POCKET ARCADE / 0070DELVE

Tower Delver

Read the armour. Build the strike. Choose what carries onward.

SCORE0
SHAPES0

How to play

Defeat three chamber guardians by clearing full rows. Damage is rowsĂ—strike minus armour ONCE per drop; simultaneous rows are more efficient against armour. Shapes repeat bar, square, elbow, bar, T, bar. Rotate and aim, inspect the landing and combat forecast, then Drop.

Each guardian attacks on its visible clock, advanced by every successful drop or Brace. Brace sacrifices the incoming shape to gain2 guard, capped4, before advancing that clock. Guard reduces the next retaliation then is consumed. Blocked drops and rotations spend nothing. A killing blow prevents retaliation.

After rooms1 and2, choose Sword or Hearth. Sword adds3 strike but keeps the board. Hearth heals8HP up to30 and removes the bottom TWO rows without damaging the next foe; upper cells fall into that space. The remaining board always carries onward. Room2 attacks faster; room3 has heavier armour and stronger blows. Your choice balances damage, health and board space.

Win all three rooms within36 shapes and before HP runs out. Keyboard arrows aim; tap native controls or use Tab/Enter. No timer or rapid input. Retry repeats the fixed expedition.