Raid
Push into hostile ground and rack up kills before the clock stops.
- Players
- Solo or co-op
- Economy
- Full, with a rich start
- Buildings
- Your faction's menu
- Win
- None — kill score at the clock
Rules
- Same one-sided Allies lobby as Survival: your own faction, your own color, AI allies in any empty seats.
- The lane holds tethered enemy camps in their own colors — standing armies dug in at fixed positions. They hold their ground rather than marching on you, chase a bounded distance when poked, then walk home.
- Camps get harder with depth. The first one folds in the opening minutes; the deep ones are a wall. The lane is deliberately too long to clear, so the question is never whether you finished — it is how far you got.
- A light forward trickle of enemies still comes at you, so your own castle is never entirely safe to ignore.
- Every kill scores, and enemy structures are worth extra — a standing reward for pushing and razing over farming the front camp.
- You start rich and the economy runs normally from there, so you hit the ground fighting.
- When the clock stops, the run ends and your kill total is the result.
Flow
Raid is a score attack, so the tension is pace. Every minute spent turtling is a minute the deep camps go unpunished, and every greedy push risks feeding your army to a camp you were not ready for. Detouring to raze a camp's structures is the classic gamble: a fat score bonus against the time it costs.