Open field Lv. 1
Flat ground from base to base, nothing in the way.
The straight fight: counters and timing decide it.
Stick Wars
Real-time stick figure strategy: energy builds up, you pick what to deploy and where, and your troops march and fight on their own.
Each side has a base at its end of the field. Bring the enemy base's health to zero to win. When the clock runs out (8 minutes on a standard field), the base with more health left wins; equal health is a draw.
Both bases start with 5,000 health and a gun that shoots ground and air units close to them.
Both production zones are the same size: the first 40% of the field on each side (48 m on a standard field). The 20% in the middle belongs to nobody. While a card is selected you see both zones: yours, and the enemy's fainter one.
Enemy ground troops inside your zone push its front edge back: you can only deploy 4 m behind the nearest of them, never closer than 6 m in front of your base. Aircraft hold no ground. The same rule applies to the enemy. An outpost you hold is a second production point, as long as no enemy troops stand there.
Units unlock as you level up; the starters are there from level 1.
| Unit | Lv. | Energy · pop | Role |
|---|---|---|---|
| Brawler | 1 | 10 · 1 | Cheap and fast; builds numbers. |
| Swordsman | 1 | 25 · 2 | The basic front line. |
| Spearman | 2 | 35 · 2 | Strikes from behind the front line. |
| Archer | 3 | 40 · 3 | The first ranged unit; arrows fly in an arc. |
| Gunner | 4 | 55 · 3 | Fast fire with a short tracer. |
| Shieldbearer | 6 | 70 · 5 | Draws ranged fire onto itself. |
| Rifleman | 7 | 90 · 5 | Long range, slow fire. |
| Bomber | 9 | 110 · 6 | Arcing bombs break up crowds. |
| Kamikaze drone | 10 | 30 · 2 | Flies over everything, dives into the nearest enemy and explodes. Melee units cannot reach it; anti-air can. |
| AA gunner | 12 | 60 · 3 | Shoots only aircraft, and hard. |
| Flamethrower | 13 | 65 · 3 | Short range; the flames burn everything close to its target. |
| Tank | 14 | 200 · 10 | Base breaker, slow. Massed rifles and bombers counter it. |
| Armored car | 16 | 140 · 7 | Fast and tough, with a roof gun that also hits aircraft. |
| Helicopter | 17 | 170 · 8 | Flies at 8 m with a rapid gun; only ranged units and anti-air reach it. |
The kamikaze drone has no gun: it flies to the nearest enemy, dives in and explodes for 100 damage on everything within 2.5 m, units, defenses and bases alike. The dive is short and cannot be shot down, but anti-air reaches the drone on its way.
| Unit | Lv. | Energy · pop | Role |
|---|---|---|---|
| Machine gun | 5 | 80 | Fast fire on the ground in front of your base. |
| Cannon | 11 | 140 | Slow shells with area damage. |
| AA gun | 15 | 100 | Guards your zone against aircraft. |
| Mortar | 18 | 160 | Long-range arcing shells over the front line. |
| Barricade | 8 | 35 | Sandbags that stop enemy troops until they break them; yours walk through. |
Defenses go anywhere in your open zone, never move and take no population: up to 3 armed defenses and 4 barricades at a time. A barricade is a sandbag wall lying across the road: enemy ground troops have to break it, yours walk through. In the side view, tapping near a barricade adds the next one beside it, so taps build one wall across the road.
| Unit | Lv. | Energy · pop | Role |
|---|---|---|---|
| Ballistic missile | 19 | 150 | Lands where you tap after a short flight, marked for both sides. Heavy blast, long reload. |
| Air strike | 20 | 200 | A plane carpets a wide area with bombs. Lighter than the missile per hit, but it covers several crowds at once. |
Every map is the same ground for both sides, mirrored across the middle. New maps open as you level up.
Flat ground from base to base, nothing in the way.
The straight fight: counters and timing decide it.
A rocky ridge splits the middle into a north and a south road.
Split the enemy's attention. Arcing shots and aircraft cross the ridge; bullets do not.
Open ground twice the usual width, with groves and boulders; no roads.
Troops keep to the third of the field they land in: hit a flank the enemy left thin, or punch through the middle.
A river across the middle; troops cross only at two bridges.
Bridges are chokepoints: splash damage rules them, and guns fire across the water.
Three mini bases on the road: a guard post for each side and one in the middle.
Held outposts pay energy and let you deploy there. While you hold your guard post, your base takes no damage.
Three roads through the woods meet at an outpost in a clearing.
Trees stop bullets until blasts or flames bring them down. Bombers, mortars and strikes clear lines of fire.
One long road zigzags between mountains.
Shields and melee hold the narrows; aircraft cut straight over the peaks, so bring anti-air.
A hill in the middle with an outpost on top, and a road around each side.
Ranged units on the hill outrange everything below and reach both side roads. Take the top with them.
Two ridges make three roads, each with an outpost in the middle.
Spread out, take the outposts and reinforce from the ones you hold.
Mud fills the middle around a rich outpost; firm roads swing wide around it.
Mud slows every walker; aircraft fly over it, and the side roads are fast.
| View | What it shows | Tapping |
|---|---|---|
| Side | The field from the side, nearly flat. Default on a wide screen. | Picks the spot along the field; the depth is chosen for you, on your chosen road. |
| Top | A steep tactical look from above. | Picks the exact spot. |
| Free | A 3D camera you can turn, tilt and zoom, even past the field's edges. | Picks the exact spot. |
| Vertical | The field runs up the screen, your base at the bottom. Default on an upright phone. | Picks the exact spot. |
| Behind | From behind your own base, looking at the enemy. | Picks the exact spot. |
Switch views with the buttons at the top right (a dropdown on phones) or the V key. The re-center button or C brings the current view back to its default framing. Wide and upright views keep their own zoom and position. In the side view, mountains sink nearly flat so the far road stays in sight.
On a computer, in matches against the bot and in the sandbox, point at one of your marching units and press G. The camera follows it and a ring marks it. W A S D or the arrows walk it the way the camera looks; standing still it strikes anything in reach, and Space strikes on the move. G, Esc or the Let go button hands it back to its own march. Online matches do not have this: the server moves every unit.
In matches against the bot and in the sandbox, the 1× button at the top right, or X, runs the match at double or triple speed; once more goes back to normal. Everything speeds up alike: energy, reloads, the clock and the bot, so nothing gets easier or harder. Online matches always run at normal speed, because the server keeps time for both players.
Pausing a match against the bot opens a card with How to play, Settings and the match statistics so far, all without leaving the match. Look around hides the card: drag, zoom, switch views and point at units while nothing moves.
No. Both production zones are 40% of the field and the middle 20% belongs to nobody. Select a card to see both zones.
The bot drops its troops right behind its own front line, near the forward edge of its zone. Deploy near the front of your zone as well and your troops meet them in the middle.
Yes. It has the same energy, population cap, unlocks, zone, outposts and reloads as you. Difficulty only changes how fast it decides and how well it picks counters and roads.
Against the bot and in the sandbox, yes: the 1× button at the top right or X steps through 1×, 2× and 3×. Online matches run at normal speed.
Yes: the full-screen button at the top right of the title screen and of every match, or in Settings. Esc leaves full screen. Where the browser does not let pages go full screen, as Safari on iPhone, the button does not show.
In a classic match, maps open with your level. A free match and the sandbox offer every map; so does a friend room with all units.
Matches against the bot save your level, settings and statistics in this browser. Online play keeps its own level on the game server for this browser's guest account.
How many people have the game open right now, and how many browsers have opened it so far. They come from an anonymous counter; see the privacy page.