BIG BAD GAMES

THE GATES ARE OPEN

Little quests.
Legendary breaks.

Leave the ordinary at the castle gates.
Fifteen free games, including five reading adventures.

Choose your quest ↘
15 trials to conquer10 Summit adventures0 coins required

YOUR COMPANY OF HEROES

Squire Rowan

Conquer quests. Earn gold. Discover your next legend.

How to earn gold ↗Daily quests ↗Weekly challenges ↗

THE QUEST BOARD

What calls to thee?

15 QUESTS / ENDLESS REMATCHES

QUEST 011 learner

Sound Safari

Hear a picture word and find its first letter. Practice beginning sounds with friendly clues.

QUEST 021 learner

Word Workshop

Put letter tiles in order to build picture words, from simple words to longer challenges.

QUEST 031 learner

Rhyme Garden

Listen for matching endings and grow a garden of rhyming word pairs.

QUEST 041 learner

Sight Word Stars

Listen, read and spot familiar everyday words. Replay each word whenever you like.

QUEST 051 learner

Sentence Trail

Arrange words into short sentences, then read your finished sentence aloud with the guide.

QUEST 061 player · 10 adventures

Summit Sprint

Ten long, named adventures through painted kingdoms. Climb key towers, descend into rune cellars, unlock gates and discover hidden treasure. Complete the crown quest for 2,500 bonus gold.

QUEST 071 player

Realm Survivor

Choose your powers, defeat relentless monsters, and forge an evolving build. Earn three-choice upgrades at rising kill milestones and survive ever harder waves.

QUEST 081 player

Tower Defense

Recruit nine distinct defenders anywhere off the road. Mix spells, poison, swords and artillery, upgrade your company, and defend the keep through 20 waves.

QUEST 091 player

Avalanche Escape

Ski an endless, changing mountain with 128 terrain families, rare big-air ramps and eight obstacle types. Land tricks and chase your personal best.

QUEST 101 player

Brick Break

Breach the fortress, one stone at a time. Keep your siege ball flying through 50 levels with special blocks and a repeatable 2,500-gold champion bonus.

QUEST 111 player

Minefield

Scout the castle grounds. Choose from four difficulties, read the clues, and mark the hidden traps. Your first step is protected.

QUEST 121 player

2048

An alchemist’s puzzle of growing power. Combine matching runestones until you forge the legendary 2048 tile.

QUEST 131 player

Echo Beats

Watch the ancient runes awaken, then repeat their spell. Master twelve growing sequences to earn the runekeeper’s favor.

QUEST 141 player

Star Striker

Take aim at the royal targets. Thirty seconds to prove your precision as the marks grow smaller and faster.

QUEST 151 player

Maze Quest

Find a golden key in the keep’s winding passages. Explore endless labyrinths that grow larger after every escape.

NEW ADVENTURES EVERY DAY

The daily quest scroll

Earn up to 700 quest gold each day, plus growing daily streak bonuses. Make real progress in different games and complete today’s rotating challenges, then claim your rewards here.

Resets at midnight on this device. Bonus gold is extra and bypasses game earning limits. Unclaimed rewards expire at reset. Sign in to save across devices.

GREATER TRIALS · GREATER TREASURE

The weekly challenge scroll

Take on four tougher challenges for up to 4,500 bonus gold each week. Daily and weekly progress grows together as you play.

Resets every Monday at midnight on this device. Claim completed challenges before reset; unclaimed rewards expire. Bonus gold bypasses game earning limits. Sign in to save across devices.

GOLD REWARDS

How much gold can I earn?

These are the exact amounts added to your gold. Find your game below to see what pays.

Play → earn goldRewards are added automaticallyExtra quest goldClaim daily and weekly rewards+2,500 goldBeat Summit Sprint or Brick Break

Realm Survivor

25 gold for wave 1; +5 more each wave

  • Choose one of three powers to start. Defeat every monster in a wave to earn gold.
  • Wave 2: 30 gold · Wave 3: 35 gold · Later waves keep increasing.
  • Power upgrades are earned through kills, not purchased with gold.

