Disciplined legions and phalanxes. Units gain strength when fighting together.
⚔️
Barbarian
Fierce raiders and berserkers. Fast, aggressive, overwhelm with numbers.
🌙
Near Eastern
Ancient empires and war machines. Powerful but costly units that dominate the field.
🏯
Far Eastern
Strategic cunning and discipline. Manipulate the flow of battle with orders and tactics.
🗿
Mesoamerican
Sacrifice and power. Trade your own strength for devastating effects.
Para Bellum is designed for desktop play. You'll have a better time on a bigger screen.
How to Play
The Goal
You are a city under siege. Reduce the enemy's walls from 10 to 0 before they do the same to you. Deploy units from your villages, issue orders, and break through their defences.
Card Types
Villages (dashed gold border) generate Culture when tapped. Play one per turn. They're your economy.
Units (burgundy) fight for you. They have attack (sword icon) and defence (shield icon). They cost Culture to deploy.
Orders (green) are one-shot commands: draw cards, buff your army, damage enemies, or restore walls. Used once then discarded.
Your Turn
Draw one card from your deck automatically.
Main phase: Click cards in your hand to play them. Villages are free (one per turn). Units and orders cost Culture, shown as coloured and grey pips in the top-right corner of each card. Your villages tap (rotate) to pay the cost.
Attack phase: Click "Go to Attack", then click your untapped units to select them as attackers. They'll tap when they attack. Click "Declare Attackers" to confirm, or "Skip Attack" to pass.
You can also click "End Turn" during the main phase to skip attacking entirely.
Combat
When you attack, the enemy AI chooses which of its untapped units to block with. When the enemy attacks, you'll see a blocker assignment screen where you choose which of your untapped units block each attacker.
Blocked units fight each other. If the attacker's attack is equal to or greater than the blocker's defence, the blocker is destroyed (and vice versa). Both can die.
Unblocked units deal their attack value directly to the opponent's walls.
All damage resets at the end of each turn. Units that survive combat are back to full strength next turn.
Culture and Costs
Each untapped village gives you 1 Culture. The coloured pips on a card show how much faction-specific culture it costs. Grey pips can be paid with culture from any faction. All your villages untap at the start of your turn.
A card with 2 coloured pips and 1 grey pip costs 3 culture total.
Tips
Play a village every turn if you can. More villages means more culture, which means bigger units and more orders.
Hover over any card to see a larger preview with full ability text.
Click the skull icons (☠) in the top bar to see what's been destroyed or used.
The battle log on the right tracks everything that happens. Scroll up to review earlier turns.
Enemy🏰 10Culture: 0Deck: 0☠ 0
Your Turn
Culture: 0🏰 10☠ 0You
DRAWMAINATTACKBLOCKDAMAGE
VILLAGES
ENEMY
YOUR ARMY
VILLAGES
YOUR HAND (0) · Deck: 0
BATTLE LOG
Assign Blockers
The enemy attacks! Click your untapped units to block each attacker.
Discard Pile
Opening Hand
Keep this hand or shuffle it back and draw a new one?