
Sources & further reading.
- Multiwinia — official game profile Retrieved Oct 19, 2026
- Multiwinia — official game profile — publisher-supplied gameplay manual Retrieved Oct 19, 2026
First published .
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