Adventurers' Hall

Playable now

Play short dungeon runs for gold, room by room, with a sword.

You can do this now.

Play a run

What it is

  • Build an Adventurers' Hall in any city. Your empire can have one.
  • Its page has a button to play a run: a top-down dungeon, like the first Zelda.
  • It is optional. The rest of the empire does not need it.

Playing a run

  • Click or tap the game to start a run.
  • WASD or the arrow keys walk, two at once for a diagonal. Space or Enter attacks the way you face. P or Esc pauses, and Esc, Resume or a click beside the pause box carries on. Refreshing the page mid-run pauses it the same way.
  • Settings, on the pause screen, change the keys: a main and a secondary for each action. It also picks the era of the graphics, sound effects and music, from the eras your Hall has reached that the game has so far, and turns animation on or off from Hall level 2. Sound effects play from Hall level 3, with a volume slider beside them, and Off silences them. Music plays from Hall level 4 while a run does, with its own slider, and pauses with the run. Changes save at once, in this browser.
  • Tab or M, or clicking the small map at the top, pauses and opens the dungeon map over the screen, once you have researched Map Making. Press it again, Esc, or the close button in its corner to carry on. Settings can change its keys.
  • On a phone, steer with the D-pad on the left, sliding your thumb between its arms, and attack with the button on the right. It steers four ways, and eight from Hall level 5. Both stay on screen in full screen.
  • The button in the game's top right corner, or Alt+Enter (Option+Return on a Mac), plays it full screen, keeping its shape. The result of a run shows there too.
  • Nobody walks through anybody: monsters block you and each other. Walking into one hurts you.
  • Clearing runs adds new monsters, shown in the bestiary.
  • A room's doors stay shut until everything in it is beaten. Beat the boss to win.
  • A run lasts 10 minutes at most.
  • The game checks every run once it ends, so only what you actually played counts.

Gold

  • Beating the boss pays 60 gold.
  • From Hall level 6, every monster you beat pays too, even if you fall: 1 for a slime, 1 for a rat, 2 for a knight, 2 for a snake, 2 for a bat, 5 for a shield knight, 10 for the boss.
  • Your first 9 cleared runs each day pay in full. After that each pays half the one before, down to 10%. The count starts again at midnight UTC.
  • Gold goes to your empire's purse. It buys transport ships at a Port and goods at an Auction House.

What comes later

Designed, not built

Named adventurers, classes, levels, hearts and rifts, and new features for each of the Hall's 30 levels. They arrive as they are built, and you get each one for every Hall level you have already reached. See Adventurers' Hall levels.

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