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Storm the CampPlay online, free

A Toy Battle alternative

Send your party through one dungeon floor. Take rooms with stronger heroes, seal wings for relics, and storm the rival camp.

Play against bots

Join a table of 2. Bots take the empty seats within five seconds.

Bots
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With friends

Start a private table and send the invite.

Beginner

A real game, with a coach at your side.

Learn by playing

In your own time

Real people. Each player moves when they have time, and a notification tells you when it is your turn.

Find players

No sign-up. 2 players; a bot fills the empty seat. A game takes about 15 minutes.

Storm the Camp is not affiliated with or endorsed by the owner of Toy Battle. Toy Battle is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

  1. The parties. Two players each lead a party of 24 heroes: 8 roles, with 3 heroes of each role. Each party sets 4 heroes aside, unseen. The other 20 heroes are the reserve, a shuffled pile. Gold has the north camp and Blue has the south camp.
  2. The deal. A random player goes first. Both players draw 4 heroes from their own reserve. A hand holds at most 8 heroes.
  3. The floor. The floor has 15 rooms in 5 rows and 3 columns, joined by 22 corridors. Each camp has corridors to the 3 rooms next to it. Two rooms, a3 and c3, are shrines.
  4. Your turn. Do one of two things. Draw 2 heroes, or 1 when your hand has 7 heroes or your reserve has 1 hero. Or put one hero from your hand in a room. Then the other player has a turn.
  5. Where a hero goes. A hero can go in an empty room, on your own hero, or on a rival hero that is weaker. A hero never goes on a hero of the same strength. A hero never goes on your own camp. You can put a hero on the rival camp.
  6. Connection. A hero must be connected to your camp. This means a chain of corridors from your camp, through rooms where your hero is on top. An empty room or a rival room breaks the chain. The room you aim at can be empty or rival. The game checks this when you place the hero. Later breaks remove nothing.
  7. Stacks. A hero put on an occupied room goes on top. Only the top hero counts. The heroes under it keep their place. If a trick removes the top hero, the hero under it counts again.
  8. Tricks. When a hero is placed, its trick acts once. Then the room acts, if it is a shrine. You draw 1 hero when your hand has fewer than 8 heroes and your reserve is not empty. A covered hero never acts again.
  9. Wings and relics. A wing is the space inside 4 rooms. Eight wings hold 12 relics in all. When you hold all 4 rooms around a wing, you seal the wing. Then you take its relics. You keep them to the end, even if you lose a room later. A trick can uncover a hero. This can seal a wing on your rival's turn.
  10. How to win. Put any hero on the rival camp with a connection to win immediately. Or hold 6 relics to win immediately. If a player cannot draw and has no legal place for a hero, the game ends. The player with more relics wins. With equal relics, the game is a draw.

The eight roles

RoleStrengthTrick
HalflingNo strengthIt can go on any rival hero. Any rival hero can go on it. No trick.
Bard1You draw immediately, as if you took the draw action.
Ranger2You can put one more hero from your hand now.
Fighter3You can send the rival top hero in a room next to it to its discard pile.
Rogue4It can go on any legal target without a chain from your camp. Storming the rival camp still needs a chain.
Wizard5A random hero from the rival hand goes to the rival discard pile.
Cleric6You draw 1 hero.
Paladin7The strongest hero. No trick.

At the online table

  • Tap a hero in your hand to lift it, then tap a lit room. Only the rooms where it can go are lit. Tap the hero again to return it.
  • Tap Draw to draw heroes. When a Ranger or a Fighter asks, tap a lit hero or tap the button that skips the trick.
  • Tap a room when you hold no hero to read its stack and its wings.
  • On a keyboard, keys 1 to 8 pick a hero. The arrow keys move over the rooms. Enter places the hero. Space or R draws. S skips a trick. Esc returns the hero. M turns the sound off.
  • Each turn has a timer. If the time ends, the table plays for you.
  • A bot takes an empty seat. The game always marks it as a bot.

Questions

Why can I not put this hero in that room?
The room can be held by a hero that is as strong or stronger. Or no chain of your rooms reaches it. Only a lit room takes the hero you hold.
What happens to a hero that is shoved?
It goes to its owner's discard pile, face up. It never returns.
Do I see the heroes my rival holds?
No. You see how many heroes your rival holds. You never see which heroes. Every stack and every discard pile is open.
How long is a game?
About 15 minutes.

Why it is fair

A secret seed shuffles both reserves. You see the seed's fingerprint, a short code, when the game starts. You see the seed and the heroes set aside when the game ends. Then you can deal the game again and check it. Verify a game.

Play now

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

We changed the material: names are used with new rules.