Rule a medieval principality in your browser — a free turn-based strategy game

Hex battlefield: the prince and his fighters face a crowd of undead on a wheat field, with the turn order along the top, a hit-chance hint over a target and orders for each troop type along the bottom

Heroes of Swords and Coins is a free browser strategy game about running a medieval principality. You don't command armies in real time and you don't pay to start: you read the map and the bazaar, decide what your realm does next, then end the turn and watch the world answer.

  • Turn-based
  • Desktop & mobile
  • Solo or up to 8 players
  • No ads

Key takeaways

  • Free to start. Guest play, one save on a small map, one full game start to finish, tutorial chapters 1–3. No registration needed.
  • Turn-based, not real-time. Playing solo, nothing punishes you for thinking: a turn takes as many decisions as the situation needs.
  • The economy runs itself. Bazaar prices come from supply and demand — nobody sets them by hand.
  • Solo or up to 8 players. Free accounts can join hosted games; hosting your own is part of the Full version.
  • Runs anywhere with a browser. Desktop and phone, same game, no install.

How Heroes of Swords and Coins works

A turn-based strategy browser game asks you to plan in steps instead of reacting in seconds. This one takes that seriously: turns are the whole clock, and everything that moves — prices, births, neighbours, the dark — moves when you end one.

  1. Read the map and the bazaar

    Check prices and stock, your treasury, your borders, and what your neighbours and the hordes are doing. The bazaar table shows where goods are scarce and where your workshops can turn a profit.

  2. Decide

    Colonize a land, hire retinue, march on a threat, back or oppose a law. As many decisions as the turn needs.

  3. End turn, the world answers

    Prices shift, people are born and die, neighbours act, and the dark presses in if you've left a border soft.

That's the whole game loop: you commit, then you live with it. How to play: full guide →

Battle, seen up close

Field

A hex battlefield where every fighter is a figure of their own: move, strike, shoot. Hit from the flank or the rear for more power; a surrounded fighter surrenders.

Autobattle

By the standard rules — the battle plays itself out and you read the outcome.

Five troop types — pikemen, mounted knights, archers, crossbowmen and swordsmen — beat each other in a rock-paper-scissors circle. A fighter's type comes from the equipment you issue from the prince's stock, and militia take theirs from their home land. Give one order to a whole troop type while you lead the prince yourself; as he levels up, he picks one of two skills.

The hit chance is shown before every strike — no hidden rolls. Assaulting a capital means walls, towers and a catapult. Battles between two human players can be fought on the Field too.

A living map

Your lands, your neighbours' borders, hordes on the move — the whole realm on one painted map. Zoom in to see every farm and workshop.

Close-up on a developed capital with its houses, farms and mines, sandy roads, villagers at work on every land, a differently-coloured neighbour's border nearby, and the retinue list on the left

A map that lives

People on every land work and talk: farmers hoe, women reap, miners go down to the pit. Zoom in and they speak up about what really troubles them — drought, hunger, the dead nearby. Hover over anyone to see their name, health and craft, and “Meet the villagers” on a land’s card shows the people who live there.

Close zoom on village life: farmers and hamlets by a bridge and a lake, a speech bubble saying 'Send us people! Without them 17% goes to waste' and a villager's card with name, age and health

A living medieval economy

Bazaar prices rise from shortage and fall from glut. Crafts turn raw goods into wealth. The treasury has to cover all of it, and nobody — not you, not the AI — sets a price by hand.

So why isn't this only a combat game? Because combat is punctuation, not the sentence: you can win every battle and still bankrupt yourself doing it.

Rule, don't micromanage

No worker assignment. No production chains to balance on a spreadsheet. People, prices and trade run on their own, and you're left with the decisions a ruler actually made: whom to trade with, what to build, when to march, which law to back or oppose. You set the direction and live with the consequences, instead of babysitting quarries.

Bazaar table listing goods, prices, stock, demand and exports

The bazaar

Prices rise from shortage, crafts turn raw goods into wealth, and the treasury has to cover it all.

Retinue panel listing named knights with strength, experience, health and status

Dynasty & retinue

Your ruler, heirs and knights are named people with their own strength, experience and wounds — not interchangeable units.

Map view with neighbouring principalities' borders and a horde moving close to their settlements

Neighbours and the dark

Trade, war and vassalage with the principalities around you — and when a realm grows weak, the undead and the Night King come for it.

Play solo or with up to 8 players

You can run a whole principality alone against computer-run neighbours. Multiplayer changes the texture: up to 8 people share one world, each ruling their own principality. A strong player next door is a threat, a weak one is a meal, and the bazaar keeps moving either way.

Turns can run live or by mail with a longer turn timer, and an email can tell you when it's your move. Free accounts join games other players host; hosting your own is part of the Full version.

No download, no install

There's nothing to install. Heroes of Swords and Coins runs in the browser, so you click play and you're in: no launcher, no patch queue, no account needed before you've decided you like it.

It's the same game on a phone as on a desktop — map, bazaar and battles all fit a small screen. Once you sign in, your saves live with your account, so you can start on a laptop and finish on a phone; a guest game isn't tied to an account until you choose "Save to account".

Free browser strategy game, one optional purchase

There are exactly two tiers, and the first one is the game.

One payment, no subscription, no timed content. Anyone hunting for strategy games online for free can play the entire loop — read, decide, end turn — at no cost and never hit a wall. The $15 buys convenience and scale, not access. Full pricing details →

Frequently asked questions

Do I need to install anything to play this browser strategy game?

No. It runs in your browser. You click play and you're in — no download, no account needed to start.

Does this turn-based strategy game work on phones?

Yes. The map, the bazaar and the battles all work on a phone screen as well as a desktop. It's the same game either way.

Is this medieval strategy game really free?

Yes. Guest play, one full game start to finish and tutorial chapters 1–3 cost nothing, with no ads and no cut-off. The one-time $15 Full version adds save slots, bigger maps and game hosting, and it's entirely optional.

Can I play with friends?

Yes — up to 8 players in one match, each ruling their own principality. Free accounts can join games that other players host; hosting your own multiplayer game is part of the Full version.

What emails do you send?

Only registered users receive email from us, and only for these reasons:

  • Email address confirmation — on registration, if you provided an email.
  • Password reset — when you request "Forgot password?".
  • Turn computed — an optional notice for play-by-mail games with a long turn timer, letting you know it's your turn. You can turn it on or off in account settings.

We never send marketing or promotional email of any kind. Every "turn computed" email includes a direct unsubscribe link that works instantly, without signing in; you can also toggle it off in account settings.

Contact

For any question — including registration, email, or account data — write to [email protected].