All 7 Barnstorm Arenas: Trophies, Unlocks and Rewards
Every Barnstorm arena in order: the trophies to reach it, the cards it unlocks and how to climb it, plus Trophy Road rewards, caravan odds and seasons.

On this page 14 sections
There are seven Barnstorm arenas, and each one brings a trophy target, new cards and a fresh battlefield. This guide walks through them in order, from Desert Outpost at 0 trophies to Legends' Siege at 3,000, then covers the Trophy Road, caravans, how trophies move and what happens when a season ends. If you are brand new, read our Barnstorm beginner's guide first.
All 7 Barnstorm arenas at a glance#
Your arena follows your trophies. Cross a threshold and every card of the new arena unlocks, with one copy of each added to your collection.
# | Arena | Trophies | Cards it unlocks |
|---|---|---|---|
1 | Desert Outpost | 0 | Lion Knight, Longbowmen, Squires, Desert Raiders, Hunting Falcons, War Hounds, Fire Pot, Arrow Volley, Palisade, Battering Ram |
2 | Oasis Fort | 300 | Clockwork Cannon, Armored Camel, Field Surgeon, Naphtha Thrower, Smoke Bomb |
3 | Coastal Citadel | 700 | Pikemen, Horse Archers, Shieldwall, War Camp, Healing Draught |
4 | Mountain Keep | 1,100 | Mamluk Guard, Sappers, Trebuchet, Greek Fire |
5 | Lion's Gate | 1,600 | Fire Tower, Blade Dancer, Lance Charger, War Lion, Sandstorm |
6 | Falcon Palace | 2,200 | Forge Giant, Naphtha Balloon, War Elephant, Quicksilver |
7 | Legends' Siege | 3,000 | The Lionheart, The Falcon Sultan, Shadow Blade, Grand Alchemist |
Together the Barnstorm arenas unlock 37 collectible cards. Fusion cards are made in battle instead, by dragging one card onto another; our fusion guide lists the public recipes.
The official trailer opens on a siege over the lava of Legends' Siege, then cuts through battles in the other Barnstorm arenas:
The Barnstorm arenas one by one#
1. Desert Outpost (0 trophies)#
Golden sand, caravan tracks and a turquoise river that opens into palm-fringed oasis pools. You start owning all ten of its cards, eight of them in your starter deck.

Climbing tip: learn the Battering Ram. It ignores troops, charges for buildings and lands its first blow for double damage. Send it right after your opponent spends big, and save Arrow Volley for swarms. The Trophy Road pays out every 50 trophies here.
2. Oasis Fort (300 trophies)#
A lush oasis meadow with date palms, oleanders and stone channels running into the fortress gardens.

Unlocks: Clockwork Cannon (common) and four rares: Armored Camel, Field Surgeon, Naphtha Thrower and Smoke Bomb.
Climbing tip: Smoke Bomb costs just 2 Ember and stops every enemy in the cloud, towers included, from fighting back for 3 seconds. Drop it on a Bastion as your Ram or Armored Camel arrives.
For fun, this Short stages a twelve-unit last-one-standing showdown in the middle of Oasis Fort while a storm circle closes in:
3. Coastal Citadel (700 trophies)#
White limestone by the sea, with surf along both edges, a turquoise sea channel and harbor boats in the courtyards.

Unlocks: Pikemen (common) and four rares: Horse Archers, Shieldwall, War Camp and Healing Draught.
Climbing tip: Pikemen deal double damage to cavalry and beasts, a strong answer to the Armored Camels you will start meeting. Healing Draught also opens a public fusion: Lion Knight plus Healing Draught makes the Iron Lion.
4. Mountain Keep (1,100 trophies)#
An alpine meadow with a cold mountain stream, timber bridges and snowy firs along the edges.

Unlocks: three rares (Mamluk Guard, Sappers, Trebuchet) and your first epic, Greek Fire.
Climbing tip: the Trebuchet lobs boulders across the river at Bastions but cannot hit anything close. Whether you play it or face it, the counter is a cheap troop walked right up to it. Greek Fire burns an area for 8 seconds and slows enemies inside, which is perfect against a slow push.
5. Lion's Gate (1,600 trophies)#
A royal palace ground of emerald lawns, a canal with swans, rose-brick forecourts and gilded lions guarding both keeps.

Unlocks: Fire Tower (rare) and four epics: Blade Dancer, Lance Charger, War Lion and Sandstorm.
Climbing tip: big tanks show up from here on. Fire Tower locks onto one foe and burns hotter the longer it holds on, so it is a good answer to the heavy win conditions of the next arena.
How strong is it? This Short pits a level-11 Fire Tower against one card at a time, and it takes three Pikemen to bring it down:
6. Falcon Palace (2,200 trophies)#
A palace garden in teal and gold, with ivory gravel paths, a formal turquoise canal and fountain jets.