Tower Defense

35 gold for wave 1; +5 more each wave

  • Clear every monster in a wave to earn treasury gold.
  • Wave 2: 40 gold · Wave 20: 130 gold
  • Battlefield coins build and upgrade towers; they are separate from treasury gold.

Avalanche Escape

25 gold per 1,000 m · endless distance

  • Distance milestones pay once each run.
  • Keep skiing: each new kilometer pays another 25 gold.
  • Falling costs speed; treasury gold already earned stays saved.

Summit Sprint

300–750 gold per long chapter

  • Chapter 1: 300 gold. Each next chapter pays 50 more.
  • Each star: 5 gold · All stars in a chapter: +250 gold
  • Each key: 25 gold · Each hidden chest: 75 gold
  • Each of 3 checkpoints: 50 gold
  • Beat chapter 10: +2,500 gold. Replays pay again; retries cannot duplicate a pickup within the same game session.

Brick Break

55–145 gold per level

  • Levels 1–5: 55 gold. Every 5 levels, the reward grows by 10 gold.
  • Each treasure brick: 5 gold
  • Beat level 50: +2,500 gold

Minefield

200–1,000 gold per win

  • Easy: 200 gold
  • Medium: 400 gold
  • Hard: 700 gold
  • Expert: 1,000 gold

2048

Earn gold when you reach a new tile

  • 128 tile: 80 gold · 256 tile: 140 gold
  • 512 tile: 240 gold · 1024 tile: 360 gold
  • 2048 tile: 600 gold · 4096 tile: 1,200 gold
  • Each tile reward pays once per game.

Echo Beats

890 gold for a perfect game

  • Round 1: 30 gold. Each next round pays 5 more gold.
  • Round 12: 85 gold
  • Finish all 12 rounds: +200 gold
  • You keep the gold from rounds you complete, even if you lose later.

Star Striker

20 gold for every 60 score

  • Finish the 30-second challenge to get paid.
  • Example: 300 score = 100 gold
  • Maximum: 300 gold per challenge

Maze Quest

60 gold for your first maze

  • Each bigger maze pays 10 more gold.
  • Maze 2: 70 gold · Maze 3: 80 gold
  • Find the key and reach the exit to get paid.
When do I get paid?

Gold is added as soon as you complete the action listed for a game. You do not need to collect it separately. Daily and weekly quests have their own Claim buttons.

Keep earning full rewards when you replay your favorite quests. Daily and weekly bonuses are extra.

Every Summit Sprint and Brick Break championship awards 2,500 bonus gold as a separate bonus. Beat the final level again to earn another championship bonus. Pack duplicates refund 25% of that pack’s cost.

HELP AT A GLANCE

How to play & save

Tap a game to start. Every game shows a personal best that saves in this browser and survives New game or reload. Score games track points; Survivor and Tower Defense track kills, Summit and Maze Quest track completed chapters/mazes, Echo tracks completed rounds, and Minefield tracks revealed safe squares per difficulty. Survivor difficulty and 2048 board sizes also keep separate records. Personal bests are browser-local and are not account-synced. Every game works with touch controls. Use Fullscreen in any game to fill your screen; tap Exit fullscreen to return. On phones without native fullscreen support, the game fills the browser window. Open a topic below, or ask the site assistant about games, rewards, packs or accounts. The assistant explains the rules; it cannot view your private account, change your gold or play for you.

Accounts and saved progress

Tap Account to sign in or create an account with an email and a 12–72 character password. Accounts connect to games-api.jaredmalan.com. Gold, heroes, equipped character, daily and weekly quests, streaks and unlocked Summit Sprint/Brick Break levels save automatically while signed in. In-progress boards and positions are not saved. A new empty account automatically saves this browser’s progress; an existing account loads its server save. Sign into the same account on another browser to load it. A new tab may require signing in again. Guest play saves only in this browser. Signing out restores the earlier guest save. If another device saves first, load its newer progress before continuing. Offline changes retry when connected. Password recovery is not yet available.

