Bowclash
A one-on-one archery duel across two hills. Drag back from anywhere on the screen like pulling a bowstring — how far sets the power, which way sets the angle — and let go. Your arrow flies in a real arc and the wind pushes it, so a long shot means reading the gusts as well as the distance. Then your rival takes its turn, and you watch its arrow come for you. A shot to the head hurts most, the body less, the legs least, and the first archer down loses. Win a duel and the next rival stands further off, aims truer and brings a stronger wind; arrows that close in on an archer slow to a crawl, so you see every hit land.
How to play Bowclash
⌨️ Keyboard & mouse
- Mouse
- drag back and release to shoot
📱 Phone & tablet
Drag back from anywhere and let go to shoot — the dotted line shows the start of the flight
Controls guide →- Free, no sign-up
- Plays in the browser
How Bowclash works
You and a rival archer stand on two hills and take turns. On your turn, put a finger down anywhere and drag backwards, the way you would pull a bowstring: the further you pull, the harder the shot, and the arrow flies the opposite way to your pull. A dotted line shows the first part of its flight; where it comes down is up to your judgement. Let go to shoot.
Every arrow falls in an arc and the wind pushes it — the panel at the top shows which way and how hard, and gusts grow with every duel. An arrow in the head takes about half an archer's health, one in the body about a quarter, one in the legs less. When an arrow closes in on an archer, time slows so you see it land.
Your rival aims too: its first shot is a sighter, and it closes in after that, so finish a duel quickly. Bring its health to nothing and you win the duel; you get some health back and the next rival stands further off, aims better and faces a stronger wind. Lose all your health and the run ends. Your best number of duels won is kept in this browser.
Tips for Bowclash
- Find a shot that lands, then repeat it with small changes. A tiny change of angle moves the arrow a long way at the far end.
- Read the wind before every shot. Against it, aim higher and pull harder; with it, ease off.
- Aim for the head. It is small, but one arrow there is worth two in the body.
- The rival's first shot of a duel is a sighter. Use your first two turns to land hits before it finds you.
- A high, lobbed shot is easier to judge in wind than a flat fast one, but it gives the wind longer to push.
- Your dotted guide shows the start of the flight only; learn how far past it each pull carries.
- You get some health back after each duel, so a close win still counts.