How to play
The complete rules. Everything here is enforced by the server, not by your browser.
The goal
Two sides face each other across a river. Each side owns two Guard Towers (one per lane) and one Core Tower. Destroy the enemy Core to win at once, or finish the match with more crowns.
- A destroyed Guard Tower is worth 1 crown. The Core is worth 3 crowns and ends the match immediately.
- The Core Tower sleeps until it is damaged or one of its Guard Towers falls. Guard Towers (1500 HP) are awake from the start; the Core has 2600 HP.
Energy and cards
- Your deck has 6 cards. You hold 4 at a time; the rest wait in a queue. Playing a card brings in the next one and sends the played card to the back of the queue.
- You start with 5 energy (max 10). It refills by 1 every 2.8 s, and twice as fast during the last minute of regulation and in overtime.
- Each card shows its energy cost. The server rejects a play you cannot afford.
Deploying creatures
- Mouse: drag a card onto the board, or click a card and then click the board. Touch: drag a card, or tap a card then tap the board. Keyboard: 1 to 4 pick a card, Esc cancels.
- While a card is selected, the legal drop zone glows green. You can only deploy on your half of the arena, away from the river and from towers.
- After you destroy an enemy Guard Tower, that lane's enemy half opens up for your deployments, as far back as the fallen tower.
- A new creature needs about 1 second to wake up. It can be attacked but cannot act yet.
- Swarm cards spawn several bodies at once (Sproutlings ×4, Gloombats ×5).
Roles and targeting
- Melee creatures fight up close and are the best answer to towers.
- Ranged creatures shoot over a distance; only ranged units and towers can hit flying creatures.
- Tanks soak damage. Boulderon only attacks towers and explodes when it dies.
- Swarms overwhelm slow targets but die to splash. Gloombats fly over the river and ignore the bridges.
- Support creatures keep a squad alive: Petalyn heals allies around it and cures their burn, poison and paralysis.
- Siege creatures only attack towers, from far away: Cannonclam out-ranges a Guard Tower but is fragile if caught.
- Ground creatures cross the river only on the two bridges. Each creature picks the lane it was dropped in.
- Creatures attack the nearest enemy they can reach; otherwise they march on their lane's Guard Tower, then the Core.
- Armor (Steelhorn, Aegirax) cuts a fixed amount from every hit, after the element multiplier. Heavy creatures also resist being shoved back.
Evolution
- Every creature has a gold evolution meter under its health bar. It fills with the damage it deals, the damage it takes and the health it heals (healers earn it too).
- When the meter is full the creature evolves: it glows for 1 second, during which it is invulnerable but cannot act. It keeps the same share of its health, loses every status effect and comes back bigger, stronger and with a new ability.
- Each body evolves by itself: in a swarm, the sprouts that fought most evolve first.
- Legends do not evolve (Solarion, Aegirax): they are already at full power.
| Creature | Evolves into | Meter |
|---|---|---|
| Flarlet | Blazefang | 600 |
| Tidalump | Tidalord | 800 |
| Zappit | Voltmane | 500 |
| Frostail | Glaciovix | 500 |
| Boulderon | Cragolith | 1800 |
| Steelhorn | Adamantusk | 1200 |
| Sproutlings | Thornpack | 220 |
| Gloombats | Duskwings | 200 |
| Petalyn | Bloomara | 500 |
| Cannonclam | Tsunamaw | 600 |
Elements and the type chart
Every creature has one of eight elements. A hit is multiplied by how the attacker's element matches the defender's: ×1.5 when it is super effective, ×0.75 when it is resisted (the same element also resists itself), ×0.5 when it barely scratches, and ×1 otherwise. Armor is subtracted after that. Towers have no element and always take ×1.