Reading adventures

Visit /reading/ for Reading Quest, including four blended Play + words activities, each with an optional picture-only Simple play mode: Bubble Meadow (listen to and pop12requestedletters), Shape Picnic (matchsixshape pictures to their written names), Picture Pairs (matchthreeanimalpictureswiththeirwordcards), and Sticker Studio (followeightword-and-picturepromptstocreateascene,thenkeepcreating). Each play milestone earns one star and finishing adds three bonus stars plus the next available badge. These have no timers or losing. Picture instruction panels show a tapping hand and example objects for each action. Large custom illustrated animals, shapes and objects replace emoji in the play games. Sticker Studio shows the currently selected picture above the board. Reading Quest is a dedicated reading challenge page with stars and collectible badges. Earn one star for every completed answer, even after hints or retries, plus three bonus stars and the next badge for each completed lesson. These browser-local rewards are separate from arcade gold and accounts. Five untimed English reading games offer Level 1 (one-syllable words) and Level 2 (multisyllable words) levels. Sound Safari practices beginning sounds by matching a spoken picture word to its first letter. Word Workshop uses letter tiles to spell picture words; use Undo to fix the order. Rhyme Garden matches words with the same ending sound. Sight Word Stars asks you to find a spoken everyday word. Sentence Trail puts word tiles into a short sentence. Each lesson has an eight-step themed mission map: safari discoveries, a word workshop, a growing rhyme garden, a star constellation or a story trail. Listen first, solve, then advance to collect discoveries. Word tiles have answer slots and grouped letter speakers. Read it together replays the model after a correct answer. Hints and retries stay available, and Finish lesson awards the reward. Listen again repeats the prompt; spoken prompts can be turned on for automatic reading after an interaction. Bundled recordings read the prompts and letter names without relying on browser speech synthesis. Hear the letters reads all letter choices, and each letter has a separate speaker control. No microphone is used. If speech is unavailable, Show a word clue provides a visual model or a grown-up can read the prompt. No timer or lives; correct answers earn 50–100 practice points depending on retries, up to 800 per lesson. Practice scores save locally by level; lessons do not pay gold or advance gold quests. These are practice activities, not reading assessments.

