Tower Defense

Build a maze of towers that holds twelve waves without ten enemies reaching the exit.

Tower Defense

StrategyMedium 4.5

How to play Tower Defense

Tower Defense starts with open ground and no path drawn on it. Your towers are the walls: enemies follow a route rebuilt every time you place one, shown as a dotted line across the map, so the maze you build is the route they walk. A tower that would seal the exit off completely is refused, which means the road can always be lengthened but never closed.

Arrow towers fire fast, cannons splash, frost spires slow whatever they touch, and building the same tower again on the same plot upgrades it. Runners are quick and thin, brutes slow and thick, swarms arrive in crowds — and from the sixth wave fliers ignore the maze entirely and cross in a straight line, so the long corner you built is only half an answer.

Twelve waves, ten lives, and gold that comes from kills and wave bonuses. You can send the next wave early for extra gold if you think your maze is ready.

Objective

Build a maze of towers that holds twelve waves without ten enemies reaching the exit.

Features

  • Towers double as maze walls, with the enemy route shown live
  • Placements that would seal the exit are refused
  • Arrow, cannon and frost towers, upgradable three levels deep
  • Runners, swarms, brutes and fliers that ignore the maze
  • Twelve waves with an early-send bonus for extra gold

Keyboard

←→↑↓Move the build cursor
123Choose a tower
SpaceEnterBuild, or upgrade the tower there
GSend the next wave early

Touch

TapTap a tower card, then a plot
TapTap SEND THE WAVE NOW for bonus gold
CATEGORY
Strategy
DIFFICULTY
Medium
EDITOR RATING
4.5 / 5
LOCAL HIGH SCORE
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TIMES PLAYED HERE
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Scores are saved in this browser only. There is no global ranking and nothing is uploaded.

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