Stick Wars
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Stick Wars

How to play

Real-time stick figure strategy: energy builds up, you pick what to deploy and where, and your troops march and fight on their own.

Basics

01 — Break the enemy base

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.

02 — Energy and population

  • Energy grows by 5 per second and the rate rises by 1 every 2 minutes, up to 300 stored.
  • Every card costs energy. Units also take population: 100 per side unless the match picks another army size (100, 150, 200, 300).
  • Defenses, barricades and support strikes take no population.
  • Base upgrades cost energy and add health, a stronger gun and extra income (+1/s, +2/s). Held outposts pay extra too.

03 — Deploying and the front line

  1. Pick a card at the bottom (or press 1 to 9).
  2. Tap inside your production zone, the shaded part of the field on your side.
  3. Press and hold still to drop the same unit again every 0.3 seconds.

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.

04 — How units move and fight

  • Units walk on their own; you choose what to deploy and where. On a computer you can also steer one unit yourself (see Camera and controls).
  • Every unit marches toward the enemy base. On maps with roads it follows the road it was dropped on, and it stops on every outpost along the way until that outpost is its side's.
  • Five times a second it looks for the nearest enemy within its range plus a few meters of sight, walks up to it and attacks. Shieldbearers draw ranged fire onto themselves.
  • Ranged units stop at their range and shoot; melee units walk into contact. When a target dies or runs off, the unit goes back to its march.
  • Rock and water cannot be crossed on foot. Bullets and flames need a clear line, so rock blocks them; arrows, bombs and shells arc over it.
  • Aircraft fly over crowds, walls, rock and water. Only units that hit air can shoot them.

Army

01 — Units

Units unlock as you level up; the starters are there from level 1.

UnitLv.Energy · popRole
Brawler110 · 1Cheap and fast; builds numbers.
Swordsman125 · 2The basic front line.
Spearman235 · 2Strikes from behind the front line.
Archer340 · 3The first ranged unit; arrows fly in an arc.
Gunner455 · 3Fast fire with a short tracer.
Shieldbearer670 · 5Draws ranged fire onto itself.
Rifleman790 · 5Long range, slow fire.
Bomber9110 · 6Arcing bombs break up crowds.
Kamikaze drone1030 · 2Flies over everything, dives into the nearest enemy and explodes. Melee units cannot reach it; anti-air can.
AA gunner1260 · 3Shoots only aircraft, and hard.
Flamethrower1365 · 3Short range; the flames burn everything close to its target.
Tank14200 · 10Base breaker, slow. Massed rifles and bombers counter it.
Armored car16140 · 7Fast and tough, with a roof gun that also hits aircraft.
Helicopter17170 · 8Flies 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.

02 — What beats what

  • Crowds of cheap melee units fall to splash damage: bombers, flamethrowers, tanks, cannons and the kamikaze drone.
  • Shieldbearers soak up arrows and bullets so the units behind them live longer.
  • Riflemen and cannons break armor; tanks and armored cars take a lot of small-arms fire to bring down.
  • Aircraft ignore melee units entirely. Answer them with archers, gunners, riflemen, anti-air gunners, armored cars or an AA gun.
  • Mortars outrange everything on the ground and lob their shells over rock.

03 — Defenses and barricades

UnitLv.Energy · popRole
Machine gun580Fast fire on the ground in front of your base.
Cannon11140Slow shells with area damage.
AA gun15100Guards your zone against aircraft.
Mortar18160Long-range arcing shells over the front line.
Barricade835Sandbags 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.

04 — Base upgrades and support strikes

UnitLv.Energy · popRole
Ballistic missile19150Lands where you tap after a short flight, marked for both sides. Heavy blast, long reload.
Air strike20200A plane carpets a wide area with bombs. Lighter than the missile per hit, but it covers several crowds at once.
  • Ballistic missile: 150 energy, 160 damage within 6 m (250 on a base), 2.6 s flight, 40 s reload.
  • Air strike: 200 energy, a plane carpets 11 m around the spot with 90 damage (150 on a base), 3.4 s to arrive, 60 s reload.
  • Each strike reloads on its own. Both are marked for both sides while in flight, so troops on the move can still get out of the way.
  • The base can be upgraded twice during a match (200 and 300 energy, key U).

Maps

01 — The maps

Every map is the same ground for both sides, mirrored across the middle. New maps open as you level up.

