Guilds & Blades
Updated today · Devlog: Update · 2026-10-20

A war game on a hex map: cities, armies, guilds and magic.

Thirty days a round. A few decisions a day.

Free. No install.
For players of Travian, Tribal Wars, Supremacy 1914 and Neptune's Pride.

Playing as Human

No account. You start with a drawn name and can change it once when you keep the account.

Skeloria · day 3 of 30 · 12 seats left · seats close after day 7

4 worlds running · 14 new rulers in the past day

Day 3 in Skeloria: first blood — Fixed raids Gaelvar Oldhaven, and a Keep rises to level 20.

In the worlds nowLive
  1. Gimor Aldermere raised a Keep to level 122 min
  2. Grin Witherhaven raised a Keep to level 144 min
  3. Ceril Duskhold founded Duskcross in Skeloria4 min
  4. Bran raided Spud Spud Spud Spud5 min
  5. Bran took Binh from Kolorn Houndmere7 min
The game's map: painted hexes of forest, mountain and lake, towns ringed in their guilds' colours, a pile of armies at a city's gate and a column on the march to a mountain pass.
Gameplay: a siege at Cinderfall, a march on Kestrel Gap.

Skeloria is here

  1. Day 1Found your city.You're protected for the first day.
  2. Day 2The first raids.Protection ends; plunder begins.
  3. Day 7The first cities fall.Every homeland has a front.
  4. Day 14The war is on.Guilds rise, and some fall.
  5. Day 30The round ends.The guild ahead goes into the hall.

A round is thirty days. You're safe on the first day, cities start to fall in the first week, and the guild ahead on day 30 goes into the hall.

This round so far

  • Orders14,878 givenbuilds, marches, spells
  • Buildings375 raisedfarms to keeps
  • Raids39 riddenplunder carried home
  • Cities11 takenby siege

Leading in Skeloria

  • 1Fixed [ELD]3,863
  • 2Waric Houndmere [SLT]2,053
  • 3Stomund Linghaven [SLT]1,465

Day 3 — 27 days to catch them.

  1. Morning

    Read the reports

    Your scouts are back. See what moved overnight.

    • Arcane Eye7:10 · Erin
      Defenders
      83
      Garrison
      40 Reavers +15 · 25 Brawlers · 6 Shamans
      Ashen Fist
      12 Wolf Riders new
  2. During the day

    Give a few orders

    Queue a build, recruit, move an army, cast. Five minutes.

    • Level 6FarmFood +84/h → +98/h

      Farm 6 → 7

      wood 420iron 110
      Upgrade
  3. Overnight

    Orders mature

    Buildings rise, armies arrive, the market moves while you sleep.

    • Farm 7built at 03:10
    • Ashen Fistarrives at 06:40
  • No paid edge

    Nothing is for sale. Battles are won by armies, never by money.

  • No hourly farming

    A few decisions a day, not a job.

  • No install

    It runs in the browser, on a phone or a desktop.

  • No endless world

    Every world ends on day 30. Then a new one opens and everyone starts level.

  • A Human warband

    Human

    The safe pick. The first level of every science is free, so you can follow wherever the war goes.

    Trade and science
    Trade
    Sells food, buys what it lacks.
    Science
    The first level of every science free.
  • A Elf warband

    Elf

    Fast, fragile, the best casters. Strike first, be gone before the answer comes, and let the spells hold the line.

    Trade and science
    Trade
    Sells wood, buys iron.
    Science
    Magic cheaper, Military dearer.
  • A Dwarf warband

    Dwarf

    Slow and expensive, and very hard to kill. Every soldier costs more and lasts longer.

    Trade and science
    Trade
    Sells iron, buys food.
    Science
    Economy cheaper, Magic dearer.
  • A Orc warband

    Orc

    Hits hard and eats a lot. Lives off plunder, not the market.

    Trade and science
    Trade
    Takes more in plunder, buys food.
    Science
    Military cheaper, Magic dearer.
  • A Undead warband

    Undead

    Weak one by one, overwhelming in numbers. Soldiers at half the price and twice the training, paid for in tax.

    Trade and science
    Trade
    Sells gold from its tax, buys wood and iron.
    Science
    Magic cheaper, Economy dearer.

No era has ended yet — the hall's board is open.

Do I need an account?
No. Play puts you on the map. Keep the account later with an e-mail when you've something worth keeping.
How long is a round?
Thirty days. You join a world already under way, and your first city is one tap away.
How much time does it take?
Five minutes on most days; more on the first evening and during a siege.
Who made this?
One developer, in Lithuania. The whole story is in the devlog.
What can I buy?
Nothing yet. When something is for sale, the guide will say exactly what it does and the most it can buy in a round. Money will never buy resources, troops, combat odds, sight, spells or science.
Phone or desktop?
Both, in the browser.
Do I need an account?

No. Play puts you on the map. Keep the account later with an e-mail when you've something worth keeping.

How long is a round?

Thirty days. You join a world already under way, and your first city is one tap away.

How much time does it take?

Five minutes on most days; more on the first evening and during a siege.

Who made this?

One developer, in Lithuania. The whole story is in the devlog.

What can I buy?

Nothing yet. When something is for sale, the guide will say exactly what it does and the most it can buy in a round. Money will never buy resources, troops, combat odds, sight, spells or science.

Phone or desktop?

Both, in the browser.

I had the first ideas for Guilds & Blades in 2018. I built a first version from December 2020 to 2023; it took more time than I had and was never finished. In 2026 I rebuilt it from scratch and finished it. It's a war game of cities, armies and guilds: thirty days a round, a few decisions a day.

— the developer

Thirty days a round. A few decisions a day.

Free, in the browser, on a phone or a desktop.

Playing as Human

No account. You start with a drawn name and can change it once when you keep the account.