Dig a moat
200 gems builds it, gold levels it to 10, and it grows grander as it goes. Works in every world.



Spin your castle. Hold the line.
Armies march in from every road. Flick your castle to swing archers, cannon, boiling oil and ballista into their path, raise corner towers, dig a moat — and fight your way across three worlds.
Levels 41–60 against the Ember Horde.
Deep Water, Spiked or Oil — in every world.
Mage, Catapult and Frost towers.
Room to grow for the late game.
Each world has four lands, a new army and a boss at the end. Pick one to take a look.
Beat the Lich King and cross into fire: Ashfall Plains, Sulphur Springs, Lava Fields and, at the end of the road, the Warlord’s Camp.
Ashfall Plains · 41–45
Sulphur Springs · 46–50
Lava Fields · 51–55
Warlord’s Camp · 56–60





Coming later: Bridge Layers that plank over your moat, and Fire Bats that fly straight over it.
Haunted marshes and the undead army of the Lich King. Wraiths fade out, necromancers raise the dead.
Mistfen Marsh · 21–25
Gravewood · 26–30
Sunken Abbey · 31–35
The Blight · 36–40





Four lands that change every five levels, each with its own road layouts, ponds and groves.
Greenvale Meadow · 1–5
Autumn Woods · 6–10
Frostpeak Pass · 11–15
Sunscorch Badlands · 16–20















200 gems builds it, gold levels it to 10, and it grows grander as it goes. Works in every world.



Mage, Catapult and Frost towers fire in every direction. One slot on the Grand Keep, two on the Citadel, four on the Royal Fortress.
Gold buys upgrades — now up to level 20 — and gems from boss wins unlock the biggest castles and their corner towers.
Timber Fort
Stone Fortress
Grand Keep1 tower slot
Citadel2 tower slots
Royal Fortress4 tower slotsCall down a Meteor, Freeze the field or Repair your walls — in every world.
Outer defences on every road, so the horde has to stop and break through.
Bridge Layers and Fire Bats join the horde, and the Ember Warlord learns new tricks.