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Bellfall

Five-a-side lane war against bots, where minion gold goes only to the killing blow.

What it is

three roads, one bell

A pixel-art MOBA played offline: you and four bots against five, over a valley between two market towns. Each town sends minions down three roads every 30 seconds, towers guard each road, and hedgerow camps hold monsters worth taking. Pick one of ten heroes (a miller, a poacher, a hedge witch, a bellringer, a waller and five more), two charms and a road, then level four abilities and fill six item slots from the shop at your well. From 14:00 a summer storm rolls up the valley every eight minutes, and its lightning strikes both sides. A match ends when a bell falls or you surrender, and against Normal bots runs 19 to 37 minutes, 25 at the median. The Ford (quick), under Play, is one road over the river with all ten heroes drawn at random, five a side, and runs 6 to 15 minutes, 9½ at the median. After your first finished match its screen also offers Today's draw: one draw a day, changing at midnight Taipei time, with the same ten heroes, sides and start for every player, always against Normal bots. It needs a mouse with a right button and a keyboard.

How to play

Controls, then the numbers that matter

RIGHT CLICKA + CLICKQ W E R (hold, release)SHIFT + Q W E RD F1–6BPTAB (hold)SPACE · YSESC
  1. Minion gold goes only to the hero who lands the killing blow: 21 for a militia, 14 for a slinger, 60 for the cart that joins every third wave. Under your own tower a militia dies to three shots and a slinger to two, so time your hit to finish one after the tower has fired.

  2. A tower shoots minions first until you hurt an enemy hero near it; then it turns on you. Each consecutive shot on the same hero hits 40% harder, up to +120%, so staying under an enemy tower gets worse with every shot.

  3. Structures fall in order: outer tower, inner tower, gatehouse. One broken gatehouse opens both bell towers, and both bell towers open the bell. Break a gatehouse and your waves in that road bring a warden, until it is rebuilt four minutes later.

  4. The Great Pike first rises at 4:00 and every take adds 4% to everything your team deals, up to four takes, for the rest of the match. The Barrow Knight arrives at 12:00, and killing it gives every living hero on your team 150 seconds of +25 attack damage, +40 ability power, a 4-second recall, and minions near you hit other minions 50% harder.

  5. The storm is warned 10 seconds ahead: the ground darkens and the thunder starts. For a minute, lightning marks a circle round a hero once a second, the two towns in turn, and strikes it 1.25 seconds later for 12% of the maximum health of everything inside, minions and monsters too, and a 40% slow for a second. Step out of the circle. Nobody is struck within 300 of their own well, and a strike pays nobody.

  6. Clem, the Bellringer, hits on a ring, not a disc: the middle of a Handbell is quiet, and Great Tenor's ring rolls out from the middle of its circle and deafens everyone it passes (no abilities, no charms) for 1 to 1.5 seconds. Wat, the Waller, raises stones that stop walking and nothing else, and anyone his Batter shoves into a stone or a hedge is stunned for a second.

  7. At the Ford everyone starts at level 3 with 1,400 gold, waves come every 25 seconds, and each side has one tower, one gatehouse and its bell, in that order. A gatehouse that falls there stays down, and every wave after it brings a warden. The storm comes sooner and more often: at 4:00, then every four and a half minutes, for 40 seconds.

  8. P opens the shop anywhere, but you can only buy or sell at your well or while you are dead, and selling pays back 70%, so plan purchases around B: eight seconds standing still (four at the Ford), then you are home. Esc pauses, and so does hiding the tab; the pause menu turns field notes off and holds Surrender.

  9. After your first finished match, each hero's card on the hero select carries three bells, rung by a win with that hero against Easy, Normal and Hard bots in either mode (today's draw counts as Normal), and once one has rung, on a wide screen the heading counts them out of 30. They count wins from this update on; earlier wins stay in each hero's won and lost record.

  10. Today's draw at the Ford deals the same ten heroes, the same sides and the same start to everyone that day, against Normal bots, and changes at midnight Taipei time. Ring again replays it; the Ford's screen keeps the day's matches, wins and quickest win, the days you have played it and your most days in a row, and a missed day costs nothing.

  11. After your first match, the end screen compares each match with your quickest win in that mode and your most kills and last hits in one match. Kills and last hits were not kept before this update, so if you had played already they count from the day you first loaded it, and the end screen gives that date.

Trophies

12 trophies

Sign in and the ones you earn light up here and on your account.

  • First bell brought down
  • Won a match at the Ford
  • Won at the Ford inside eight minutes
  • Won a day's draw at the Ford
  • Played a day's draw on seven days
  • Won with all ten heroes
  • Won a match against Hard bots
  • Won on Hard with all ten heroes
  • Rang all thirty bells
  • Pinned a hero against a stone wall
  • Deafened three heroes with one toll
  • Came through a storm without a strike

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    From the changelog

    What changed

    1. new

      StuStudios 2.2

      • Bellfall’s Ford has Today’s draw, the same ten heroes and sides for everyone each day, and every hero’s card carries three bells to ring.
      the whole update →
    2. new

      Bellfall: two new heroes, the Ford and the storm

      • Bellfall has ten heroes now. Clem, the Bellringer, rings from far off: his Handbell hits on a ring with a quiet middle, and Great Tenor rolls a ring out across a wide circle that deafens everyone it passes. Wat, the Waller, raises dry-stone walls nobody walks through, then shoves people into them.
      • Bellfall’s new quick mode, the Ford, is one road over the river with all ten heroes drawn at random, five a side, from level 3 and 1,400 gold. A match runs about ten minutes.
      • In Bellfall a summer storm now rolls up the valley at 14:00 and every eight minutes after (sooner and more often at the Ford). Lightning marks a circle round a hero and strikes it a second and a quarter later, either side: step out of it.
      • Six new Bellfall trophies, from winning at the Ford inside eight minutes to coming through a storm without a strike.
    3. arrived

      Bellfall went up on the arcade

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