Summit Sprint

Explore one connected world per chapter, with branching high trails and underground caves connected by continuous tunnels, with ladders back to the surface. Choose a route, collect its stars, and return to explore the other paths. Explore ten long, named adventures with four sections and three aligned checkpoint stations, each with a flag on the surface, high route and cave route. Hold the left or right buttons and tap Jump; keyboard arrows/A/D and Space also work. Hold Up/W or Down/S on ladders (or the ↑/↓ touch buttons) to climb the enormous final key towers and descend into the underground rune cellar. The camera follows you vertically and horizontally. Let go to hold your position on a ladder; move sideways or Jump to leave it. Both key towers stand at the end of the level, beyond the main route. The towers are separated by a long obstacle courtyard, so descend and travel along the ground between them. Climb 8–15 widely spaced ladder stages and jump over hurdles and spikes on guarded terraces to collect the sun and moon keys. The upper route across the normal level is made of solid cloud platforms with gaps and gentle height changes and wider jumping gaps; jump between clouds and use the ladders at either end to return to the surface. Return to the escape door at ground level; you cannot escape without both keys and defeating the chapter boss. Each final arena has a boss checkpoint and a sign explaining the fight. Boss damage remains after a fall. The ten bosses match their realms: Brambleheart (stomp), Floodwarden (valve then stomp), Hollow Abbot (jump into the bell), Amberwood Boar (bait a crash into pillars), Frostglass Sentinel (freeze plate then stomp), Furnace Wyrm (vent plate), Storm Roc (stomp during calm winds), Astral Watcher (stomp orbs to reflect them), Bone Regent (alternate seals then stomp), and Cloud Crown (stomp, vent, reflect phases). Golden bosses are vulnerable; incoming ground shots must be jumped over. Each key opens its matching final gate automatically. Descend into the cellar and claim the violet rune key from its relic stand to raise the portcullis. Each chapter has its own named altar or reliquary. Narrow surface pits have spike beds; jump across them. Hold Up/W (or ↑) on the same ladder to leave; the surface landing is permanent and marked with an exit sign. Use springs to reach high treasure ledges. Warning signs mark trap springs below downward-pointing spikes: jump over these springs instead of stepping on them. Use the Respawn location selector and Respawn button to return to your latest checkpoint or the chapter start without resetting collected items. Step on brass pressure plates to open linked gates for four seconds or cool linked steam vents. Conveyor belts push toward timed crushers: wait for the crusher to rise before crossing. Signals and connecting wires show which objects work together. Connected grass-topped soil, solid steps and low tunnels mix with moving platforms, collapsing bridges, conveyors, Frostglass ice, Stormwatch gusts, furnace jets, spikes and saws. Moss sentries patrol the surface, caves and high trails. Each chapter adds pressure through faster pursuit and patrol, longer sight, increasing guard numbers, faster machinery and shorter plate timers. Checkpoints and ladder entrances have clear safe areas. If they see you in front of them, they chase; walls, solid soil and closed gates block their view. From chapter 3, orange chargers pause before a fast rush. From chapter 6, purple spitters stop to fire dodgeable shots that walls block. From chapter 7, blue winged flyers patrol above the routes; dodge beneath them or jump onto their heads. From chapter 8, steel-colored armored guards need two stomps; each stomp bounces you upward. They cannot jump, climb ladders or cross gaps, so jump over them, reach high ground or break their line of sight. Land on a sentry’s head while falling to defeat it and bounce upward. Side or underside contact causes a fall and checkpoint respawn. Defeated sentries stay defeated after checkpoint respawns; Retry creates fresh ones. Each later chapter has faster, sharper-eyed guards, wider gaps, narrower tower ledges and more obstacles. Tower floors shuffle eight encounter arrangements: single hurdles, staggered steps, spikes, moving saws, mixed traps, conveyor crushers, steam plates and clear breathing spaces. Nearby floors avoid repeating the same arrangement. First landings and key floors stay safe; new attempts shuffle again. Each checkpoint saves the route you touched, so falls do not send you to another height. The three flags at one station share a single 50-gold reward. Later chapters have faster crushers, stronger belts and shorter plate timers. Keys, switches and pickups stay collected after a fall; checkpoints return you to your latest campfire. Retry starts the chapter over. Chapter completion pays 300 gold for chapter 1, increasing by 50 per chapter to 750. Each star pays 5 gold; every star in a chapter adds 250. Each key pays 25, each hidden chest 75 and each checkpoint 50. Finish chapter 10 for another 2,500 gold on every championship. Pickups and chapter rewards pay once per game session, so retries cannot duplicate them. Existing 50-level unlocks map into the ten-chapter campaign without changing your gold or heroes. In-progress positions and pickups are not saved between game sessions.

  1. The Greenwood Pilgrimage
  2. The Sunken Aqueduct
  3. Bells of the Moonlit Abbey
  4. The Amberwood Crossing
  5. Frostglass Pass
  6. The Emberforge Descent
  7. Stormwatch Bastion
  8. The Astral Observatory
  9. The Dragonbone Causeway
  10. The Crown Beyond the Clouds
Realm Survivor