Unlocks: four epics: Forge Giant, Naphtha Balloon, War Elephant and Quicksilver.
Climbing tip: three of these hunt buildings, and the Naphtha Balloon flies over walls and armies. Keep at least two cards that hit air, such as Longbowmen, Hunting Falcons, Horse Archers, Arrow Volley or Fire Tower. Quicksilver freezes every foe in the blast, towers included, for 3.5 seconds.
7. Legends' Siege (3,000 trophies)#
A battlefield at dusk with a glowing lava ravine instead of a river, violet-stone bridges and catapults in the corners.

Unlocks: the four legendaries: The Lionheart, The Falcon Sultan, Shadow Blade and Grand Alchemist.
Climbing tip: this is the last arena, not the end of the climb: the Trophy Road keeps going to 4,000. If you like fusing, Grand Alchemist makes your fusions cost 1 less.
Need a deck for your arena? See the best Barnstorm decks for every stage of the Trophy Road.
The Trophy Road: every reward up to 4,000#
The Trophy Road runs alongside the Barnstorm arenas with 38 reward nodes. A node opens when your best trophy count reaches it, so a losing streak never locks you out.
Desert Outpost (50 to 250): 100 gold, 10 common cards, 10 gems, Silver Caravan, 200 gold.
Oasis Fort (300 to 600): Golden Caravan, 3 rare cards, 20 Essence, 300 gold.
Coastal Citadel (700 to 1,000): 20 gems, 1 Brass Gear relic, 5 rare cards, Veteran Pikemen skin.
Mountain Keep (1,100 to 1,500): Golden Caravan, 500 gold, 50 Essence, 1 epic card, 30 gems.
Lion's Gate (1,600 to 2,100): Golden Caravan, 2 Mountain Crystal relics, 800 gold, 10 rare cards, Royal Caravan, 100 Essence.
Falcon Palace (2,200 to 2,900): 50 gems, 2 epic cards, 1,000 gold, 2 Palace Silk relics, Royal Caravan, 150 Essence, 3 epic cards, 80 gems.
Legends' Siege and beyond (3,000 to 4,000): Sandstone Citadel tower skin, 1 legendary card, 2,000 gold, 3 Siege Ember relics plus 200 Essence, Royal Caravan, and 150 gems plus 300 Essence at 4,000.
Essence and relics are crafting materials: with gold, they forge masterworks, the gold-framed versions of your cards.

Caravans and their odds#
Caravans are reward chests. They are earned by winning battles and never sold for money, and the game shows each caravan's odds for your arena.
A ranked win drops a caravan when one of your four slots is free: Wooden 50%, Silver 30%, Golden 15%, Royal 5%.
Unlocking takes 3, 8, 12 or 24 hours, one caravan at a time. Gems can finish a timer early.
A Free Caravan arrives every 4 hours, and you can hold two.
Contents grow as you climb the Barnstorm arenas. Here is each caravan in Legends' Siege:
Caravan | Unlock | Cards | Gold | Epic chance | Legendary chance |
|---|---|---|---|---|---|
Wooden | 3 h | 15 | 50–100 | none | none |
Silver | 8 h | 37 | 125–225 | 5% | 0.2% |
Golden | 12 h | 100 | 350–500 | 40% | 2% |
Royal | 24 h | 250 | 1,000–1,500 | 3 guaranteed | 10% |
Lower arenas give less: a Wooden Caravan from Desert Outpost holds 6 commons and 20 to 40 gold. Rolls for a rarity you have not unlocked yet become extra lower-rarity cards, and within a rarity every unlocked card is equally likely. Relics show up too: a 10% chance in Wooden, 25% in Silver, 68% in Golden, and 2 or 3 in every Royal.
How trophies are won and lost#
A ranked 1v1 win is +30 trophies, a loss is −25, and a draw changes nothing. Trophies never go below 0.
Crowns decide a battle. Tied after three minutes, one minute of overtime follows; still tied, the side with more fortress health left wins, so draws are rare.
Friendly battles, 2v2 and event modes never change your trophies.
Because a win is worth more than a loss costs, you climb as long as you win a little more than 45% of your battles.
Seasons#
Ranked seasons last 30 days, the same as a Campaign Pass season, and a season pill on the Battle page shows the time left.
At season end, trophies above 3,000 keep half the excess: 3,600 becomes 3,300. Below 3,000 nothing changes, and Trophy Road progress never drops.
Your best trophies that season earn a reward in 8 tiers, from 200 gold at 300 trophies up to 4,000 gold, 250 gems, a Royal Caravan and 200 Essence at 4,000.
The season's Top 100 also get gems, titles and badges.
Start climbing#
That is all seven Barnstorm arenas. Pick a deck, keep a caravan unlocking and take them one at a time.
Barnstorm is free on Google Play and coming soon on iPhone. Learn more at barnstorm.softick.dev.
Watch more on our YouTube channel, Softick Development.
Play Barnstorm
A real-time PvP card battler for Android and iPhone: build an eight-card deck, fuse cards mid-battle and storm the enemy keep in three-minute castle sieges. Free to play.


