Tabletop TD is a random tower defense where everyone sits around a tavern table and
defends their own board.
Enemies march endlessly along the rail that runs around the edge of your board. Spend gold to draw towers, pick them up by hand and set them beside the rail, and they open fire on anything that comes into range. Whoever holds out before their board fills up with enemies wins.

The waves march through the ages —
Primitive, Bronze, Iron, Modern and Future. It starts with mammoths and wolf packs, then come chariots and bronze colossi, siege towers and cavalry, main battle tanks and gunships, all the way to mechs and drone wings. Fast waves slip past before your towers can fire, and air waves pile up if you have no anti-air. A boss arrives with every new age, and
if you can't take it down in time, your seat is out. Towers from an older age struggle against enemies from a newer one.

Every seat has a draw console. Put in gold and out comes a random tower from any age, Primitive to Future. Each age has single-target, splash, support and anti-air — the Spearman skewers enemies one at a time, the Slinger pelts whole groups, the Shaman empowers the towers beside it, and the Boomerang Hunter watches the sky. Most draws are Primitive pieces, but now and then a Machine Gunner or a Plasma Silo pops out. You earn gold from the coins enemies drop and from the reward you pick after every wave.
One lucky draw can turn the whole board around.
Put three of the same tower on the Merge Pad and they become one that's a grade stronger.
It never fails. A fully upgraded tower holds its own against one from the next age. Spend the amethysts you earn from wave rewards, and one tower plus two gems will do instead of three. Shove spare pieces onto the Sell Pad to turn them back into gold, then draw again. Draw, upgrade, sell — keep that loop turning to build your defense.

Put your pieces
wherever you want on the board. Raise the camera to look down over the whole board and drag them into place, or select a whole group and move it at once. You can also stand at the table and carry them in your palm, or throw them. Splash towers where enemies bunch up at the corners, attackers inside a support aura, anti-air ready for the air waves —
placement is strategy.
Four players sit at one table. Each defends their own board, but
you can place your pieces on a neighbor's board. After every wave you choose gold or gems, and after beating a boss you choose gold or a tower card. Anyone can press a card for someone else. A player whose board fills up is out and watches, but as long as one person is still standing, the table plays on.
Off the board, it's a tavern. Between waves, grab a beer at the bar, hit the punching bag, or drop-kick the bartender. Sit down alone, or defend one table together with friends.