TOWER TIDEBACK TO HARBOR
READY, CAPTAIN?

Build something clever.
Make a splash.

You've got one minute, a handful of buildings, and a rival who wants your Keep. Here's how to make that a very bad day for them.

SHOW ME HOW
Tower Tide captains beside a Mana Well and island Keep
QUICK-START GUIDE
1:00to build your base
6buildings, choose wisely
8 + 5cards in your loadouts
4:00before it gets wild
READY. SET. SIEGE.

Build it.
Send it. Smash it.

Build your island, unleash your army, and wreck the other Keep before yours becomes seaside property.

01

Pack your favorites

Bring five building types and eight combat cards. Pick a crew that looks fun, then make them work together.

02

You get 60 seconds

Drop up to six free buildings, link them to your Keep, and sketch the routes your troops will charge down.

03

Let them loose

Your buildings train troops for free. Release them in waves, play your combat cards, and redraw routes on the fly.

04

Smash their Keep

Crack the rival Keep before they crack yours. If both survive the bell, the healthier one wins after Overtime.

THEN IT GETS WILD

After four minutes, the final 60 seconds bring 2× mana regeneration and 25% faster troops.

Higher Keep health wins · equal health is a draw
60 SECONDS. NO PRESSURE.

Frontline towers.
Backline power.

They can't peek at your setup. Put the tough stuff where the punches land, keep your Mana Well safer in the back, and leave your troops more than one way out.

  • 1
    Build out from your Keep. Every new building must touch your connected friendly frontier.
  • 2
    Repeat a favorite. Your five equipped types are unique, but you may place the same type more than once.
  • 3
    Draw the escape route. Barracks and Fletcheries follow your arrows, and you can redraw them during battle.
RIVAL KEEP
Watchtower
FRONT LINE

Make them walk into trouble

Put a Watchtower where routes cross. Use a Wall to shape the approach, not to trap your own army.

Barracks
MIDDLE LINE

Keep the troop factory humming

Give Barracks and Fletcheries enough cover to finish a few free training cycles.

Mana Well
BACK LINE

Hide the shiny purple thing

Mana Wells work everywhere and cannot fight. Keep them back. Just remember the Tide makes no promises.

YOUR KEEP
HERE COMES THE WATER

Every 30 seconds,
the island pulls a new trick.

The first Tide Shift always takes land. After that, the sea may swallow another mirrored pair, or spit old tiles back out as sand you can cross, but never build on.

01 · DRY LAND

Safe... for the moment

It looks like perfectly good building ground. Keep one eye on the warning.

02 · SINK

Whoops. Gone.

Troops drown and buildings are destroyed. If one Wall segment sinks, the whole Wall collapses.

03 · RESURFACE

It's back! Sort of.

The tile rises as silted sand. Troops may cross it, but no building can use it again that match.

SEE THE MARKER?Move! The countdown is your head start.
  • The Tide changes one mirrored pair at each Shift: two tiles, one on each side.
  • Keeps, the center tile, and the two permanent sandy Crossings never sink.
  • The generated schedule always preserves at least one route between Keeps.
  • When a production building is marked to sink, release its garrison before the water arrives.
TIDE SHIFT

Gone means gone

The structure is destroyed. If the tile later rises, only sandy walking ground returns.

FLOODGATE CARD

Just taking a bath

The structure freezes and cannot act or take damage, then returns intact when the water clears.

PICK A CREW. MAKE A MESS.

More troops.
Just enough tricks.

The best deck has a personality. Pick how you want to win, then make every card help pull it off.

8 CARDS

Combat deck

4 shown at once

Want a troop-heavy deck? Bring all four troop cards, then add four dirty tricks that help them arrive, survive, or ruin a rival's plan.

Guard PairArcher PairShield WallLongbows
4troop cards
+
4tactical answers
  • Keep quick two-mana plays for sudden pressure.
  • Bring at least one reset or trap: Floodgate, Pitfall, or Barricade.
  • Choose route tools or payoff cards that match how your troops win.
  • Do not overload on four- and five-mana cards; you still need something playable now.
5 TYPES

Building deck

up to 6 placed

Give every building a job and your island starts fighting before the battle does.

2Producers

Barracks, Fletchery, or a siege Yard

1Defense

Watchtower or Wall

1Economy

Mana Well

1Flex choice

Double down on the match plan

Know your rotation. You see four combat cards. After you play one, it returns only after four later plays.

MEET ALL 18 CARDS
TRICKS FROM THE HARBOR

Sneaky little habits.
Big, splashy wins.

01

Always pack Plan B

One great path is never enough. Keep a spare lane ready for rising water, Barricades, and tempting gaps.

02

Own the crossroads

A Watchtower covering several routes causes far more trouble than one stranded at the very front.

03

Send the whole party

Full garrisons make a proper entrance. One lonely Guard is just an easy warm-up for the other side.

04

Spend that mana

Sitting at 10 mana wastes every new drop. Make a play, then save enough for your next nasty surprise.

05

Peek before you charge

Your pieces reveal nearby tiles. Scout the scary fork before marching an expensive formation straight into a trap.

06

Hit the shiny target

Battles are fun, but Keep damage wins. When a lane opens, stop admiring it and charge.

Tiny rules that win big fights

Paths are instructions, not rails. A troop follows each marked arrow once, but a nearby visible enemy takes priority.

Obstacles are real terrain. Routes bend around rocks unless Passage temporarily phases one original obstacle out.

Sand is for marching. Both permanent Crossings and resurfaced silt are walkable, but never valid building ground.

Free buildings still need a frontier. Every 60 seconds both captains receive the same bonus building type; place it on visible ground beside a living friendly structure.

Production costs no mana. Training and releasing garrisons are free. Direct troop cards and tactics spend your mana.

Make your one-time boost count. Spend one mana to double passive production for eight seconds. It shines when you can keep spending through it.

NOW GO MAKE WAVES

Build something clever.
Then make it chaos.

Try a deck, surprise a rival, lose a tower, laugh, tweak it, and go again.

FIND YOUR NEW FAVORITE CARD