Move with arrows/WASD, drag from a point in the arena like a virtual stick, or hold the direction buttons. Play as your equipped company hero in a 1920×1920 scrolling realm with a mini-map. Choose Squire (easier), Knight (standard), or Dread (harder); changing difficulty starts a new run. Scenery is decorative so trees cannot trap you. Your powers attack automatically. Start by choosing one of three randomly offered powers. The six powers are Ember bolts, Guardian blades, Frost ring, Chain lightning, Iron heart and Wind stride. Choose a new power or increase an owned power by one level. The first earned choice comes after 8 kills; the next choices require 14, 22, 32 and increasingly more additional kills. Each card independently rolls Common 72%, Rare 21%, Epic 6%, or Legendary 1%. Common level gains are modest; Rare, Epic and Legendary gains have 1.8×, 2.8× and 4× their strength. Rarer new powers also start stronger. Each earned offer includes at least one upgrade to an owned power. Battles pause while choosing. Powers have no level cap; attack counts and movement speed have safety caps while damage keeps growing. Waves gradually increase monster count, health and speed. Wildlings are the weakest. Iron brutes appear from wave 3 with 1.5× health, and Dread knights from wave 6 with 2.2× health; both move slower to offset their toughness. Their armor and crown distinguish them. Health scales gently, spawn speed has a floor, and simultaneous enemies are capped at 10–24 as waves progress. Normal difficulty is tuned so common power upgrades remain useful without requiring rare rolls. Clear a wave to restore one health and earn 25 gold for wave 1, increasing by 5 each wave. P or Pause stops the battle; switching away pauses automatically. A new game resets your run and powers. Gold and quest rewards already earned stay saved.

Tower Defense

Defend a winding road through 20 harder waves with 12 lives and 150 battlefield coins to start. Tap anywhere off the road, choose a defender and press Build. The full base must clear the road, map edges and other defenders; red previews show invalid positions. Tap a built defender to select it for five upgrade tiers or sell for 70% of coins spent. For precise keyboard or phone placement use the X/Y inputs, or focus the battlefield and use arrows plus Enter. Nine defenders: Archer (50) fast single shots, Cannon (85) splash, Frost Witch (65) slows, Rune Mage (95) twin-target bolts, Alchemist (75) poison over time, Ranger (110) long-range heavy shots, Stormcaller (125) three-target lightning, Knight (60) short-range group strikes, and Fire Drake (100) flame splash and burning. Cannons break orc armor for four seconds; otherwise armor reduces most direct hits by 20%. Rangers deal 60% extra damage to armored enemies. Frost Witches freeze on a third hit with a brief immunity between freezes. Fire Drakes ignite poison for bonus burst damage. Stormcallers bounce lightning up to 75 pixels per hop with reduced damage, even beyond their initial range. Knights push back on every third swing. Poison and burn refresh without stacking copies; strongest applied damage is retained. At tier four, choose one of two final specializations to buy tier five. Each defender has two distinct paths, from multi-target versus rapid archery to armor-busting versus wide artillery, crowd frost versus stronger freezes, four-target magic versus curses, splash poison versus venom, heavy range versus repeating shots, six-target lightning versus a stunning single bolt, knockback versus a Paladin speed aura, and stronger burns versus armor-breaking dragon blasts. Final choices are permanent for that defender; sell and rebuild to change. The final tier requires choosing a path and paying its displayed coin cost. Start each wave when ready and build during combat. Speed selects 1×, 2×, 3×, 5× or 8× for the whole battle: enemies, attacks and spawn timing all accelerate together. Pause works at every speed. Precise placement coordinates are available in an optional disclosure. Enemies reaching the keep cost one life; later waves have more health and speed, plus armored orcs from wave 3 and large siege monsters at the ends of waves 10 and 20. Wolves run faster but have less health; trolls arrive from wave 5 with more health but move slowly. Creature silhouettes and status marks distinguish them. Clear waves for battlefield coins and 35 treasury gold at wave 1, rising by 5 per wave. Battlefield coins reset with New game and are separate from your saved treasury. Pause or switch away to stop combat.

