While this section is open, use the command buttons. Game keyboard shortcuts are off.
Current board only. Enemy positions run from 0 at the left entrance toward 8 at the base. Defender bays are listed left to right; each unit defends its whole lane. A stack shows only its front unit and total count. The board changes when you deploy or end a turn.
Score0Best0Combo×1.0🏆 New best!
Orders, formations & scoring
G/T choose a formation · 1–4 deploy to a lane · Space/Enter ends the turn · P to pause · H for help. You can also use the buttons or tap a causeway.
Each formation defends its whole lane. The unit drawings show its roster, not a collision point. Enemies move left to right toward the base. Issue up to two orders per turn; each lane holds up to three units.
Guards cost 2 energy and deal 1 damage a turn. Turrets cost 3 energy and deal 2 damage. End turn to resolve combat and see the next wave. Three leaks end the run.
Kills build a combo up to ×5; a leak resets it. Each cleared stage pays 20 × energy left, plus 100 if no enemy leaked. Clear all four stages to win.
How to play · Lane Commander
Enemy waves — Scouts (fast), Grunts, and Brutes (tough) — march down four lanes from the left-hand spawn to your base on the right. Spend energy to deploy defenders, then end the turn to resolve combat.
Goal
Clear every wave of all four stages (Warm-up → Rally → Siege → Onslaught). Later stages attack more lanes with tougher enemies.
Each enemy that reaches the base costs a life; three leaks end the run.
At most two orders per turn and three defenders per lane — choose your lanes wisely.
Each formation defends its whole lane. The unit drawings show its roster, not a collision point. Enemies move from left to right.
Defenders
Guard (2⚡) — tough, deals 1 damage a turn. Hold the line while the turrets work.
Turret (3⚡) — fragile, deals 2 damage a turn. Every lane needs firepower.
Controls
Pick a defender (G / T or the buttons), deploy to a lane (1–4, the pads, or tap a lane)
Space / Enter — end the turn (or play / restart)
P — pause / resume
H or ? — open this help
Esc — close help
Scoring
Kills pay the enemy's value × combo multiplier; consecutive kills grow the multiplier toward 5×, a leak resets it.
Clearing a stage pays 20 × energy left, plus +100 when nothing leaked (a flawless stage).