DEFENSIVE WALL
Raises a defensive wall. The footprint is squared up as it manifests, but uneven drawing makes weaker walls; sharp turns add bastions and small loops add towers.
TOWERLINE
Practice
LANCERS
Draw the target sigil.
Draw the sigil
Trace the target, then lift your finger.
Spellbook
PAWNS
Tap one or more dots, then let the marks settle. Each dot adds another cheap soldier for pressure, screening, and holding the field.
LANCERS
Creates lancers: reach soldiers that are useful in a crowd and decent against walls.
BLADES
Draw a smooth C-shaped slash to create blades: close fighters that punish enemy soldiers at the wall or in the open.
SAPPERS
Draw a V or check mark to create sappers: siege pieces that burrow under walls and explode, including when killed.
BATTERING RAM
Draw parallel top and bottom lines joined from upper right to lower left to create a battering ram: slow, arrow-resistant, and excellent against walls.
KNIGHTS
Draw an upside-down semicircle to create knights: fast heavy pieces that jump forward and threaten weak lanes.
CROWNS
Creates crowns: support pieces that strengthen nearby friendly troops.
VICTORY!
Fastest Victories
Longest Last Stands
| Piece | You Made | You Lost | Rival Made | Rival Lost |
|---|