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Strategy · Reverse Tower Defense

Siege Craft

Reverse tower defense: buy shield, archer, cavalry and ram waves that march a fixed road into arrow towers and cannons, counter their types, and break twelve castle gates.

The game's own interface may still be in English.

Overview

Siege Craft flips tower defense around: the towers belong to the enemy and you are the wave. Each of twelve castles guards a winding road with arrow towers and cannons, and a gate with rising hit points waits at the end. Your gold trickles in at four per second, and every tap spends it on troops that march the road on their own. The design lives in the counters. Shields take a quarter damage from arrows, cavalry takes half from cannons and moves fast enough to spoil their aim, archers outrange arrow towers and pick the crews off at sixty-two pixels, and rams soak everything while delivering twenty-six damage a swing to structures. Towers you destroy refund twelve gold, so clean waves fund the next wave. Lose condition is pure and fair: gate standing, road empty, and gold below the cheapest unit. Every castle remixes the road bends, tower count, and gate thickness, so the counter puzzle stays fresh through the twelfth gate.

How to Play

Press Start Game. Arrow Left and Right cycle the picked unit — shield, archer, cavalry, ram — and Space or a tap on the road sends it. The four buttons do the same directly. Troops march automatically along the road; archers and rams divert to attack towers in reach, and everything that survives to the gate starts chopping it. Break the gate to advance. P pauses, R restarts the campaign from castle one.

Tips & Strategy

Scout the tower mix before spending: a road guarded mostly by arrow towers is a shield-and-ram puzzle, while cannon clusters demand cavalry screens. Open each castle with two archers — they outrange arrow towers and their early kills refund gold that snowballs into rams. Never send rams alone; at nineteen speed they eat every tower cycle on the road, so put shields ahead of them to absorb the arrow phase and cavalry beside them for the cannon phase. Stagger your sends by a second or two rather than dumping the bank at once, because cannon splash punishes clumps and staggered arrival keeps tower target-switching inefficient. On the last castles the gate outlives your first wave by design — plan for two pushes, and spend the intermission banking gold to forty-five so the second wave lands as cavalry-plus-ram rather than a sad trickle of archers.

What Makes It Distinct

The attacker's-eye view converts tower defense from placement puzzles into composition puzzles: you are solving for the cheapest wave that survives this exact tower mix. The refund-on-kill economy means good reads pay for themselves, so mastery feels like arithmetic you can see working.

Controls

Keyboard
Arrow Left/Right — pick shield, archer, cavalry or ramSpace — send the picked unit onto the roadP — pause or resumeR — restart the campaign
Mouse
Click a unit button to send that troop; clicking the road sends the picked unit.
Touch
Tap unit buttons to dispatch troops; each tap spends gold and marches immediately.

Features

  • You are the attacker — towers are the enemy and the road is yours
  • Hard counters: shields shrug arrows, cavalry halves cannon hits, rams wreck structures
  • Archers outrange arrow towers and pick crews off before the rams arrive
  • Twelve castles with new road bends, tower mixes and thicker gates
  • Gold trickle economy — go broke with nobody marching and the siege fails
  • Tower kills refund gold, rewarding waves that clear the road early

Frequently asked questions

What beats arrow towers in Siege Craft?

Shield infantry. Arrow towers deal only a quarter of their damage to shields, so a shield line walks through arrow fire that would shred cavalry, then buys time for rams behind it.

How do I stop cannons from wiping my wave?

Cannons are slow but hit hard; cavalry takes only half damage from them and outruns their aim cycle. Mix cavalry through the wave so cannon shots land on the troops built to survive them.

Why did I lose with gold still in the bank?

You cannot lose while gold remains. The defeat triggers only when the gate still stands, no troops are alive on the road, and your gold has fallen below the price of the cheapest unit.