Grassland · spring
Forest · rain
Steppe · summer
Highland · storm
Snowfield · snow
Marsh · fog
Desert · summer
- Seven environments, four seasons, five weathers.
- Every picture and clip here is the real game. No mock-ups, no concept art.
- Everything you see and hear is made fresh when the page loads. Nothing to download, nothing to install.
Five things a year can end against
Each wakes behind a rung of your own ambition, at a place of its own on the map, with what stands with it. Each shuts one way of killing and leaves the rest open. Kill one and your men keep something of it.
Aldo Halfshield · a camp in a wood
The red ogre · a highland ruin
The wyrm · his roost in the hills
Blackmaw · a wood, on a fog night
Vaskin the Pale · an old battlefield
- A footman's blade turns on the ogre's hide. Arrows find where the wolf was. Bolts stop at the king's pavises. Bring what answers him, or ride on and come back with it.
- Each carries two moves and a store of charges, and something you do refills them. The ogre eats the fallen. The lich is paid for every man who dies near him, either side.
- Their places are marked on the map, one shape and one colour each, once you have found them.
Season is live
This season, everyone plays the same world
The same button as on the title screen. It opens the game.
One world for everyone
- Every season, one world for everyone.
- Same start for all: 14 men, 960 denars, 84 days.
- The ladder ranks you on ambitions reached, then men, then days.
- Play it as often as you like. Your best run stands.
Houses, not scores
- Your row is your house: your name, your band, your shield.
- Anyone can read the ladder. To be on it, sign in with an email.
- The campaign, with a world of your own, is the button right under it.
What it is
A campaign
- A whole country: realms, towns, roads, rivers, prices, wages, food, weather.
- Parties trade, patrol, raid and go to war without you.
- Ride between towns, take work, hire men, hold land, or take a crown.
What you have ridden
- The map starts under cloud and clears where you ride.
- A settlement is a grey mark with a question over it until you have stood in front of it.
A battle
- Up to a few thousand soldiers, each one his own man: his own target, his own nerve, his own corpse.
- Six formations, cavalry charges with real impact, arrow ballistics, high ground, fire.
- Two sides in two liveries. Your colours on your shields and standards, theirs on theirs, so you can read a melee at a glance.
- Morale breaks a line long before it is killed.
A year that adds up
- After the battle: survivors, wages, promotions and the dead, all back into your roster.
- The men who lived are the men you march tomorrow.
A band that is yours
- Name it, roll its arms, pick a livery, choose an origin.
- Forty-four kinds of soldier in one tree: peasants up to knights, hunters up to arbalests, pikemen, hillmen, horse archers, mages, a catapult with a crew, and five that are not soldiers at all.
- Your captain has a face, a level and eighteen skills in four branches.
- He can be wounded, he can die. His best lieutenant inherits.
You set the line
- Every battle opens paused: your companies in your hands, marked ground to put them on.
- Anchor a flank on a wood, hold the ridge, keep the horse back.
- Let it go, and give orders by dragging.
Ground that fights back
- Walls with gates, a cliff, a bridge, a settlement in the middle of the field.
- A village behind a timber palisade, a town behind stone, a castle behind a curtain that turns a corner.
- High ground worth taking. Ash where a march has burned.
- All of it in your way, and in theirs.
A siege
- A wall is worth men. Storm it and you pay for it at the gate.
- Or bring a catapult. It crawls into range, throws five stones, and where four land the wall comes down.
- A breach is a third way in, beside the gate and the postern. The machine that made it dies to the first company that reaches it.
- A castle of your own sells you the machine.
What you do with it
- Break the garrison and the town is yours. Before the tally, you watch your men go in through the gate.
- Spare it and it stays a town worth holding. Sack it and you leave with its silver while it burns behind them, and every realm in the country remembers which you chose.
Rivers, and the fords across them
- Rivers run from the high ground to the sea. A column cannot wade one.
- The roads cross at fords and bridges.
- Caught on a crossing, the battle is fought across it: one way over, and a host that has to come through it while you hold the bank.
One year, one warband, one player. No multiplayer; the season ladder is where you meet the others.
What else is in it
- Weight. Winter costs a fifth of your marching and a third more grain. Fog shortens a bowshot. A dangerous road can be ambushed.
- Goblins. A third of the bands in the hills are warrens. A goblin is cheap and there are a great many of him, and a chief stands a head over the rest.
- Work. Halls have errands: carry a cargo, escort a column, put down a band. Do enough and a realm grants you a fief.
- A captain in your hands. Break the band a hall wanted broken and you ride back holding its captain. Sell him back for silver, or let him go, and the hall will not forget it.
- Land. A garrison you pay for, walls you raise, a market that pays you back, and a thing an enemy can take while you are three days away. Secede and become your own realm.
- Men behind your walls. Leave your band in a place you hold, under a lieutenant, and ride on with one man at your back. They stand on the wall when somebody comes for it. Three armies at most, one to a place, and you can take command and ride them out again.
- Six relics. The Iron Ledger, the Oath-Stone, the Cold Larder and three more, each in a monastery or a ruin, yours while you hold it. Each helps and each costs. All six is a way to win the year.
- Sound. War cries, horn and drum, arrows, rain and wind, all made on the spot. There are no audio files.
- It remembers you. The campaign saves itself in the tab. Sign in and the year follows you to another machine.
Your year has a shape: eight rungs, climbed by playing.
- 1A band
- 2Known in the country
- 3Against the odds
- 4You hold land
- 5A hall of your own
- 6A hundred men
- 7Walls worth the name
- 8A realm of your own