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How to play Kingdom Defense

Kingdom Defense is the fourth Ball And Wall episode, in pixel art: 30 rounds in five places, from the forest through a goblin village, a swamp and the caves to a graveyard. An army of goblins and monsters marches down towards your palisade, a step every few seconds, but only while your cannon ball is flying. Beat every unit before it gets there: a unit that reaches the palisade burns it and you lose a life. The round is won when the army and its houses are gone.

Play Kingdom Defense

Controls, the goal of the game, options and rankings are on How to play Ball And Wall.

Scoring

A goblin gives 20 points, stronger units more (a troll 400, the minotaur 800), a gold stone 30 and a mushroom or a pebble 5. Units that a barrel or a bonus breaks count too.

Blocks in Kingdom Defense

  • Goblin: breaks with one hit; the army marches down a step every few seconds while a ball is in play.
  • Skeleton: takes two hits and turns red after the first; stronger units take more (a troll eight, the minotaur sixteen).
  • Goblin house: takes three hits and burns more after each; until then it sends a new goblin out of its door now and then.
  • Barrel of TNT: one hit and it blows up, breaking what stands round it; barrels next to it go off too.
  • Thrower: a gnome with a slingshot (and goblins with dynamite, sharks, gnolls, shamans) throws things at your paddle: dodge them.
  • Flyer: bumblebees, bats and imps fly from side to side while they march.
  • Gold: breaks with one hit, and a bonus may fall from it.
  • Mushroom: mushrooms, pebbles, bushes and bones break when the ball flies through them, without a bounce; the army tramples them.
  • Stone pillar: cannot be broken; a unit behind it waits.
  • Rune portal: a ball flying into it comes out of the other portal of the same colour, the same way.
  • Magic whirl: bends the flight of a ball that comes near it.

What comes in which rounds

  • Rounds 1–6: the forest: goblins, gnomes, gnomes with slingshots, bumblebees and a bear.
  • Rounds 7–12: the goblin village: houses that send new goblins, spear goblins, goblins with dynamite and barrels of TNT.
  • Rounds 13–18: the swamp: lizards, snakes, turtles, sharks with harpoons, bomb fish and the swamp king.
  • Rounds 19–24: the caves: gnolls throwing bones, spiders, bats and trolls.
  • Rounds 25–30: the graveyard: skeletons, shamans who raise the dead, imps, thieves and, at the end, the minotaur.

Power-ups and power-downs

A bonus sometimes falls out of a broken block. Catch it with your paddle.

Good ones

  • Burning cannon ball: the ball flies through the enemies.
  • Three cannon balls: you play with three balls at once.
  • Log: the ball sticks to the paddle until you release it.
  • Plus: the paddle gets longer for a while.
  • Sheep: the ball slows down.
  • Meat: one more life.
  • Arrows: the paddle shoots arrows.
  • Gold: +100 points.
  • Snowflake: the whole army freezes for 8 seconds.
  • Arrow up: the army steps back twice.
  • Volley: an arrow falls on every unit of the army.
  • Shield: for 20 seconds a unit that reaches the palisade burns nothing.

Bad ones

  • Minus: the paddle shrinks for a while.
  • Acorn: the ball speeds up.
  • Big cannon ball: the ball grows.
  • Arrow down: the army steps forward at once.
  • Bomb: one of your lives is gone.

Tips

  • Hit the lowest units first: they reach the palisade first.
  • Hold the ball on the paddle to think: the army does not move while no ball is flying.
  • Dodge what the throwers throw (acorns, dynamite, bones, harpoons, hexes): caught, it makes your paddle shorter.
  • Hit a barrel of TNT next to a group of enemies: its blast breaks them all.
  • Break the goblin houses early, or they keep sending new goblins.

Other episodes

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