Deepwing: Colony
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πŸŽ‰ The moon is yours!

⏸️ Paused

Everyone on the moon is waiting.

πŸ“±β†ͺ️ Turn your phone

Colony is played with the phone on its side.

πŸ“œ Missions

Pick πŸ“œ Missions on the menu for one job a moon: gather, build, make, hold on, take the base. The first fifteen teach one thing each; after them they are made without end, a little harder each fifteen, and each is checked before you play it to make sure it can be won. Taking every building of theirs always finishes a mission too.

πŸ—ΊοΈ Maps

Pick πŸ—ΊοΈ Maps on the menu, then ✏️ Make a map. Paint rock and clear ground, move the fields, the vents and your start: the other side gets the same, turned round, so it is fair. βœ… Check and keep tells you anything that is not fair (a start walled in, a field nobody can reach) and keeps the map when it is. Every map has a code: copy it and send it, and πŸ“₯ Open a code plays the same map.

πŸͺ Take the moon

Two sides land on a moon. Gather crystals πŸ’Ž, build a base, make an army, and pop or take over every building of the other side. Nobody gets hurt: machines and robots pop into bolts, and riders beam home.

πŸ§‘β€πŸš€ The Crew

Tinkers πŸ”§ dig crystals and carry them to the Hub or a Refinery 🏭 (each Refinery comes with a Tinker). To build, tap a building on the side, then the ground: a Tinker walks there and builds it, and more Tinkers build it faster. A Hub mover πŸ—οΈ drives anywhere and unfolds into a new base.

πŸ€– The Wildbots

Grubbers ⛏️ dig crystals and carry them home. To build, tap a building on the side, then the ground near your base: a Grubber walks there and becomes the building, so keep making Grubbers. A Nest πŸͺΊ can go anywhere you have seen.

🚩 Flags

Flags stand round the moon. Stand more units on one than the other side has there and it turns yours. Then it pays crystals or fizz every minute for each unit standing still on it: more units, more pay, up to a point. Units that are fighting or hiding do not count. A worker can also become an earner: it stops digging and earns where it sits. Lost every building? You have three minutes to put down a new Hub or Nest with a builder, so keep one safe.

🫧 Fizz

Strong units need fizz as well as crystals. It comes from the green vents: the Crew put a Pump β›½ on one and it fills by itself; the Wildbots put a Sipper πŸ§ƒ on one, pick some Grubbers and tap the Sipper. A field only digs so fast, so more workers than it can use wait their turn: build by another field. (No fizz on Cadet.)

πŸ’ͺ Tricks

Pick some units and their trick shows at the bottom. πŸ”’ A Tank locks down to shoot further, but cannot move. πŸ’ͺ Suits boost to fire faster for a while, for some of their strength. πŸ•³οΈ Buzzers dig in and hide until something comes close. Swarms hit harder three together. Tinkers mend machines near them by themselves.

πŸ›Έ Fliers and the top

A Lab πŸ”¬ lets the Crew make Skimmers πŸ›Έ (they fly, from a Hangar πŸ›«) and Titans πŸ€–; a Hive 🐝 lets the Wildbots make Gnats 🦟 (they fly and hunt fliers) and Spitters 🦠 (they lob from far, but not at what is close). Fliers cross rock and are hit only by what shoots up: Suits, Rocket suits, Rovers, Stingers, Shieldbacks (close by), Spitters, Gnats and the turrets. Pick a Lab or a Hive to give your side βš”οΈ weapons and πŸ›‘οΈ armour ranks, three each. A unit that pops a lot of the other side earns a β˜….

βš”οΈ What beats what

Every unit is good against some of the other side and weak against others. The field guide below says which, for each one. Tap a picture on the side, or pick some units, and the line on the screen says it too. The coach says what to make against what you have seen.

⭐ Big powers and tunnels

From Pilot up, each side has a big power, ready four minutes in and three minutes after each use: the button above the groups. The Crew's πŸ“¦ Supply drop: tap anywhere for crystals at once and a look there (a Buzzer dug in stays hidden). The Wildbots' 🦑 Burrow strike: pick up to ten robots, tap the button, then a place you have seen; they come up there four seconds later, and the Crew see the ground stir first. πŸš‡ Tunnels: pick robots and tap one of your Tunnels; they come out of the next one you made.

⚑ Power

Every building needs power. With too little, everything takes twice as long and turrets stop. Build a Power cell ⚑ or a Charger πŸ”‹.

πŸ‘† Your army

Tap one of yours to pick it, or hold a moment and drag a box round many. Then tap where to go, or tap an enemy to attack it. 🎯 then a tap: go there and fight what you meet. βš”οΈ picks your whole army. 1, 2 and 3 keep a group: tap an empty one to keep what is picked. Drag the ground to look around, and pinch to zoom.

🏳️ Take over

Send a Tinker or a Grubber into an enemy building once it is under half its strength, and it becomes yours.

πŸ’² πŸ› οΈ Sell and repair

πŸ’² then a building sells it for half back. πŸ› οΈ then a building mends it for some crystals.

πŸ”Š Sound

πŸ”Š at the top turns it off, and it stays off in every other game here too.

πŸ“– Field guide

πŸ—ΊοΈ Marks on the map