The map
The field is 75 squares wide and 50 tall. The first 25 columns are BLUE's land, the last 25 are RED's, and the 25 in the middle are the battlefield. Each side's cannon sits behind its land.
Maps: The Field is flat. In the Red Desert one side stands on a raised sandstone plateau, and a staircase slope through the battlefield leads up to it.
1. Build
Pick a material and a shape and tap your land (the square you tap is the block's bottom-left corner). Drag to look around and pinch or scroll to zoom while you build. You can only build on your own colour.
- Stone - strongest. Wood - medium. Glass - weak.
- Ramps - slopes. Units on them roll, just like in Angry Birds.
- Cloud - floats. Blocks touching its underside, and blocks touching those, hang in the air. Knock pieces loose and whatever loses its link to the cloud falls.
- Rope - hang it under a block or stand it on one. Tie more ropes under it to make it as long as you like. Units can climb it and step off onto a higher platform.
- Door - place a gold door on a block, then its red exit door. A unit stepping into the gold door comes out of the red one.
- Arrow - a floating red ball. The block right in front of its point floats and moves that way. An arrow facing back on the same row sends it home again: a moving platform. Tap an arrow to flip it.
- Blue Arrow - the same, but up and down: the block above or below its point becomes a lift.
2. Place your army
9 Endos (1 heart) and King Freddy (2 hearts), anywhere on your land. Drag a mask from the gold equipment bar onto an Endo to change it - now, or at any moment during the battle. You can even drop a mask onto a fighter that already has one, but the old mask is destroyed - buy a new one from the shop.
Stuck for ideas? Auto Fort builds a ready-made fortress; tap it again for a different style (Pyramid, Bunker, Great Hall, Village, Sky Fort). Save Fort keeps the fort you built, and it joins the Auto Fort rotation.
3. Battle - each turn pick ONE:
- Fire the cannon - fire it 3 turns in a row and it OVERHEATS: no cannon for the next 2 turns. Your cannon lights up. Drag back anywhere and let go; the camera chases the ball to the enemy side so you see the damage. A direct hit does 3 damage - but the cannon can't hurt units standing out in the battlefield. Miss completely (no block smashed, no unit taken out) and you get ONE more try; miss again and your turn is over. The ball smashes through glass easily, wood with some effort, and only a couple of stone blocks. Your own cannonballs fly straight through everything that's yours, and every cannonball passes through ropes (but still hits a unit hanging on one).
- Roll the dice - 3 rolls. The dice read 5 to 10, and each roll gives that many points: move a unit 1 square per point (like a chess king: any direction; stepping into mid-air is fine, the unit just falls). A unit can step straight through a wall of its OWN that is one block thick, but never through enemy blocks. Or place blocks - but only out in the battlefield, never in your own land: wood 1, glass 1, stone 2 (blocks outside your land show your team colour). Remove takes away one of your own blocks for the same price, to free a trapped unit. Use - / + (or pinch and drag) to zoom in on your units; All shows them all again.
- Attack the cannon - each cannon has 5 health. An enemy unit standing at the very far edge of your land, down by the ground, is right next to your cannon: select it and tap Hit Cannon (or tap the cannon) - 1 damage per point. Balloon Boy, Funtime Freddy and anyone else who "wrecks cannons" smash it in one hit.
Fighters
- Bonnie - 2 hearts.
- Chica - can spend one dice roll to throw her Cupcake. It lands and becomes its own unit you can move. Once the Cupcake is destroyed, that's it.
- Foxy - moves 2 squares for every dice point, but still only attacks the square right next to him.
- Toy Bonnie - climbs into the cannon: pick him when you fire and HE is the cannonball. He smashes through like one and gets up wherever he lands.
- Balloon Boy - if he reaches the far edge of the enemy's land he wrecks their cannon. A side with no cannon can only use the dice, and gets no final shot.
- Mangle - hangs off the side or underside of any block bigger than one square, like a rope, so she can crawl up walls.
- Withered Chica - breaks enemy wood blocks for free when she's broken into their land.
- Phantom Puppet - slips straight through the enemy's stone walls if they're one block thick (not wood or glass).
- Springtrap - 3 hearts.
- Nightmare Foxy - like King Freddy, can take out enemies who invade your land.
- Toy Bonnie, Bidybab, Electrobab - can be fired from the cannon, or on a dice turn grab one and drag back to launch it across the map (that spends the roll). Bidybab splits into two in mid-air; Electrobab explodes when she hits the enemy's fort.
- Funtime Foxy - breaks enemy glass for free when he's broken into their land.
- Burnt Foxy - spend a roll to shoot a fireball: 1 damage, sets wood on fire, bounces off glass.
