Battle mode guide: ages, units, cards, potions and evolution
Send your army down one lane and break the enemy castle. 15 ages of 6 battles each, a Guardian and an Age Lord; power comes from cards, progress from evolving.

A battle happens on a single lane: your castle on the left, the enemy's on the right. You watch from the viewing deck next to the lane
and send your units. They march along the lane and fight when they meet. Whoever breaks the enemy castle wins. You enter battle from
the red area of the spawn island or with /ms lobi; every player has an arena of their own.
Controls
The lane from above: your castle at one end, the enemy's at the other.
- Hotbar 1–3: send a unit (melee, ranged, heavy). If you do not have enough food the item turns grey.
- XP bar: your food. It fills up by itself over time.
- Potions: each one can be used once per battle.
- Hotbar 9: surrender and leave (click twice).
Units
Units fight when they meet; damage and health show above them.
Every age has three units: melee is cheap and sturdy and holds the line; ranged hits from behind but falls easily; heavy is expensive and breaks crowds with area damage. In some ages the heavy unit is different: the creeper of the Mine Age explodes on its first hit. Units of the same side do not push each other and can stack. You unlock the ranged and heavy units with battle gold.
15 ages, 6 battles each
The ages go from easy to hard: they start with the Stone Age and end with the End Age, and each one in between has its own arena, units and mood (the swamp is mud, the manor is dark oak, the End is the void). Every age has six battles: the fifth brings a Guardian, the sixth an Age Lord with abilities of its own. Some battles have special rules: fog shortens range, in a night raid the enemy is fast, in a famine your food comes slowly. You see the rule in the menu before the battle.
From the Stone Age to the End: every age has an arena of its own.
Where does power come from?
- Gold: earned by killing enemies and damaging the castle. Spent on food speed and castle health.
- Cards: permanently raise your units' damage (Power) and health (Health). There are four rarities: common, rare, epic, legendary. Collecting copies of a card levels it up. You draw cards with Seals: a single draw costs 60, a ten-draw 550 Seals; an epic or better is guaranteed at least every 10 draws.
- Potions: used inside a battle at the right moment they turn a wave: they rally or heal your units, freeze the enemy, call down lightning, shield your castle or bring reinforcements. They are drawn with Seals too and level up.
Seals come from battle wins, quests and crates. Battles you win for the first time also give crate keys; every win brings a Forge Ticket (one draw in the arena without spending XP), and now and then a key part drops while you kill enemies.
Evolution and the timeline
The battle ends when a castle falls: the enemy castle collapses.
Defeating the Age Lord unlocks Evolve and you move on to the next age. When you evolve you lose battle gold, upgrades and the units
you unlocked; cards, potions, Seals, your survival money, your rank and your total wins stay. The number at the top of the screen
(the timeline) goes up by one with every evolution and never resets. Fifteen ages make one round; after the round you return to the
Stone Age and the enemy grows 1.5× stronger with every step. Your number of evolutions sets your rank (from Recruit to Legend): a
rank opens a bigger claim, better selling prices and new commands in survival and new gear slots in the arena. See the rank ladder in
game with /ranks.
Tips
- Meet the first waves with cheap melee units and save your food for a heavy one.
- Put ranged units behind two melee units; alone they die fast.
- Stuck on a battle? Replay the battles you already beat in this age to collect gold.
Detailed tables (ages, units, lords, cards) are in the wiki.
