Cannon 60
Focused single-target damage. The first and simplest tower. It fires at one toy at a time, assembles quickly and works well on a bend where enemies stay in range longer.
Upgrades: 60 → 55 → 85 coins
Everything you need to know about the field, towers, squads and modes. Read it all or jump to a section.
Campaign — ten rooms with a tutorial and stars. Solo battle — a match against the built-in commander on three difficulties. Play nearby — Bluetooth between two Android phones. Play online — a room by code or from the open-room list.
The campaign and solo play work offline. Bluetooth and an online room need a second player; no account is required.
The road is mirrored: your gate is at the bottom, the rival’s at the top. A normal match gives each gate 30 lives. A toy that reaches the rival’s gate takes a life; a tank or helicopter can take several.
The match ends when one side runs out of lives. There is no time limit. The ground near your gate is always yours; the middle of the table is contested.
Focused single-target damage. The first and simplest tower. It fires at one toy at a time, assembles quickly and works well on a bend where enemies stay in range longer.
Upgrades: 60 → 55 → 85 coins
Area damage. Hits a whole group of toys at once. Great against packed riflemen, but it reloads more slowly than a cannon.
Upgrades: 100 → 90 → 140 coins
Slows ground troops. Deals little damage but slows ground troops. It buys cannons and beams time to fire more shots.
Upgrades: 80 → 70 → 110 coins
Long range, air and ground. Reaches both planes and tanks. It costs more, but fires far and burns through armour.
Upgrades: 130 → 110 → 170 coins
Three guards hold the road. Three guards with swords and shields live inside. They hold ground troops while towers fire. Planes fly over them.
Upgrades: 140 → 110 → 160 coins
Passive income. It cannot shoot, but it speeds up coin income. It pays off over time, so build it in the rear behind your defence.
Upgrades: 130 → 100 → 150 coins
Every tower is bought with coins and upgraded twice. After level three, three specialisations open; choosing one locks the other two. They strengthen the tower’s role rather than turning it into something else.
Tip: do not upgrade just because you can afford it. First look at what threat is coming down the road.
Win with numbers. Five green soldiers for 50 coins. A cheap, fast way to fill the road; vulnerable to splash and glue.
In one order: ×5
Long range, need cover. Two blue snipers fire farther than riflemen but cannot take many hits. Send them behind a tank.
In one order: ×2
Brings down planes and helicopters. A red soldier with a toy rocket. Covers the army against air attacks but does not replace riflemen on the ground.
In one order: ×1
Fast breakthrough. A fast blue car with a machine gun. It reinforces an attack quickly but has less armour than a tank.
In one order: ×1
Takes the fire. Slow but tough. It goes first, takes the hits and gives snipers time to fire. A breakthrough takes three lives.
In one order: ×1
Flies past ground fights. Flies quickly over the battle and takes one life. Anti-air, beams and cannons can shoot it down.
In one order: ×1
Air power. An expensive all-rounder: it attacks ground and air. A breakthrough takes four lives, but it can be shot down.
In one order: ×1
| Threat | Answer |
|---|---|
| A packed riflemen group | Splash or beam, glue in front |
| Tank | Upgraded cannon, beam, glue |
| Plane | Anti-air soldier and beam |
| Helicopter | Anti-air, beam, cannon |
| Fast pickup | Glue at a bend and a cannon |
The nearest 20% at each gate is permanent home ground. Ground troops capture the middle 60%. Aircraft do not capture ground but fly over the fight.
A tower keeps its owner. If the ground is lost, a 35-second countdown starts; reclaim it and the tower stays, otherwise it packs up with a partial refund.
Coins arrive over time and for defeating toys. Defence and attack share one purse: every tower is a squad that did not leave.
A bank cannot shoot but speeds up passive income. It pays off over time, so put it behind your defence. Spending everything on income leaves the gate unprotected.
| Riflemen | 50 coins for five |
| Tank | 110 coins, takes the fire |
| Helicopter | 200 coins, air and ground |
| Slingshot | 1000 coins, a rare strike |
A plan sets up to three orders, their order and gaps. The formation is saved for free; coins are charged only when you launch it, for the whole formation at once. The planner does not buy troops from future income.
You can edit the card during a battle, but an already paid queue keeps running. This is useful when the rival changes their army.
The slingshot costs 1000 coins. It removes one tower durability level, deals area damage and can take three lives when it hits the rival. It is a rare strike, not a replacement for an army.
Advance is free and boosts army movement and fire for six seconds, then recharges for 24 seconds. Use it when your toys are already on the field, not before they leave.
The game is portrait and made for one thumb. Tap a circle by the road to build; tap a tower to open its action ring. Pinch to zoom and drag the field to look around.
The mouse works like a finger. Keys 1–4 send a pickup, riflemen, tank and plane; B opens building, Esc opens the menu, F12 or Print Screen takes a screenshot.
The campaign has ten rooms. The first guides a newcomer completely; later rooms introduce new toys and tactical tasks. Across the campaign there are 117 tutorial steps: highlights show where to tap, but a step only advances after a real action.
A win gives a star, the bonus objective gives another, and keeping 70% of your lives gives a third. Best stars and unlocked rooms are stored on the device.
The question mark in the corner opens the library. In a solo match it pauses the game and shows tower and toy models, stats and tips. In a network match the pause is shared: the other side must confirm it.
Play nearby uses Bluetooth and is available on Android. Play online connects Windows and Android through a room server: create a room, share the six-digit code or join an open one.
A network match has a shared pause: it does not resume until both sides confirm. If a player leaves, the room closes. No account is needed.
At a bend enemies stay in range longer. This matters most for cannons and splash towers.
Glue alone cannot stop an army, and a cannon without delay cannot fire enough shots.
The tank takes the fire while snipers shoot from behind. Do not send fragile troops first.
One anti-air soldier or beam by the road is often more important than another cannon.
Income needs protection. A bank cannot shoot, so its place is behind the firing line.
Keep coins to answer a new threat. A few strong positions beat many random towers.