Open field Lv. 1

Flat ground from base to base, nothing in the way.

The straight fight: counters and timing decide it.

Twin roads Lv. 2

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.

Wide plains Lv. 3

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.

River crossing Lv. 4

A river across the middle; troops cross only at two bridges.

Bridges are chokepoints: splash damage rules them, and guns fire across the water.

Outposts Lv. 6

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.

Forest Lv. 7

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.

Mountain pass Lv. 9

One long road zigzags between mountains.

Shields and melee hold the narrows; aircraft cut straight over the peaks, so bring anti-air.

High ground Lv. 10

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.

Three lanes Lv. 12

Two ridges make three roads, each with an outpost in the middle.

Spread out, take the outposts and reinforce from the ones you hold.

Swamp Lv. 14

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.

02 — Terrain

  • Rock (ridges and mountains) cannot be walked through and blocks bullets and flames. Arrows, bombs and shells arc over it.
  • Water can only be crossed on its bridges; every weapon fires across it.
  • Trees stop troops and bullets like rock, but they fall: a tree goes down after 120 damage from blasts and flames (bombs, shells, mortars, missiles, air strikes, kamikaze drones, flamethrowers), from either side. Arrows and bombs arc over them.
  • On a hill (green ground with contour lines) ranged units shoot 30% farther. Melee units gain nothing there.
  • Mud (brown ground with reed marks) slows every walker to 50% of its speed. Aircraft fly over it.
  • Roads are drawn as dotted lines. Troops follow the road they are dropped on; in the side view, pick the road for your taps in the box under the zone label (key L). On the wide plains nothing is drawn, but troops still keep to the third of the field they land in.
  • Aircraft fly straight over everything, which makes them strongest on the twisting maps.

03 — Outposts

  • Stand ground troops within 6 m of an outpost with no enemy troops there to take it: one unit takes a neutral outpost in 8 seconds, more units up to twice as fast. Taking an enemy outpost first brings it to neutral.
  • A held outpost pays its income every second, shoots enemies within 6 m with a small gun, and lets its holder deploy within 7 m while no enemy troops stand there.
  • A guard post (marked with a shield) protects its own side's base: while that side holds it, the base takes no damage at all, missiles included. Take the enemy's guard post before you lay siege.
  • Marching troops take every outpost on their road before going on, and go back for the enemy's guard post when they find its base shielded.

04 — Rotation, field length and army size

  • Match setup keeps three choices apart: the map (the ground), the field length (how long it is) and the army size (population per side).
  • Rotation plays a different map every classic match, and a newly unlocked map comes first. After a classic match, Continue starts the next one.
  • Any map plays on a standard 120 m, large 200 m or huge 300 m field; longer fields have a longer clock and more starting energy.

Camera and controls

01 — Camera views

ViewWhat it showsTapping
SideThe 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.
TopA steep tactical look from above.Picks the exact spot.
FreeA 3D camera you can turn, tilt and zoom, even past the field's edges.Picks the exact spot.
VerticalThe field runs up the screen, your base at the bottom. Default on an upright phone.Picks the exact spot.
BehindFrom 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.

02 — Controls

Tap or click
Deploy the selected card
Press and hold
Deploy it again every 0.3 seconds
Drag
Move the camera
Wheel or pinch
Zoom
Right-drag, two-finger twist
Free view: turn and tilt
1 to 9
Select a card
U
Upgrade the base
V, C
Next view, re-center
L
Side view on maps with roads: next road
Q / E, R / F
Free view: turn, tilt
W A S D, arrows, + / -
Move and zoom the camera
G
Steer the unit under the pointer
X
Match speed: 1×, 2×, 3× (matches against the bot and the sandbox)
Full screen button
Top right of the title screen and of a match, or in Settings; Esc also leaves it
P or Esc
Pause (matches against the bot)
M
Sound on or off

03 — Steer a unit yourself

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.

04 — Match speed

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.

05 — While paused

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.

Questions

Is the field bigger on the enemy's side?

No. Both production zones are 40% of the field and the middle 20% belongs to nobody. Select a card to see both zones.

Why do the bot's troops reach my side first?

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.

Does the bot play by the same rules?

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.

Can I speed a match up?

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.

Can I play full screen?

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.

Can I play a map I have not unlocked?

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.

Where is my progress kept?

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.

What do the numbers under the title mean?

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.