- Glamrock Bonnie / OMC Mangle - walk straight through the enemy's one-block WOOD / GLASS walls (Phantom Puppet does it through STONE, Ennard through all three).
- Games Freddy - flies: wherever the dice move him he stays up in the air.
- Missing Mangle - spend a roll: pink ooze turns enemy blocks it splashes into pink plastic (as weak as glass, 1 point to break).
- Cookie Bonnie - spend a roll: a cookie flies dead straight, 1 damage to every enemy it passes, through glass, stopped by wood and stone.
- Radioactive Foxy - spend a roll: radioactive goo melts every enemy block in the splash.
- Chipper - digs: he can step down into the earth and tunnel along under the forts (up to 3 squares deep), then pop up anywhere. Nothing can hit him underground.
- Glamrock Endo - while he's alive, ALL your units can take out enemies who invade your land. Only his death ends it.
- DJ Music Man - spend a roll: he throws a comrade touching him as far as the cannon can, into enemy land to fight (tap DJ Throw, or grab the comrade and drag back).
- Festive Mangle - spend a roll: festive magic goes straight through wood, shoves stone over like foam, bounces off glass and kills every enemy it touches.
- Pitch Black Ennard - spend a roll: teleports onto any free square next to a comrade of your choice.
- Dust Mangle - launch her like Toy Bonnie. Once she lands in the enemy's land they're covered in green dust: while she stays there, their dice rolls are cut in half.
- Festive BB - can't be crushed by falling blocks; only units, cannonballs and shots can take him out.
- King upgrades (drag onto your King): Books Freddy 3 hearts · Black Light Freddy spend a roll to shoot a blue cannonball that smashes through stone and glass but not wood · Dread Bear only a falling block can hurt him, and once a match he gives a unit 3 hearts · Molten Freddy launches himself like Toy Bonnie and walks through any one-block enemy wall · Funtime Freddy wrecks the enemy cannon at the far edge, revives a fallen comrade instead of firing (at full health), and explodes if killed in enemy land · Unidentified Freddy gets one random fighter ability every match.
- Magic (fireball, pink ooze, radioactive goo, festive magic) bounces off glass, and a side can use magic at most 3 times a turn.
Damage
- Falling glass: 0. Falling wood: 1. Falling stone: 2. Cannonball direct hit: 3.
- Knocks can send units rolling. Step a unit onto a slope and it slides down.
Invasions
Units can fight each other in the battlefield by moving onto an enemy - an attack does 1 damage. An invader in enemy land can take out defenders, and the defenders can only run - except their King, who can fight invaders in his own land.
Breaking in: a unit inside the enemy's land can smash an enemy block next to it with dice points: stone 1, wood 2, glass 3. Or climb over it if it can. (So an all-stone fortress is easy to break into!)
The King
If King Freddy falls, one of his soldiers runs away in fear.
Winning
Wipe out all 9 enemy soldiers. The side that loses its last soldier gets one FINAL SHOT: if it takes out every enemy soldier, the game is a draw.
Coins: win +10, draw +5, but a loss COSTS 10 - and so does leaving a Local match early (your opponent wins). Leaving a campaign level is free. Every campaign level has its own fort. When a new version is out, the phone app shows an UPDATE button on the main menu - install it over the app (don't uninstall) and your progress stays. In a Local match the pause menu can OFFER DRAW: if they accept, you both get +5. Coins can go below 0. Spend them in the Shop.
The battlefield (the middle): the cannon can't hurt units out there, an enemy's falling block doesn't crush them (it shoves them aside instead), and any unit can break enemy blocks out there.
Maps: The Field, Red Desert, Snowy Hill (a hill in the middle), The Jungle (climb the trees - up the trunk and out onto the leaves - build on them, and swing on green vines), Volcano Wasteland (a pit in the middle), and The Towers (no ground: each side builds on a 15-wide concrete base in its team colour, twice as strong as stone; on your dice turn place clouds in the battlefield and build on them to cross - anything that falls into the clouds below is gone).
Team colours: buy RED or BLUE (or any colour) and you play in it. If the other player (or the CPU) ends up with the same colour, they switch to the other one.
Cannons from the shop each have their own kill effect, played right where the enemy fell (the turn waits for it). Some do more: the Frost cannon freezes a unit it hits but doesn't kill (it can't do anything next turn); the Red Samurai makes the block its ball stops against vanish; The Torch sets wood on fire and finds glass as tough as wood; the Blue Storm strikes down an enemy its ball stops against; the Shadow Phantom Boom finds stone as weak as wood.
Controls
On PC: Esc pauses, R rolls the dice.