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A step-by-step guide: how to play, how to win battles and what waits for you in every age.
Battle Guide
A battle is fought on a single lane: your castle on the left, your rival's on the right. You watch from a viewing deck next to the lane and send your units. Whoever brings down the other castle wins.
Controls
- Hotbar 1–3: send a unit (melee, ranged, heavy). The item turns grey when you cannot afford it.
- XP bar: your food. It fills up by itself; the food rate upgrade makes it faster.
- Hotbar 9: surrender and leave (click twice).
- Potions: each can be used once per battle; the right potion at the right moment turns a lost wave around.
Unit roles
- Melee is cheap and tough and holds the line. Unlocked from the start.
- Ranged hits from behind but falls quickly; keep a melee unit in front of it.
- Heavy is expensive and scatters crowds with area damage. In some ages it is different: the Mine Age creeper explodes on its first hit, deals huge damage to everyone around and dies with it.
Units of the same side do not push each other; they can stack. Ranged and heavy units are unlocked with gold.
Gold and upgrades
Killing enemy units and damaging the rival castle earns gold. Gold buys two things: food rate and castle health. It does not raise your units' damage or health; cards do that. Evolving wipes the gold and those two upgrades. Cards, potions and Seals stay.
Timeline
The yellow bar at the top of the screen reads Timeline 15 · End · Battle 1/6. The number never resets; it grows by one every evolution. The name beside it is the age you are in. Fifteen ages make one round, ordered from easy to hard: Stone first, the End last. After the End you return to Stone, and the number becomes 16.
The enemy grows 1.5× stronger with every timeline step. The second age of a round is already harder than the first. Each age has its own arena: the swamp is mud, the mansion is dark oak, the End is the void.
The six battles of an age
Every age has six battles. The fifth brings a Guardian (the age's heavy unit, grown huge), the sixth the Age Lord. Lords have abilities of their own: they call helpers, roar and push back, set the ground on fire… Beat the lord and Evolve opens: on to the next age.
When a castle falls there is no TNT. Two blasts throw the tower's blocks outward and leave the base. The castle is rebuilt before the next battle.
Some battles have special rules: fog shortens range, a night raid makes the enemy faster, famine slows your food. You see the rule in the menu before you enter.
Tips
- Meet the first waves with cheap melee units and save food for a heavy one.
- Ranged units die alone; put two melee units in front of them.
- Send the creeper into an enemy crowd: it hits castles too, but its real worth is wiping a crowd in one go.
- Stuck on a battle? Replay the battles you already cleared in this age and come back with the gold. You cannot go back to the previous age.
The battles of an age
- Öncü Hattı
- Okçu Pususu
- Sürü Gecesi
- Ağır Yürüyüş
- Muhafız Guardian
- Çağ Lordu Age Lord
