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Lane Commander

Stage 1 / 4Energy 5Orders left 2 / 2Base lives 3
FOUR-CAUSEWAY OUTPOSTHold every crossing

Lane Commander

Raise a formation on each causeway. Spend energy on up to two orders, then end the turn to resolve combat. Hold the base through four stages.

RUN SCORE0

Deploy formation

Guard · 2 energy

Choose a lane · 2 orders per turn · 3 units per lane

Choose Play to defend the first outpost.

Enemies → baseShield = GuardGun = TurretNumbers = HP · ×N = stacked enemies
Lanes as text

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.

Score 0Best 0Combo ×1.0
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.