Avalanche Escape

You descend a slightly tilted snowy mountain as gravity increases your speed from 360 to at most 480 m/s. The avalanche accelerates from 285 to 435 m/s as you descend and starts 500 m behind. Move or jump to start automatically; the Start descent button also works. The first 1,600 m are obstacle-free. The course scrolls from right to left in a side view. Hold Right/D or Tuck to accelerate; Left/A or Brake slows you. An amber warning appears within 180 m and a red warning within 90 m. Jump with Space, Up, W or the Jump button. All obstacles, including stumps, knock you down and cost speed. Wipeouts remove 70–78% of your speed and leave you tumbling for 1.5–1.8 seconds. You recover automatically but cannot jump during the fall. A short recovery window prevents repeated contact with the same obstacle. Keep the avalanche gap positive: there is no finish line. Distance plus trick points sets your saved personal best. Hold Jump for extra height. Skis follow the slope. Speed responds to terrain and drag; tucking reduces drag, braking sheds momentum, and neither adds thrust in the air. Takeoff inherits terrain motion. Leaning builds angular momentum; release your lean to level out before landing. Misaligned trick landings cause falls; clean landings absorb the impact. Widely spaced timber, ice, stone and brass kickers launch you automatically for extra airtime. A wider camera shows farther ahead. The endless course generates 128 terrain families with unique section shapes, changing hills, widths and ramp profiles. Ramps appear roughly 1,800 m apart; obstacle types include pines, rocks, stumps, fallen logs, ice shards, fences, barrels and snowballs. Smooth snow rollers replace deep dips and sharp drops. Lean Left/Right while airborne for back/front flips. Hold Down+Left for a tail grab, Down+Right for a nose grab, or Down alone for a tweak. On phones, drag sideways to lean, down to crouch, or up to jump. The Trick book lists Z tail grab, X nose grab, C method, V rocket air, B 360, N 720 helicopter, M cork 720 and R triple rodeo. Hold each key for its listed time; harder tricks need up to 1.5 seconds of airtime. A phone trick selector and Hold trick control provide the same moves. Complete tricks before landing to earn trick points (separate from gold); an unfinished flip causes a tumble. Obstacles are spaced around terrain features. Pause or P stops the action; switching away pauses too. Earn 25 gold for every new 1,000 m milestone throughout the endless run. After death, Restart descent immediately starts a fresh run. New game resets the run; earned treasury gold remains saved.

Brick Break

Drag on the board to move the paddle, then tap Launch. Keyboard: left/right or A/D. Clear 50 levels with armored, explosive, treasure and other special bricks. Level rewards rise from 55 to 145 gold. Clear level 50 for a repeatable 2,500-gold bonus. Pause, retry or restart the campaign with the buttons.

Minefield

Tap safe squares. Numbers count nearby mines. Tap Flag mode to mark suspected mines; tap Reveal to uncover squares. Desktop right-click also flags. The first reveal and its neighbors are safe. Easy is 6×6 with 5 mines and pays 200 gold; Medium 8×8 with 10 pays 400; Hard 10×10 with 20 pays 700; Expert 12×12 with 32 pays 1,000. Scroll sideways on large boards. Reveal every safe square to win.

2048

Swipe the board or tap direction buttons to combine equal tiles. Keyboard arrows/WASD also work. Choose Tiny 3×3 with a 512 goal, Classic 4×4 with 2048, or Grand 5×5 with 4096. Each tile milestone pays once per game: 128 earns 80 gold, 256 earns 140, 512 earns 240, 1024 earns 360, 2048 earns 600 and 4096 earns 1,200. A full board with no merges ends the game.

Echo Beats

Tap Start sequence, watch the four numbered pads light up, then tap the same pattern. Keyboard 1–4 also works. Each round adds a beat. Every completed round pays gold: 30 in round 1, rising by 5 each round to 85 in round 12. Finishing all 12 rounds adds 200 mastery gold: 890 gold total for a perfect run. Try again starts a fresh rewarded run.

Star Striker

Tap Start challenge and hit stars for 30 seconds. Consecutive hits increase your score. Misses break the streak. Keyboard users can Tab to the star and press Enter. A completed challenge pays 20 gold per full 60 score, capped at 300 gold. Leaving the tab stops the challenge.

Maze Quest

Tap a square directly along your current open corridor to walk in a straight line. You must choose each turn yourself; tapping the key or exit does not find a route around corners or through walls. A dotted line shows your straight route. Tap Stop walking or use arrows to take over. Whole-map view helps you plan. You can also hold direction buttons or use arrows/WASD. Find the gold key, then the green exit. Each escape creates a bigger maze with no final level. Follow mode has bearings and grid distances to the key and exit; these distances ignore walls. Switch to whole-map view to plan a route. Maze 1 pays 60 gold, increasing by 10 for each larger maze.

