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How to Play

Every mode explained — from your first wave to ranked duels.

Tower Defense

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Solo. Demons march the path in waves — survive them all without running out of lives.

Live example — the real engine playing itself on Serpentine.
  1. 1Pick a battlefield and a team of five from the full roster. Only those five can be deployed, so cover your weaknesses — the picker groups heroes by role.
  2. 2Place heroes before and during the fight: ranged heroes build on the stone platforms beside the road; melee heroes stand on the road itself to block the march, or on a sand patch next to it to strike passers without blocking.
  3. 3Every hero attacks with their real in-game range shape and aims at the path automatically. Press R (or use the unit menu) to rotate a hero after placing.
  4. 4Kills pay gold — spend it on more heroes and upgrades between waves. You can also call the next wave early and pocket the waiting time as bonus gold.
  5. 5Actions fill the gold ring around each hero; at full charge their special skill casts itself — freezes, bursts, frenzies, saves. The hero guides page lists every one.
  6. 6Watch for the escalations: from wave 4, gargoyles fly over the fighters and claw platform heroes as they pass. From wave 5, enemy archers shoot any hero in reach. Every fifth wave Maw arrives — a slow colossus whose slam hits everything in a diamond around him.
  7. 7A demon reaching the exit costs lives; at zero the run ends. Survive every wave to win — then keep going in endless mode if you want a bigger score.

Worth knowing

  • A hero reduced to zero hit points is destroyed — kill enemy shooters fast and let Elowyn patch the damage.
  • Each battlefield remembers its own last-used lineup and best run.
  • Signed-in players enter the leaderboard automatically; on the ranking you can watch a replay of any run that has one.

Boss Arena

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Solo. The boss holds the center and never moves — deal every point of damage you can before the clock runs out.

Live example — the real engine playing itself on Drake.
  1. 1Pick an arena and your five. Ranged heroes build on the stone slabs around the arena; melee heroes stand on the sand pockets against the boss’s flanks — inside its heaviest attacks.
  2. 2The boss strikes in telegraphed patterns: the tiles glow before every blow lands. It hits harder as the fight drags on, so bring healing.
  3. 3Damage you deal bleeds back as gold. Spend it mid-fight on more heroes and upgrades — the arena rewards aggressive re-investment.
  4. 4When the horn sounds, your total damage is your score and goes to the Boss Arena leaderboard.

Worth knowing

  • Melee heroes deal more but eat the boss’s area attacks — weigh the sand pockets against your healing.
  • A destroyed hero refunds nothing mid-fight; protect your investment.

Boss Co-op

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Two players, one arena, one shared damage total — both of you fight the same boss over a live connection.

Live example — the real engine playing itself on Abyss.
  1. 1Create a room and send the code to your partner — or press "Announce to all players" and the invitation pops up on every game page for two minutes. Joining is one click from the popup or the code.
  2. 2In the lobby each of you picks your own five. When both are ready, the host starts the fight.
  3. 3You can have at most five of your heroes standing at once, and you can only upgrade, rotate or sell your own — your partner’s units are theirs.
  4. 4Gold is split fairly: every inflow (starting gold, the boss-damage bleed) is shared 50/50, while spends and refunds stay personal. The board shows both purses.
  5. 5When the horn sounds, the shared damage total posts to both players’ entries on the Boss Co-op leaderboard.

Worth knowing

  • The host’s simulation is the run of record — a partner who disconnects mid-fight leaves you finishing with your own heroes.
  • Friends can enter the room code with Watch and spectate the arena live; you’ll see an eye icon with the watcher count.

1v1 Duels

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Two identical battlefields, identical waves — the first defense to fall loses the duel.

Live example — the real engine playing itself on Ramparts.
  1. 1Create a room (the host also picks the battlefield) and get your challenger in — code, call-board announcement, or a popup click.
  2. 2The draft: both players pick five in secret, then lock in. Once both are locked the lineups reveal, and each of you strikes one hero from the other’s five. You fight with the remaining four.
  3. 3The duel runs on two mirrored copies of the same battlefield with identical waves. Your opponent’s board is on your screen, live — watch it, worry, hurry.
  4. 4Lose all your lives first and you lose the duel. Survive every wave on both sides and it goes to endless sudden death until one defense falls.
  5. 5The winner is reported to the Elo ladder automatically — everyone starts at 1000, wins take points from the loser, and upsets pay more.

Worth knowing

  • Ban the hero whose loss hurts the most — a lineup without its only healer or only blocker plays very differently.
  • Disconnecting mid-duel forfeits it.
  • Bans reset every rematch, so the draft is a fresh mind game each round.
  • Spectators can watch both boards with the room code — duels make good theatre.

Across all modes

The call board

Announcing an open co-op room or duel puts a popup on the top right of every game page for two minutes — anyone can click straight into your room. Dismissed calls stay dismissed.

Replays

Solo and Boss Arena leaderboard entries store the full run. Press the play button on a ranking row to watch it re-simulated exactly as it was played, up to 8x speed.

Spectating

Every co-op room and duel can be watched live: enter the room code and press Watch instead of Join. Spectators see everything but touch nothing.

Rankings

Tower Defense, Boss Arena and Boss Co-op keep a personal-best leaderboard per battlefield; 1v1 has an Elo ladder with win/loss records. Signing in is all it takes to enter.

Gold

Every mode runs on the same economy: kills and boss damage pay gold, heroes and upgrades cost it, and selling refunds part of the price.

Draft bans

Exclusive to 1v1: after both fives are locked and revealed, each player strikes one hero from the other’s lineup. Four heroes each, no take-backs until the rematch.

Hero abilities, ranges and skill details live on the hero guides page.