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CLANFIRE

CLANFIRE

GATHER · EXPAND · CONQUER

New game

⚔ Choose your Trial

Every game rolls a fresh, unknown world.

🌿
Calm
Peace holds until you break it.
🏹
Moderate
Sharp spears, even odds.
💀
Hard
No warnings, no mercy.

🎲 Choose your Origin

The gift your people begin with — your rival is choosing too.

Choose your Origin — the gift your people begin with. Each game deals three cards from the deck; you keep one, and the others burn.

Your rival is choosing too. On Calm you'll see their card; on Moderate only its name; on Hard nothing — read their behavior, or scout it out.

Load game

Save file

Settings

Autosave

Sound effects

50%

Music

40%

The music is played by the game itself, not a recording — it never repeats and it costs nothing to load.

Chief's name

…

Backup & recovery

The token moves your cloud saves to another device. Treat it like a password.

Event log
PAUSED

PAUSED

🕯 Winning is no longer possible

🏆 Leaderboard

The ten greatest chiefs, all the world over. Victories only — and the hardest roads score highest.

Fetching…

Guide

Welcome to the valley

A campfire, a handful of villagers, a wild green valley — and a rival chief across the map who wants all of it.

Drag to look around, pinch to zoom, tap to act. That's every control in the game.

Raise your village

Tap a building, tap the ground — your villagers do the rest.

Everything grows from the Town Center. Raise it through three levels and each one unlocks new buildings, new soldiers, new tricks.

Gather everything

Tap a villager, then a forest, a hill or a gold seam — off they go. Wood builds, stone fortifies, gold pays for the sharp stuff.

Every valley is short on one resource, and your scouts name it on day one. Claim it before the rival does.

Feed the tribe

Hungry villagers down tools. Plant farms by fertile soil, hunt the woods, fish where the fish jump.

Station a villager at a farm, lodge or quarry and it works all day — a fed village runs itself.

Choose your Origin

Every game deals you three Origin cards — keep one. It's the gift your people start with: faster axes, braver spears, deeper purses.

Your rival drafts one too. On Hard you won't know which…

The wilds bite back

Wolves hunt the pines, bears own the deep forest, and boars charge anyone who steps too close.

Barbarian tribes — the Wolfskins, the Woadkin, the Sea Folk — land in boats, burn what they find, and leave. They raid your rival just as happily.

Raise an army

Defenders from the Barracks, archers from the Range, riders from the Stable, catapults and trebuchets from the Siege Workshop.

Higher halls train fiercer troops — up to the Bronze Champion. Spears, bows and horses each cover another's weakness. Mix them.

March as one

Muster your soldiers into an army under one banner — tap the banner and the whole host answers as one.

Sound the horn to call every idle blade to a spot. And when raiders reach the walls, raise the levy — the whole village takes up arms.

Hold the line

Walls turn raiders, gates let your own people through, and watchtowers shoot anything that comes close.

Villagers shelter inside the Town Center when trouble knocks. Stone buys time — and time builds armies.

Rule the water

The Dock floats fishing boats, transport rafts for your soldiers, fire warships and bombard ships that break coasts.

Some valleys are islands, and the whole war crosses by sea. Old sailors swear something vast moves under open water…

Know your rival

Across the valley a rival chief builds, schemes and remembers. Every game they roll a different temperament — hoarder, raider, sea-wolf.

Scout them early and watch how they probe your defenses. They are certainly watching yours.

Two roads to glory

Break the rival's Town Center and the valley is yours.

Or out-build them entirely: raise an Ancient Wonder — one of ten monuments — and win without a war. Either road ends on the leaderboard.