Draw the fight
No menus mid-battle. Where a hero walks is how it attacks — around, across, down, or straight through.
The last inn on the old road, and the lantern that keeps it lit. Bind your heroes with the light and push it back into the Hollow.
Free to play · on Android and iPhone
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Gather a squad, trace a path through the monsters, and bring every hero down on them at once.





Your squad and the enemy pack share one small board. Drag each hero to its ring, routing through the monsters to hit them — and if that ring touches another hero, the same stroke carries on into their line. Let go and everything you chained lands at once.
No menus mid-battle. Where a hero walks is how it attacks — around, across, down, or straight through.
Summon from 74+ heroes, level them, fit runes, and balance fire, wood and water against what you face.
Five maps of campaign, then Hard mode, an endless Spire to climb, and an Arena against other players' squads.
Everything a new innkeeper needs, from the first stroke to the dragon at the end of the week. The Novice Guide in the game has every number.
You don't tap to attack. You draw. Every hero walks the line you trace, and hits whatever it passes.
Drag a hero from its coloured tile to the ring of the same colour. Route the line through monsters: that is how you hit them.
If the ring sits next to another hero, keep dragging. One stroke carries on into their line.
The more heroes in one stroke, the harder they all hit, and two or more earn a follow-up strike.
When every hero has moved, each living monster hits every hero once. Every kill makes the next round hurt less.



















Two or more heroes in one stroke earn a follow-up strike on top of their own hits. The longer the chain, the bigger it lands.
Two heroes. A follow-up strike on one enemy.
Three heroes. The follow-up hits every enemy.
Four heroes. Lightning on every enemy at once.
All five. A meteor on one enemy, and bonus gold.
+25 goldfor linking the whole squad in one stroke. With five heroes, that's a PERFECT: the biggest strike in the game.
Every hero and every monster has an element. Bring the one that beats the pack, and keep the one it beats on the bench.



Fire burns wood, wood drinks water, water quenches fire. Hit the element you beat for 1.3× damage.
Hit the element that beats you and only 0.7× gets through. The same holds for the pack hitting you.

Physical heroes never take the 0.7×. They hit every element at full force, and other physical fighters for 1.3×.
Each hero strikes in its own shape as it walks. The shape decides where you draw: around a crowd, down a lane, or straight through the one that matters.
Hits everything around each tile it walks. Best through a crowd.
A beam across the whole row of every tile it walks.
A beam down the whole column of every tile it walks.
Only what it runs through, but over and over. Made for bosses.
Walks without striking, then rains on everything within 2 tiles of where it stops.
Strikes nothing. Heals the squad on every tile it crosses.
Walked tileTile it hitsTile it heals
Every finished link fills that hero's skill bar by 12. When it's full, tap the hero to cast. Casting doesn't use up your turn.
Takes every enemy hit for the squad for 2 rounds, with 70% less damage.
Tap the hero to cast
Hits in the hero's own shape from where they stand. Won't fire with nothing in reach.

Hits every living enemy at once, like Liriel's Thornstorm.

Heals every ally by the same amount.

Raises attack, armour, crit or lifesteal for a few rounds, or shields the squad.
The campaign is only the start. Each door at the Inn asks for a different squad.
1Five maps of ten stages each, along the old road.
2Layer after layer of health, ×3 up to ×9. Gems and a Hero coupon on the first clear.
3Hard mode is its own road. The Spire is an endless climb, floor after floor.
4Their squads fight back, turn by turn. Climb from Bronze to Diamond.
5One dragon a week, three attempts a day. Score by damage, rewards by mail.
6The same board for everyone: Perfect Clear, Unreachable or Hit Count.
The AlbumEvery hero you collect lights up once and pays gems: 5 for a 1★, up to 30 for a 5★. 77 heroes so far.
Chapter 1 of 6 · The turn
Start with one of three and summon the rest — from humble 1★ recruits to legendary 5★s. New heroes arrive at the Inn with every update.
★★★★★Aurelian
★★★★★Solenne
★★★★★Verdrath
★★★★★Pyrrha
★★★★★Nimue
★★★SilviaDragons, sea queens, knights and wardens. Every hero brings their own attack shape, skill and passive, so no two squads play alike.








When the campaign is done for the day, the Inn has three more doors — other players, the biggest fights on the road, and a puzzle that is the same for everyone.

Fight other players' squads, turn by turn — they hit back. Set up a defence team to stand for you while you're away.

Every map ends in a boss that fights on layer after layer of health — ×3, ×5, all the way to ×9. Bring your best squad, and your skills.

One hand-set board a day, the same for every player. Link all five heroes and cover every tile in a single stroke.
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