Gold, daily quests and weekly challenges

New players start with 100 gold and Squire Rowan. Gold is earned in games and spent on cosmetic character packs. The gold guide shows the exact gold you receive, with no earning cap or repeat-play penalty. Summit stars pay 5 gold each, plus 250 gold for collecting every star in a chapter; keys, chests and checkpoints also pay gold. Multiplayer earns no gold or quest progress. Waiting earns nothing. Daily quests offer 700 gold total: play five games, reach 25 milestones and complete two rotating challenges. Weekly challenges offer 4,500 gold total: milestones in all ten games, 150 milestones, 40 distinct campaign levels and 20 distinct maze sizes. Claim finished quests with their Claim buttons before reset. Daily resets at device-local midnight; weekly resets Monday. Claim daily quests on consecutive days for an extra 25 gold per streak day per daily claim, capped at 350. Missing a day resets the streak. No real-money purchases.

Character packs and rarity chances

Each pack grants one cosmetic character. Rarities are Uncommon, Rare, Epic, Legendary and Secret (Ascendant), above Legendary. Each rarity has its own reveal animation; Legendary has a coronation and Secret an eclipse. Optional synthesized sounds can be muted; skip and reduced-motion are supported. Themed packs favor their realm when matching heroes exist at the rolled rarity. Duplicate heroes refund 25% of the pack price, rounded down. Shared guarantees across packs give Epic or better within 10 openings and Legendary or better within 30. Better pulls reset the corresponding counter. Equip owned heroes in the treasury to change the portrait and Summit Sprint appearance; characters do not change gameplay power.

Wayfarer’s Satchel · 100 gold — A little luck for the road ahead. Base chances: Uncommon 65%, Rare 25%, Epic 8%, Legendary 1.8%, Secret 0.2%.

Greenwood Cache · 175 gold — Favors the scouts and guardians of the wild. Base chances: Uncommon 50%, Rare 32%, Epic 14%, Legendary 3.7%, Secret 0.3%.

Moonlit Reliquary · 250 gold — Favors mages and moonlit wanderers. Base chances: Uncommon 40%, Rare 35%, Epic 19%, Legendary 5.5%, Secret 0.5%.

Emberforge Chest · 350 gold — Favors heroes tempered in dragonfire. Base chances: Uncommon 28%, Rare 39%, Epic 24%, Legendary 8.2%, Secret 0.8%.

Royal Treasury · 500 gold — Favors the champions of the crown. Base chances: Uncommon 15%, Rare 40%, Epic 32%, Legendary 11.8%, Secret 1.2%.

Crown of Legends · 750 gold — Better chances of a name sung in legends. Base chances: Uncommon 5%, Rare 35%, Epic 42%, Legendary 16%, Secret 2%.

Eclipse Vault · 1000 gold — A rare-or-better hero. Something stirs beyond legend. Base chances: Uncommon 0%, Rare 28%, Epic 49%, Legendary 20%, Secret 3%.

All 24 characters

Squire Rowan · uncommon · keep realm. A brave beginning. Every legend starts with a first quest.

Ivy the Scout · uncommon · forest realm. No trail stays hidden from the eyes of Greenwood.

Briar Warden · uncommon · forest realm. A quiet guardian with an unbreakable oath.

Rose Duelist · uncommon · rose realm. A sharp blade and an even sharper wit.

Moss Monk · uncommon · moon realm. Patience is the strongest armor.

Flint Smith · uncommon · forge realm. Forging little sparks into great adventures.

Pip the Courier · uncommon · keep realm. Not rain, not dragons, not a wrong turn.

Reed Archer · uncommon · forest realm. One deep breath. One perfect shot.

Hazel Ranger · rare · forest realm. Keeper of the oldest paths through the green.

Elara of the Rose · rare · rose realm. A knight whose courage blooms in winter.

