Set the angle. Set the power. Read the wind. The ground
you are standing on is the ground you are shooting away.
โ๏ธ Settings
Scene
Shells
Wind
Ground
Range
Rounds
Moving
Clock
Range is how far apart you start โ further is harder,
because there is more hill in the way and a shot needs more of
everything. Ground decides how even the two sides start. Wind that
moves is harder โ every mark you have left on the map was fired in a
different wind, so each one shows the wind it was fired in.
Wind 0
26
45ยฐ
50
๐ Pick your shells
Choose 3. You always keep the Shell.
Player 2
Pass the device over. Your controls are hidden until you tap.
Round over
๐ฏ Two numbers
Angle is how steeply you fire. Power is how hard. Drag from
your own base to aim roughly, then use โ and + to get the last degree โ
that last degree is usually the whole game.
๐จ The wind is the opponent
It pushes the shell sideways the whole way, so it bends the arc rather
than sliding it. The number is always on screen. A long, high shot spends
longer in it than a flat one.
๐ Miss, then close in
Every shot leaves a mark where it landed. Overshoot, undershoot, split
the difference. A near miss still does damage, so getting closer
pays even before you hit.
๐งจ The ground goes away
Every blast digs a hole. Ground only ever gets lower, never higher โ so
nobody can be walled in. But if the ground under you goes, you fall, and
falling hurts.
๐ Five shells, and you pick one every shot
Not once a round โ every single shot, as often as you like. The right
shell depends on the wind you have now and the ground that is left, and
both change while you are playing.
Swapping costs you your marks. A different shell flies
differently, so the dots from your last few shots no longer tell you
anything. They go hollow when that happens, to say so.
๐๏ธ Tracers
Tap ๐๏ธ and the game draws exactly where your current aim would land โ
without firing anything, and without costing you the turn. You get a few
each round.
It is the one piece of help that does not come from the difficulty you
picked: even on Veteran, where no arc is ever drawn for you, you can
still buy three.
๐ก๏ธ Shields and parachutes
Found in crates. A shield soaks up one hit completely. A
parachute cancels one fall. Both are used up the moment they save
you, so they buy a turn rather than a fortress.
๐ถ Walking
Turn Moving on and each side gets a tank of fuel every turn. Walk
with โ and โถ before you fire โ you can climb a gentle slope but not a
cliff, and dropping a long way hurts, exactly as it does when the ground
goes out from under you.
It is the answer to being stuck: if nothing you have can reach from
where you are standing, walk somewhere it can. Firing ends the turn, so
the choice is always move first, then shoot.
๐ Looking around
Drag anywhere that is not your own base to move the view; pinch to zoom;
tap the strip along the top to jump there. โคข shows the whole field
again, and that is always where a round starts.
The strip along the top is the whole field, always โ both sides, the
crate, and every mark you have left. However far in you look, nothing is
ever lost.
๐ฆ Crates
Every so often a crate appears between you, out in the open where you can
both see it and you can both shoot for it. Land near it โ with anything,
even by accident โ and you get what is inside: spare shells, or one of the
two big ones you cannot get any other way.
Nothing in a crate can win the round on its own. Even the biggest, landed
dead centre on somebody at full health, leaves them standing.
โฐ๏ธ You can move the ground too
Three of the eight do no damage at all. A dirt ball heaps up a
wall. Liquid dirt runs downhill and fills the low ground level,
like water. A riot blast strips dirt away wide and shallow, where
the shovel digs deep and narrow.
Drop enough dirt on somebody and they are buried โ they cannot
shoot until they dig out, which costs them a turn. It never kills them,
and digging always works. There are only a few of each per round, so
burying somebody buys you time rather than the match.