Tower Defense
Build towers along the road and stop ten waves of creeps before they break through.
How to play Tower Defense
Creeps march along the marked road from the entrance to the exit. Don't let them reach the end or you lose lives. Tap any empty cell to open the build menu and place a tower: the Gun (circle) fires fast for little damage, the Cannon (square) hits slowly with splash, and Frost (triangle) slows every creep in range. Tap a tower you own to upgrade it (up to two levels) or sell it for 70% of its cost. Money comes from kills; spend it wisely to survive all ten waves, ending with a boss.
Three towers, three jobs
Creeps follow a fixed S-shaped road from the entrance to the exit, and every one that reaches the end costs you lives. You stop them by building on the empty cells beside the path, and the three tower types are meant to work together rather than compete:
- Gun (the circle): fast firing, low damage per shot. Cheap, reliable, and the backbone of any defence against ordinary creeps.
- Cannon (the square): slow but hits with splash damage, so it punishes bunched-up groups. One well-placed cannon can soften a whole cluster at once.
- Frost (the triangle): deals little damage but slows every creep in range, buying your other towers extra seconds of firing time.
New players skip Frost because its damage looks pitiful, and that is the single biggest mistake in the game. A slow kills nothing by itself. What it does is multiply everything else: creeps crawling at reduced speed spend far longer inside your guns' range, which works out the same as adding extra guns for the price of one triangle. Damage clears waves, but slow is what makes the damage land.
Place for the bends
Where you build matters as much as what you build. The turns of the S-path are gold, because creeps spend the longest time in range there. Better still are the cells tucked inside a bend where the road doubles back on itself: a tower there reaches two stretches of path at once and shoots everything twice, once coming and once going. Before you place anything, work out which cells touch the most road.
A setup that carries most games: Frost on the inside of a bend, a Cannon beside it so the splash lands on the slowed clump, and Guns filling the other cells that touch two legs of the road. The creeps bunch up in the cold, the cannon hits the whole bunch, and the guns pick off whatever crawls out the far side.
Money only comes from kills
There is no allowance here. Every coin comes from a dead creep, so an early leak hurts twice: you lose a life and the income at the same time, and a weak start snowballs into a poor defence three waves later. Tap a tower you own to upgrade it, up to two levels. An upgrade is usually a better buy than a fresh weak tower, because it stacks power on a cell you have already proven good. Selling returns seventy percent of what you paid, so every sale burns thirty percent. Treat it as a repair tool: sell between waves to fix a genuinely bad placement or to re-tool for what is coming, never in a mid-wave panic.
Ten waves, then the boss
The waves grow in number and toughness, and the tenth brings a boss that walks straight through a thin defence. Plan for it from about wave seven: bank some money instead of spending every coin, then pour it into upgrades on your bend cluster just before the end. Against one tough target, splash matters less and steady sustained fire matters more, so a fully upgraded Gun or two sitting next to your Frost earns its keep right at the finish. If the boss still gets through, the usual reason is that your slow did not cover enough of the road, and it only met full-speed towers.
One more habit separates clean runs from near misses: watch the first creep of each new wave walk the whole road once. You will see exactly where your coverage goes quiet, and that silent stretch is where the next tower or upgrade belongs. The game hands you this scouting report every wave for free; most players are too busy building to read it.
A quick word on the genre
Tower defence grew out of player-made maps for strategy games in the late 1990s, and it took over browsers in 2007 when Desktop Tower Defense, a simple Flash game by Paul Preece, drew tens of millions of players. Everything that made the genre stick is present here in miniature: a fixed path, towers that trade damage for speed or control, an economy fed by kills, and the constant question of whether to widen your defence or deepen it. Ten waves and three towers strip it down to a tight little exam on the basics: cover the bends, slow the pack, and keep a few coins back for the boss.
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Tower Defense: frequently asked questions
How do I place and upgrade towers?
Tap an empty (off-road) cell and pick one of the three towers you can afford. Tap a tower you already own to upgrade it up to two levels for more range and damage, or sell it back for 70% of what you spent.
What do the three towers do?
Gun is cheap and rapid-fire but weak; Cannon is slow but deals heavy splash damage to grouped creeps; Frost deals little damage but slows enemies so your other towers get more shots in. They are told apart by shape and grey tone, not colour.
How do I win, and how is score calculated?
Survive all ten waves, including the final boss on wave 10. Your score is your leftover money plus a bonus for every life you still have, so finishing with lives to spare and cash in the bank scores highest.
What happens when a creep reaches the end?
You lose a life (the boss costs several). Lose all twenty lives and the game is over. A short countdown runs between waves so you can build and upgrade before the next attack.
What is the difference between the three towers?
The Gun fires fast for small damage, the Cannon fires slowly but deals splash to grouped creeps, and Frost slows enemies in range while dealing little damage. They are strongest used together.
Where should I place my towers?
Along the bends of the S-shaped path. Creeps stay in range longest at the turns, so covering the corners (ideally with a slowing Frost tower among your damage towers) gets you the most value.
How do I earn money?
Only by killing creeps. That is why letting enemies leak through hurts twice: you lose a life and the income you would have earned, so plugging leaks early keeps your economy healthy.
Should I upgrade towers or build new ones?
Upgrading an existing tower, up to two levels, is often more efficient than adding another weak one, especially on the corners. You can also sell a tower back for seventy percent of its cost to rebuild for a specific wave.
How many waves are there?
Ten, each harder than the last, finishing with a boss. Keep a little money in reserve through the early waves so you can reinforce your line before that final push.
Is the Frost tower worth it when it barely does damage?
Yes, and skipping it is the most common beginner mistake. Slowed creeps spend far longer inside the range of your Guns and Cannon, which multiplies their total damage. One Frost on a busy bend adds more to a wave than another Gun in the same spot.
Is Tower Defense free to play?
Yes. Tower Defense is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.
Can I play Tower Defense unblocked?
Yes. Tower Defense runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.
More games to play
In the mood for more? Try Snake, Breakout, Pong, Blocks, or browse all arcade games and the full games list on Inkplay. Tower Defense also appears in Strategy Games.