A fog-of-war strategy board game. Explore a hidden grid, capture towers, upgrade them, outmaneuver opponents, and race to victory — or take everything they own.
On your turn, move one tile in any direction — or stay where you are. Players take turns one at a time.
What happens when you step on a tile
- Hidden tile — it reveals and you earn +10 points.
- Empty tile — nothing happens; you just move there.
- Tower — triggers the tower interaction (see Tower section below).
- Infected tile — you become infected. Your next turn you are teleported to a random tile instead of choosing your move.
- Safe infected tile — safe for you if you own the protecting tower; otherwise still dangerous.
Towers are the heart of the game. Claiming, upgrading, and defending towers is how you score the most points and win.
Claiming a Tower (Classic & Poison Gas)
Towers start hidden. Walk onto an undiscovered tower to claim it — it turns your color and you earn points for a Level 1 tower (+50 pts).
Upgrading Your Tower
Stay on your own tower turn after turn to upgrade it. It takes tower level stay-turns to reach the next level. Each upgrade earns you points.
Example: a Level 3 tower needs 3 stay-turns to reach Level 4.
Capturing an Enemy Tower (Classic & Poison Gas)
Walk onto an enemy tower to start invading it. Stay on it for 5 consecutive turns to capture it. You earn points for the tower at its current level — all their upgrades benefit you.
The invasion bar fills turn by turn:
3 of 5 turns done — 2 more to capture.
There are three game modes, each available for 2, 3, or 4 players (Classic and Poison Gas) or 2–3 players (Not-So-Hidden Towers).
The original mode. Towers start hidden. Reveal them, claim them, and upgrade them to score points.
| Players | Board | Towers | Win |
|---|---|---|---|
| 2 | 6×6 | 4 | Get 3,000 pts |
| 3 | 7×7 | 6 | Get 4,000 pts or 4 towers |
| 4 | 8×8 | 7 | Get 5,000 pts or 4 towers |
Same as Classic, but a hidden poison gas source lurks on the board. Revealing it starts the spread.
| Players | Board | Towers | Win |
|---|---|---|---|
| 2 | 6×6 | 4 | Get 2,000 pts |
| 3 | 7×7 | 6 | Get 3,000 pts or 4 towers |
| 4 | 8×8 | 7 | Get 4,000 pts or 4 towers |
All towers are visible from the start. Every player starts with 2 towers. Steal towers instantly — and their owner's points along with them.
| Players | Board | Towers | Win |
|---|---|---|---|
| 2 | 8×8 | 4 (2 each) | Own all 4 or last with pts |
| 3 | 8×8 | 6 (2 each) | Own 4 of 6 or last with pts |
Not-So-Hidden Towers plays completely differently from Classic and Poison Gas. Here is what you need to know:
You instantly steal the tower. No waiting. The tower becomes yours and you take points from the previous owner equal to the tower's full upgrade value.
Upgrades it, same as Classic. You earn points for each level reached.
The amount stolen equals the cumulative upgrade cost of the tower — the total points it would have taken to reach that level from Level 1.
If a steal drains the victim's points to zero, they are eliminated and skip all future turns.
Steal values by tower level
| Tower Level | Points Stolen | Breakdown |
|---|---|---|
| Level 1 | 50 | 50 |
| Level 2 | 130 | 50 + 80 |
| Level 3 | 258 | 50 + 80 + 128 |
| Level 4 | 462 | 50 + 80 + 128 + 204 |
| Level 5 | 789 | 50 + 80 + 128 + 204 + 327 |
| Level 6 | 1,313 | … + 524 |
| Level 7 | 2,151 | … + 838 |
| Level 8 | 3,493 | … + 1342 |
In Poison Gas mode, a hidden gas tile exists somewhere on the board. Once any player walks onto it, gas begins spreading at the end of each full round.
Spreading schedule
| Gas Round | New Infected Tiles | Total Added |
|---|---|---|
| Round 1 | +1 | 1 |
| Round 2 | +1 | 2 |
| Round 3 | +2 | 4 |
| Round 4 | +2 | 6 |
| Round 5 | +3 | 9 |
| After Round 5 | No more spreading. Safe lanes are finalized. | |
Safe Lanes
After gas finishes spreading, each owned tower carves a safe lane through infected tiles. The lane runs in all four cardinal directions from the tower to the edge of the board. Any infected tile in that line becomes safe for the tower's owner.
| Mode | Players | Win Condition |
|---|---|---|
| Classic | 2 | Get 3,000 points |
| Classic | 3 | Get 4,000 points or own 4 of 6 towers |
| Classic | 4 | Get 5,000 points or own 4 of 7 towers |
| Poison Gas | 2 | Get 2,000 points |
| Poison Gas | 3 | Get 3,000 points or own 4 of 6 towers |
| Poison Gas | 4 | Get 4,000 points or own 4 of 7 towers |
| Not-So-Hidden Towers | 2 | Own all 4 towers or last player with points |
| Not-So-Hidden Towers | 3 | Own 4 of 6 towers or last player with points |
Select 1 Player when creating a room to play solo against a CPU opponent. The AI is available for all 2-player game modes: Classic, Poison Gas, and Not-So-Hidden Towers.
| Action | Points |
|---|---|
| Reveal a hidden tile | +10 |
| Claim an unowned tower (Level 1) | +50 |
| Upgrade tower to Level 2 | +80 |
| Upgrade tower to Level 3 | +128 |
| Upgrade tower to Level 4 | +204 |
| Upgrade tower to Level 5 | +327 |
| Upgrade tower to Level 6 | +524 |
| Upgrade tower to Level 7 | +838 |
| Upgrade tower to Level 8 | +1,342 |
| Capture an enemy tower (Classic / Poison) | Points for its level |
| Steal a tower (Not-So-Hidden Towers) | Transfer cumulative value from victim |
Uncover tiles fast at the start to find towers before your opponents and bank easy points.
A Level 7 or 8 tower is worth over 800 points per upgrade cycle. Don't leave them unguarded.
In Poison Gas, tower placement determines your safe lanes after gas finalizes. Grabbing central towers is crucial.
A higher-level tower means more points stolen if an opponent takes it. Upgrade only when you're confident you can defend it.
Capture attempts take 5 turns. Start invading only when you can commit — if the owner comes back, you reset to zero.
In 3–4 player modes, owning 4 towers wins outright. Sometimes targeting the tower count is faster than grinding points.