The Battle for Wesnoth works with PlayBound Connect two ways: host it yourself on your own PC, or run it on a PlayBound server. Self-hosting is the default — your party reaches the host over Connect's overlay network, so nobody forwards a port.
Your PC runs the game. Lowest latency, and your party reaches it over the PlayBound network — no port forwarding. The room ends when you quit.
We host the room on our server. It stays up even if you leave, and anyone can join without being in your party.
| Max players | 9 |
|---|---|
| Platforms | Windows, macOS, Linux |
| How PlayBound connects you | direct connect |
| Public lobby port | 15000/tcp — only needed to open a self-hosted room to players outside your party |
Most home connections can't accept inbound traffic, which is normally what breaks self-hosting. PlayBound Connect puts everyone in the party on one private network instead, so the host is directly reachable without opening anything on their router.
The Battle for Wesnoth works with PlayBound Connect two ways: host it yourself on your own PC, or run it on a PlayBound server. Self-hosting is the default — your party reaches the host over Connect's overlay network, so nobody forwards a port.
The Battle for Wesnoth supports up to 9 players in one session.
No. Party members reach a self-hosted room over PlayBound Connect's overlay network, which needs no port forwarding. A port is only mapped if you make the room publicly joinable to people outside your party.
The Battle for Wesnoth is available on Windows, macOS, Linux, though cross-play support isn't confirmed — check the game's own platform requirements before your party mixes systems.
Yes, for the modes above. The Battle for Wesnoth uses direct connect through PlayBound Connect.