Orin Spellbinder · rare · moon realm. Every rune holds a story waiting to wake.

Cinder Guard · rare · forge realm. Tempered by flame, steadfast as steel.

Sir Cedric · rare · keep realm. The keep’s watchful shield.

Luna Wayfinder · rare · moon realm. The moon always leaves a path home.

Sylva Wildheart · epic · forest realm. The forest itself answers her call.

Valeria Thorncrown · epic · rose realm. A crown of roses, a will of iron.

Nyx the Astral Mage · epic · moon realm. A constellation woven into a cloak.

Ember Drakekeeper · epic · forge realm. A dragon’s trust is the rarest treasure.

Percival Dawnshield · epic · keep realm. The first light on the highest rampart.

Queen Aurelia · legendary · keep realm. The golden sovereign of a thousand tales.

Draven Dragonlord · legendary · forge realm. His banner rises where dragons fly.

Selene Moonqueen · legendary · moon realm. Her kingdom begins beyond the stars.

Aether, the First Light · Secret / Ascendant · moon realm. Before there was a kingdom, there was a spark.

The Eternal Sovereign · Secret / Ascendant · keep realm. A forgotten ruler from beyond the edge of legend.

Summit Sprint: modes and shared times

Adventure and Time Trial include two tower keys, final gates, a dedicated boss chamber and a third boss key. Defeat the guardian, collect its key, then reach the exit. Boss Rush starts inside each chamber and continues through all ten guardians; it awards no gold or campaign unlocks. The clock includes pauses, falls and time in other tabs. Retry starts a fresh run.

Time Trial records chapter completion times; Boss Rush records the full ten-boss time. Local best times save on this browser. Shared ranked runs require sign-in and the leaderboard API. Enter an optional public name and choose Start shared ranked run. Shared boards compare today’s fixed course per chapter or Boss Rush, use server timing and show each player’s best result. These are community times: gameplay completion is reported by the client. Personal email addresses are never shown. If the shared service is unavailable, your local best times still save.

NO ARMOR REQUIRED

Every legend starts small.

A quiet corner of the kingdom for a well-earned break. All fifteen games are free, with no downloads. Play as a guest, or sign in to save across devices.

Ⅰ

Choose your calling.
An adventure, a puzzle, or a test of quick reflexes.

Ⅱ

Learn the craft.
Each quest comes with simple controls and a fresh start.

Ⅲ

Return for glory.
Play with keyboard or touch. There’s always another round.

✦ BIG BAD GAMES / THE TRIAL BEGINS

THE ROYAL TREASURY

Gold, glory & a little luck.

1 / 24 heroes

100 gold

New adventurers begin with 100 gold and Squire Rowan. All packs contain one character. Gold is earned by playing.

How to earn gold & how packs work

Balanced quest rewards

The reward guide shows exactly how much gold you receive. Play a solo game or face the CPU to earn gold.

Every Summit Sprint and Brick Break championship awards 2,500 bonus gold as a separate bonus. You can earn this bonus again each time you beat the final level. Existing gold and heroes are yours to keep.

A fairer kind of fortune

Each pack lists its base rarity chances. A themed pack draws from its realm when that rarity has matching heroes; otherwise it draws from all heroes of that rarity. Heroes within a pool have equal chances.

Every 10 packs guarantees an Epic or better. Every 30 guarantees a Legendary or better. A higher-rarity pull resets the relevant counter. These guarantees are shared across packs.

Duplicate characters return 25% of that pack’s price in gold. Equipped heroes change your company portrait and Summit Sprint character’s appearance. All characters are cosmetic.

Gold rewards by game

The amounts below are what you receive. No math needed.

Choose a sealed pack

THE HALL OF HEROES

Your collection

Recent discoveries
YOUR ADVENTURER ACCOUNT

Keep your legend.

Save gold, heroes, quests, streaks, and unlocked levels across devices. Sign in to save across browsers. If your account has no save yet, this browser’s progress is saved automatically. Existing account progress loads when you sign in.

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