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.

ReferenceBuilt from the game’s data

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

GameWhat it isPlayersComputerAccess
Fireside MatchA friendly duel with our own cards at the table: no rating and no rewards for power.2yes, 5 levelsfree forever
Paths and PrecipicesRoll the die and climb the mountain path: bridges lift you up, landslides and dragons send you down.2–6yes, 3 levelsfree forever
Hall DraughtsTrue Russian draughts: kings fly, capturing is compulsory. The computer has five levels.2yes, 5 levelsfree forever
Hall FoolThe folk classic: throw-in and transfer Fool, two to six players. The loser gets the cap.2–6yes, 5 levelsfree forever
The InfiltratorEveryone knows the place except one: the infiltrator. Question each other and find the stranger.3–8yes, 3 levelspaid
Lords of the LandsA circuit of the lands of Zarhold: buy lands, raise outposts and fortresses, bargain with your neighbours.2–6yes, 5 levelspaid
Zarhold ChessReal chess: Overlord, Sorceress, Towers, Knights, Priests and Footmen. The computer has five levels.2yes, 5 levelsfree forever
Caravaneers’ BackgammonShort and long backgammon on a caravaneer’s chest board. Fair dice; the computer has five levels.2yes, 5 levelsfree forever
The ChroniclePut events in order on the thread of time: the history of the lands, bosses, game updates and general knowledge.1–8yes, 5 levelsfree forever
RunesBe first to shed all your runes: play one of the same element or the same sign. Curses, Shackles, Whirlwinds and Prisms.2–8yes, 5 levelspaid
Siege of TowersA card duel: raise your tower and wall, tear down your rival’s. Stone, mana and troops pile up every turn.2yes, 5 levelspaid
Hall SolitaireKlondike and Spider with one, two or four suits: solitaire for one while you wait for guests.Single-player game—free forever
Tiles of the AncientsRemove 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 HallAt night the lights go out and the werewolves come. By day the town hunts them and votes on whom to banish.5–8yes, 5 levelspaid
The Mage’s HatExplain the word to your partner while the sand runs in the mage’s hourglass. Words come from the hat, many from our world.4–8yes, 3 levelspaid
Dreams of the HallDescribe a picture in words: not too plain, not too cryptic. The others slip in similar ones and guess yours.3–8yes, 3 levelspaid
The Spoiled ScrollPhrase → drawing → guess → drawing again… At the end the scrolls unroll in full, and everyone laughs.4–8yes, 3 levelspaid
Defense of the HallA 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.

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