Lead your community through the war
You start with a few wagons and a handful of people. The camp grows into a settlement, the settlement into a town and power over the land. On the very same spot, and you will see it happen.

Place · Chain · Hold
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Place the wagons
Choose the ground: a hilltop, a ford or the edge of a forest. Chain the wagons wheel to wheel, close the gaps with pavises and leave a passage for a sally.
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Assign your captains
Captains command sections of the wall. Who holds the threatened flank and who keeps the reserve decides more than the number of men.
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Hold the line
Handguns, hook guns and crossbows behind the side boards, flails and sudlice pole arms in the gaps. Powder and bolts are counted: what you spend is missing at home.
Formation
A ring, a square or two rows of wagons. The ground and the number of wagons decide the shape of the wall.
Concord
People quarrel over faith, loot and work. Concord holds the community together; a schism breaks it apart.
Supplies
Powder, bolts, bread and hay for the horses travel on the same wagons that form the wall.
Terrain
Hilltop, pond, forest and mud. Where the wagons stand decides more than the first shot.
From convoy to the land
The game starts on the road. You have a few wagons, a handful of people and supplies for a few days. You win followers, find food and powder, and when an attack comes, you build a wall from your wagons.
The camp becomes a settlement, a home you keep coming back to. Step by step you gain sway over the villages, castles and towns of the region. The land is not won by colouring the map but through roads, supplies and allies.
Ways to play
The campaign is your way into the game. Free play is where you will keep coming back. The roadmap shows what arrives when.
Two sides of the war
The Hussites set out with a few wagons. They win followers, learn to build the wagon fort, and a crowd of peasants and craftsmen becomes a feared army.
The Catholic coalition starts with a town garrison or a noble’s retinue. It holds castles and towns, hires mercenaries and leads campaigns against the heretics.
The demo and the first campaign are played as the Hussites. Historical battles will be playable for both sides, and a campaign for the Catholic coalition comes later. The campaigns also lead to north-west Bohemia, to Chomutov, Kadaň, Most and Žatec, where in 1421 both sides took turns attacking and defending.
The wagon is home and wall
You start with no buildings, only a convoy: wagons, people and supplies. Crusaders and raiders strike in several places at once and you have one convoy. You choose where to raise the wagon fort and what to leave to defend itself.
In battle you command in person. The exact number of wagons, gun barrels, kegs of powder and fed people goes into the fight. Whatever breaks, is fired or falls is missing at home.
Five epochs, one place
The campaign follows the community from the spring of 1420 to 1436. Nothing is unlocked by research. What matters is how the settlement grows, who lives in it and what the campaigns bring home.
The land remembers
What you build and fell stays. Ruts left by the ring of wagons, scorched earth from the fires, the first well. Left untended, everything grows over with the seasons and the years.
The first ring of wagons decides where the square and the main road will be. Your people have names and live through the epochs: the wheelwright of the first year is a guild master years later. The chronicler knows them by name.
What the game holds to
Mud, winter, hunger, money. No magic, no chosen ones, no miracles. Only people who believe in them.
We do not rewrite history. Your community is fictional, but it stands on a real place and real events happen around it.
The game is in development. This description follows its current design and may still change.