How a battle goes
Read the next wave
The preview shows which lanes it will hit, what's coming, and how long you have.
Field your army
Play cards on points along the road you control. Push forward and more of the road opens up.
Let them fight
Units choose their own targets. You decide whether each one holds its ground or advances.
Recall and redeploy
Pull a healthy unit back and spend that power on the lane that's breaking.
Attacking is cheap. Standing still is what costs you.
When one of your units falls, half its cost drains back to you over the next few seconds. Recall it while it's still standing and you get most of it back.
Every card has a few charges that refill on their own, so there's never a turn where you're waiting on a lucky draw. The only question is where your power does the most good.
Where it is now
This is the first playable build: two lanes, six cards and eight waves, with placeholder shapes standing in for the units.
Next come power wells to fight over, orbs that unlock stronger cards, and a third lane. The art on this page shows where the look is headed.



