A micro-skirmish for two
Six knights a side
Each round you roll a handful of dice. The number on a die is the action it buys: a six sprints five inches, a one is a heavy blow. Attacks are one die each plus whatever your position has earned, and the attacker wins ties. Three wounds kill a knight. A wounded knight can also lose their nerve and run.
- A battle runs about sixty turns. Play it in an evening or across a week.
- The Weekly Clash is a knockout bracket that opens every Monday.
- Every battle is recorded and can be replayed move by move.
Never played? Try a battle on this device, both sides on one screen, no account needed. Or read the first.
Commander
Online hall
Played0
Won0
Lost0
Your muster
Warbands
A commander keeps one warband. Disband it above to muster a different one.
Open challenges
Find a battle
Chronicle