Hold the wall! A solo tower defense card game with campaigns and night battles.
The horn sounds. An invading army marches on your castle, four lanes wide, and only your wall stands in its way.
War Horn is a solo strategy card game where tower defense meets card drafting: draft your army, then hold the line. Each turn new invaders are revealed at the far end of the field and advance toward your wall. Place Armies to stop them, raise Quarries to rebuild the stones they break, and call on Allies at just the right moment. Survive every wave with your wall standing, and the castle is saved.
TRY IT FREE, UNLOCK ONCE
• Free: the guided practice battle, the complete Intro Game, The Steward campaign, and one Advanced battle to try
• Full game, one purchase: unlimited Advanced battles, six more campaigns, every difficulty setting, night battles and all three expansions
• No ads, no subscriptions, nothing else to buy
EASY TO LEARN, HARD TO MASTER
• A short guided battle teaches the basics as you play
• Every card's rules are a long press away, and the Card Library has them all
• Optional one-time tips explain new cards and events the first time you meet them
• Most plays can be undone within your turn, so you can think it through
COMMAND YOUR DEFENSE
• Armies: Militia, Spearmen, Men at Arms and the Garrison meet the enemy head on
• Quarries: keep them standing; their stone repairs the wall when the battle ends
• Allies: a Mage's lightning, a Sentry to cancel a threat, a Scout to move the enemy, a Quartermaster to bring more cards, and more
• Raise your own army in the Call to Arms draft
FACE A RELENTLESS ENEMY
• Skirmishers, Knights, Warbands and Battering Rams that become Berserkers, Champions, Legions and Great Rams when the War Horn sounds
• War Drums that drive the whole army forward at once
• Saboteurs and Attrition that strike at your hand and your reserves
• The War Banner: if its carrier reaches your wall, the castle falls
• The Siege Tower: six shields, archers on top, and a crew waiting inside
CAMPAIGNS
Lead one army through a run of battles, each with its own story, rules and rewards. Lose a battle and a War Horn calls your troops to fight it again, or try Ironman with a single horn.
• The Steward: hand the border town back to the King stronger than you found it
• The Mountain Pass, The Traitor's Plot, The Long Winter and The Famine
• Dusk to Dawn: five battles through one long night
• The Long Siege: five battles, ending at the Siege Tower
Earn a STANDARD and an IRONMAN stamp for each, with your best score.
NIGHT BATTLES
Fight by torchlight. Your troops' torches light only a little of the field; every other invader shows just the small torch it carries. Flashes of battle light things for a moment, and you can only aim at what you can see.
THREE EXPANSIONS
• Heroes & Traitors: powerful Feats to turn a battle (the Archer's Volley, Marching Orders and more), and Turncoats hiding in your own ranks
• Siegecraft: Catapult Barrages, Rout, Siege Tunnels and Powder Kegs you can light to blast a whole line
• Nightfall: Shadows that carry no torch, Snuffers that put out yours, Dark Lanterns that hide the enemy, and your own Watchfires to hold back the dark
AND MORE
• Over 100 achievements, from your first victory to the rarest feats of the battlefield
• Every battle is recorded: win rate, streaks, hardest victory, high scores and every invader you've defeated
• Optional cloud sync keeps your stats and achievements the same across your devices
• Medieval soundtrack, battle sound effects and vibration, each with its own setting
• Battery saver for long sessions
• Plays fully offline, in portrait on phones and side by side on tablets
Raise the wall. Sound the horn. Hold the line.