Vallum

Build it in daylight.Defend it at night.

Two players, one shared clock, and no turn to wait for.Rampart’s versus mode, faithfully rebuilt. Free, no account, one link.

Play a friend
Nobody to play yet?Take the drill · 2 min
Desktop, not touch

A siege is aimed and dropped while the clock runs, and a finger hides the tile it is placing on. Mouse, trackpad or keyboard all work — a touchscreen does not. Send yourself the link and open it on a computer.

Email myself the linkRead the rules first
Build phase · the plan
Battle phase · the field
The round

70 seconds, three jobs, and both of you doing all of them at once.

A siege is at most 7 rounds — under 8 minutes end to end. There is no turn to wait for and no pause: the clock is shared, and it never stops for anybody.

01 · Battle30s

Bombard

Aim across the water and fire every cannon you own. Cannonballs take time to fly, so you are shooting at where they will be.

02 · Build30s, −1.5s a round, 21s by the last

Rebuild

Falling pieces, dropped by hand, to close the holes they just made. Nothing marks the breach — finding it is the skill. Every round this phase gets shorter.

03 · Cannon10s

Arm

Ground you sealed pays cannons. Place them inside your walls — the wider you built, the more you get, and the more wall there is to lose.

The one rule
When the Build Phase ends, at least one of your castles must be completely sealed. If none is, you are out — immediately and finally. No lives, no continues, no way back.
Plan & field

The board tells you what phase it is by changing what it is made of.

Build is a drafting plan in daylight. Battle is the same geometry at night, lit by what fires. Nothing moves between them but the light — the drawing is identical to the pixel.

The battlefield: two banks of bare castles either side of a river.
Build phase — the plan
The battlefield: two banks of bare castles either side of a river.
Battle phase — the field
The economy

Nothing is owned.

Territory is recomputed from scratch at the end of every Build Phase, then held frozen until the next one. Ground is a snapshot, never a possession.

So losing ground destroys nothing. Walls stay standing, castles stay put, cannons are only cut off. What you lost this round you take back by walling around it in the next — which is why a siege is never over until a castle goes unsealed.

Walling tight is cheap and safe and pays little. Walling wide pays cannons, score and ground — a bonus square alone is 50 points and more the wider you hold — and every extra metre of wall is another place to be breached. Every round you make that bet again, with less time.

RankedComing

A ladder is coming. It isn’t here yet, and we won’t pretend it is.

Matchmaking, a rating, a ladder and your match history are what we are building next. Today there is no account to make, no name to pick and no rating on the line — every siege is anonymous and unrated, and the only way in is a link you send someone.

Playable today

Play a friend over a link
Join by four-word code
The drill, alone, in two minutes
Next

Find a match, no friend needed
Rating and a ladder
Your siege history
Provenance

Rampart, Atari, 1990 — the versus mode, and only the versus mode.

Not the campaign. No ships, no landers, no grunts — none of that exists in a two-player siege, and none of it is here.

Where the original had a rule, we matched it. Where it was genuinely silent, we decided — and we say which is which, rather than passing our own choices off as heritage.

Send one link. Whoever opens it is on the other side of the water.