Chamber Games: 17 board games and Defense of the Hall
The Game Room in your Hero Chambers: 17 board games and Defense of the Hall — which are free, how many players, computer opponents and playing with friends.
The Game Room is part of your Hero Chambers: the Games button opens the games cabinet, and every game has About the game — what makes it special, how many players and whether there is a computer opponent. The room holds 17 board games and Defense of the Hall, a card defense of the Gates. Games give no power in the main world of Zarhold: you play for Game Glory, titles and cups on the host’s shelf.
Free and paid games
- 9 games are free for everyone forever: Fireside Match, Paths and Precipices, Hall Draughts, Hall Fool, Zarhold Chess, Caravaneers’ Backgammon, The Chronicle, Hall Solitaire and Tiles of the Ancients.
- 9 games are paid (including Defense of the Hall): The Infiltrator, Lords of the Lands, Runes, Siege of Towers, Night in the Hall, The Mage’s Hat, Dreams of the Hall, The Spoiled Scroll and Defense of the Hall. They go on sale in the shop (Capital Glory → Chamber Games) one by one; until a game is on sale it shows Soon. There will also be an All Chamber Games bundle.
- A bought game is for the whole account: it is in the cabinet of every hero you have. Guests play at the host’s table for free — only the one who invites needs to own a paid game.
- Before buying a paid game — Preview → Play a trial game: one full game or 20 minutes (whichever is longer), once per hero, no rewards.
All games
| Game | What it is | Players | Computer | Access |
|---|---|---|---|---|
| Fireside Match | A friendly duel with our own cards at the table: no rating and no rewards for power. | 2 | yes, 5 levels | free forever |
| Paths and Precipices | Roll the die and climb the mountain path: bridges lift you up, landslides and dragons send you down. | 2–6 | yes, 3 levels | free forever |
| Hall Draughts | True Russian draughts: kings fly, capturing is compulsory. The computer has five levels. | 2 | yes, 5 levels | free forever |
| Hall Fool | The folk classic: throw-in and transfer Fool, two to six players. The loser gets the cap. | 2–6 | yes, 5 levels | free forever |
| The Infiltrator | Everyone knows the place except one: the infiltrator. Question each other and find the stranger. | 3–8 | yes, 3 levels | paid |
| Lords of the Lands | A circuit of the lands of Zarhold: buy lands, raise outposts and fortresses, bargain with your neighbours. | 2–6 | yes, 5 levels | paid |
| Zarhold Chess | Real chess: Overlord, Sorceress, Towers, Knights, Priests and Footmen. The computer has five levels. | 2 | yes, 5 levels | free forever |
| Caravaneers’ Backgammon | Short and long backgammon on a caravaneer’s chest board. Fair dice; the computer has five levels. | 2 | yes, 5 levels | free forever |
| The Chronicle | Put events in order on the thread of time: the history of the lands, bosses, game updates and general knowledge. | 1–8 | yes, 5 levels | free forever |
| Runes | Be first to shed all your runes: play one of the same element or the same sign. Curses, Shackles, Whirlwinds and Prisms. | 2–8 | yes, 5 levels | paid |
| Siege of Towers | A card duel: raise your tower and wall, tear down your rival’s. Stone, mana and troops pile up every turn. | 2 | yes, 5 levels | paid |
| Hall Solitaire | Klondike and Spider with one, two or four suits: solitaire for one while you wait for guests. | Single-player game | — | free forever |
| Tiles of the Ancients | Remove pairs of matching free tiles until the table is empty. Several layouts, and every deal can be solved. | Single-player game | — | free forever |
| Night in the Hall | At night the lights go out and the werewolves come. By day the town hunts them and votes on whom to banish. | 5–8 | yes, 5 levels | paid |
| The Mage’s Hat | Explain the word to your partner while the sand runs in the mage’s hourglass. Words come from the hat, many from our world. | 4–8 | yes, 3 levels | paid |
| Dreams of the Hall | Describe a picture in words: not too plain, not too cryptic. The others slip in similar ones and guess yours. | 3–8 | yes, 3 levels | paid |
| The Spoiled Scroll | Phrase → drawing → guess → drawing again… At the end the scrolls unroll in full, and everyone laughs. | 4–8 | yes, 3 levels | paid |
| Defense of the Hall | A card defense of the Gates: place towers, merge cards, hold back the waves. Guests watch and join in. | 1–2 | — | paid |
Computer players
Short of people? Add residents seats residents of Zarhold in free places; each has its own skill level (the table shows how many levels a game has). If a player leaves, a resident plays on for them. In Night in the Hall, residents have their own personalities. Hall Solitaire and Tiles of the Ancients are single-player games and need no computer.
Friends, guests and connection
- Games are played only while the host is home: guests sit at the host’s table in their Chambers. Call people with a shout to World or your guild — it comes with a Come button.
- Unwelcome guests cannot enter your Chambers.
- Every game table has voice; at a big table there is Ask to speak.
- A dropped connection is not leaving: your seat waits a minute and a half (90 seconds). In one-on-one games your opponent can wait or end the game; when you return you go straight back to your table. The table host sees who is online and can Stop waiting for a missing player or remove them from the table.
- Pick your dice sound — From the cup, On the cloth, Scatter or Ringing; the Silence button mutes music, background and game sounds in one tap.
Defense of the Hall
A card defense of the Gates, solo or for two: place towers, merge cards and hold off waves of enemies. Towers show their damage, speed and range before you build, you can sell your own tower for half price, and on later waves towers ascend to ★4–★5. In Joint Onslaught the whole game holds one land for a week: every enemy killed there goes into a shared counter. Your game is saved as you play. Enemies and waves of each land: Brightdale, Searing Gorge, Tirisfal Mires, Stoneclaw, Scorching Sands, Plaguelands.
Read next
Hero Chambers — your own room, trophies and visitors
Your hero’s own room: six styles, trophies from your deeds, free furnishings, Rearrange and visits. No combat power.
Defense of the Hall: Brightdale — enemies and waves
Defense of the Hall, Brightdale: enemies, their health by difficulty, traits and every wave of each game length.
Defense of the Hall: Searing Gorge — enemies and waves
Defense of the Hall, Searing Gorge: enemies, their health by difficulty, traits and every wave of each game length.
Guilds: founding, ranks and permissions
How to found a guild in Zarhold: free at any level, a name and one of 12 crests, five ranks and their rights, what only the leader can do, guild level up to 25.