

This time the towers shoot at you. Lairs & Lordships is a reverse tower defense strategy game. Plan your monster horde's assault, wave by wave. Break seven human fortresses and raise your lairs where their keeps stood. Then hold the land with walls and towers when the lords raid back.
Overview
This time the towers shoot at you. Lairs & Lordships is a reverse tower defense strategy game. Plan your monster horde's assault, wave by wave. Break seven human fortresses and raise your lairs where their keeps stood. Then hold the land with walls and towers when the lords raid back.
Description
You don't start behind the gate. You are the horde that breaks it.
Lairs & Lordships is a reverse tower defense strategy game. Seven human fortresses stand in your way, and every tower they field is aimed at you. Plan the assault. Break the keep. Claim the land. Then hold it.
Every monster costs army points, and each wave has its own budget: 150, then 125, then 100. Spend it on the grid: Skeletons up front, casters behind, Orcs for the walls. Use it or lose it.
Send the first wave. It fights on its own. Pause, speed up, read a Fireball scroll when it counts. Between waves the battle freezes while you plan the next. Break the keep before all three waves fall.
Kill the lookout before the horn sounds. Send a front line to spring the forest ambush. Smash the rockfall to open a back road. Split your wave before the volley battery picks a flank. Hit harder on hot ground, and burn for it. Take the narrow bridge, or wade the flooding ford. Draw the royal reserve to one flank, then hit the other.
Walls around a tower? Casters shoot over them. Orcs break through.
The keep sinks. Your lair rises. The banner turns violet, and the land pays you gold.
Spend it on the horde. Unlock the Evil Mage, and the Orc once you've earned 6 stars. Choose from 77 monster upgrades, 12 of them abilities that trigger on their own, like Battle Rage and Withering Curse.
Or on your lairs. Develop each lair: more wall segments, more points for its garrison, a tougher keep and stronger towers. Lair upgrades never help you attack; they only count when you defend.
You are the wall now. The first raid comes straight to your gates. After that, raids muster on the map for five minutes of play before they march. Answer them:
Defend in person. Build walls, place towers and monsters. Every wave you fully repel earns 50 more garrison points. At Iron Gate, the battery that shelled your horde now fires on the raiders.
Leave a garrison plan. It fights without you.
Strike first. If you can reach the fortress where a raid musters, take it before the muster ends, and that raid never marches.
Lose, and the land is theirs until you storm it back.
One army. 100 points. No reinforcements. Pick your road and take the camp position by position. Wounds and losses carry into the next fight. Topple the watchtower and the chief's guard hits softer. Clear the camp, and five minutes later it rebuilds, tougher and richer.
7 fortresses, 7 rules on a campaign map that forks twice: you pick which road comes first
3 waves per assault: 150, 125, then 100 army points
4 monster types, 77 monster upgrades, 12 abilities that trigger on their own
A lair in every region you take, with 30 wall segments to hold it, up to 60 with lair upgrades
3 bandit camps and world events that shift the odds every few battles
3 difficulty levels per region, a star for each first clear, then an endless run once you clear Difficulty III on land you hold
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