| Attack ↓ / Defend → | Fire | Water | Electric | Grass | Rock | Steel | Ice | Dark |
|---|---|---|---|---|---|---|---|---|
| Fire | ×0.75 | ×0.75 | · | ×1.5 | ×0.75 | ×1.5 | ×1.5 | · |
| Water | ×1.5 | ×0.75 | ×0.75 | ×0.75 | ×1.5 | · | · | ×0.75 |
| Electric | · | ×1.5 | ×0.75 | · | ×0.5 | · | · | ×1.5 |
| Grass | ×0.75 | ×1.5 | · | ×0.75 | ×1.5 | ×0.5 | ×0.75 | · |
| Rock | ×1.5 | ×0.75 | ×1.5 | ×0.75 | ×0.75 | ×0.75 | ×1.5 | · |
| Steel | ×0.75 | · | · | · | ×1.5 | ×0.75 | ×1.5 | ×0.75 |
| Ice | ×0.75 | · | · | ×1.5 | ×0.75 | ×0.75 | ×0.75 | ×1.5 |
| Dark | · | ×1.5 | ×0.75 | · | · | ×1.5 | ×0.75 | ×0.75 |
×1.5 super effective · ×0.75 resisted (also the same element) · ×0.5 barely scratches · · neutral. Towers have no element and always take ×1.
Status effects
- Burn. Takes 30 damage per second for the duration (ignores armor).Inflicted by: Flarlet 30%, Blazefang 60%, Solarion 100%
- Poison. Takes 20 damage per second for the duration (ignores armor).Inflicted by: Sproutlings 30%, Thornpack 65%, Bloomara 50%
- Paralysis. Moves and attacks at half speed, and a quarter of its attacks fizzle.Inflicted by: Zappit 30%, Voltmane 50%
- Freeze. Frozen solid: cannot move or attack.Inflicted by: Frostail 15%, Glaciovix 30%
- Sleep. Cannot act until it takes damage, which wakes it.Inflicted by: Gloombats 12%, Duskwings 20%
- Burn (15) and poison (10) hit every 0.5 s, ignore armor and elements, and do not wake a sleeper.
- Some creatures cannot suffer a status: fire cannot burn, steel and grass cannot be poisoned, electric cannot be paralyzed, ice cannot be frozen. Legends have extra immunities.
- Stuns (Zappit) and slows (Frostail, Aegirax) are short and separate; heavy hitters can also knock lighter creatures back.
- A status that is already on a creature only refreshes its timer (they do not stack). Petalyn's aura cures burn, poison and paralysis; evolving clears every status.
Legends
- Legends (Solarion, Aegirax) cost 6 energy and are far stronger than ordinary creatures. A deck may hold at most 1; the server refuses a deck with more.
- They do not evolve, and each is immune to some status effects.
Clock, overtime and tie-breaks
- A 3-second countdown, then 3:00 of regulation time.
- If one side has more crowns when time is up, it wins.
- If crowns are level, overtime (60 s) starts: the first tower to fall decides the match.
- If overtime also ends without a tower falling, the side with more total tower health left wins.
- If that is also equal, the match is a draw.
- If both Cores fall at the same moment, the side with more crowns wins; otherwise it is a draw.
Disconnects and forfeits
- The match keeps running on the server if you lose your connection. Your site reconnects automatically.
- You have 30 seconds to come back. Return in time and you resume exactly where you were. Fail to, and you forfeit: the opponent wins.
- If both players are gone for the grace period, the match is voided (no winner, no rating change).
- If the game server itself fails mid-match, the match is voided and nobody is penalised. Results are saved only once a match ends.
- Opening the game in a second tab or device takes over the session; the older one is told it was replaced.
Ranked, practice and spectating
- Ranked needs a signed-in wallet. Opponents are matched by rating; the window widens the longer you wait. Results update an Elo-style rating and the leaderboard.
- Practice runs in your browser against a bot (easy, normal, hard). It is not recorded and never changes your rating or earns rewards.
- Spectating is read-only and slightly delayed, so a stream cannot be used to coach a live player. Spectators never see a player's hand.
Rewards
- Entry is free. There is no entry fee, no staking and no token purchase.
- If the operator turns rewards on, a verified ranked win can earn a fixed SOL amount from a funded treasury. Rewards are off until an admin configures an amount, a daily budget and per-player limits.
- Forfeits, draws, voided matches, very short matches, idle opponents and matches over the daily limits pay nothing.
- A reward is only marked paid after the transfer is finalized on Solana and the amount is verified on-chain. Until then it shows as pending, with its transaction link once one exists. See the Rewards page.
- $KOP is the project's ticker and branding only. Holding it does nothing in the game.