Clubman
FrontlineBrace
Soaks the first 60 damage, then takes 25% less while an ally stands behind it.
Free 1v1 strategy · plays in your browser
You choose which units to train. They march down the lane and fight on their own. Win fights to advance through four ages, and destroy the other player's keep first.
How it plays
You never control units directly. Winning comes down to what you train, and when.
You earn gold every second and from every kill. Spend it on units or tower upgrades.
6 → 21 gold / secThey leave your keep and fight on their own. Pick units that counter what the other player is sending.
15 units · no microKills give XP. Enough XP moves you to the next age: new units, more income and another tower.
Medieval 450 XP → Future 2,400 XPUnits that reach the enemy keep damage it. After 7:00 both keeps lose health every second, so every match ends.
1,200 keep HP · overtime 7:0015 units · 4 ages
Each unit has one passive ability that triggers automatically. When you advance to a new age, your shop switches to that age's units.
Brace
Soaks the first 60 damage, then takes 25% less while an ally stands behind it.
Focus Fire
Damage ramps up to +40% the longer it stays locked on one target.
Harass
Slips past the front line to strike the deepest enemy.
Shield Wall
Allies tucked behind it gain +8 armor.
Armor Breaker
Every bolt ignores 50% of the target's armor.
Charge
Opening hit lands for +80% and cleaves everything around it.
Chill
Its splash slows movement and attack speed by 30%.
Rallying Presence
Nearby allies deal +20% damage. Enemies that get close must attack it.
Piercing Volley
Bolts punch through up to 4 enemies in a line.
Assassinate
Hunts the most valuable enemy — +50% vs light armor.
Bombard
+100% damage against keeps and towers.
Energy Shield
Soaks the first 220 damage, then takes 20% less while an ally stands behind it. Enemies that get close must attack it.
Target Lock
Damage ramps up to +50% the longer it stays locked on one target. Every bolt ignores 35% of the target's armor.
Strafing Run
Slips past the front line to strike the deepest enemy.
Bombard
+100% damage against keeps and towers.
Counters
Armies tend to fall into four types, and each one beats the next. A mixed army is safe. Going all in on one type is strong until your opponent adapts.
Piercing shots and area damage punish units packed close together.
Knights give armor to the ranged units behind them, which outlasts a single tank.
The Cuirassier forces nearby enemies to attack it, so flankers never reach your back line.
Fast units slip past the front line and pick off the fragile ranged units behind it.
Base damage bonus: frontline ×1.75 vs ranged · ranged ×1.75 vs fast · fast ×1.75 vs frontline · splash hits everything that bunches up
Evolve
You advance by earning XP from kills, so defending well moves you forward too. Each age upgrades your keep, adds a tower and gives you a new ultimate.
Fair play
Both players get the same units, income and towers.
The match runs on our servers, 30 times a second. Your browser only shows it.
No boosters and no premium units.
At 7:00 both keeps start losing health, so a stuck lane still ends with a winner.
Runs in a browser tab, including on budget Android phones in landscape.
Guides
Rules, counters and every unit's numbers, generated from the same data the game runs on.
Jump into quick match, or create a private room and send the link to a friend.
Any modern browser · phones in landscape