Field manual · Online
Playing online
Everything online sits behind one door with two tabs: Ranked and Friends. A free account is needed for both.
Ranked
Queue up and the next suitable player to join is your match. Ratings use the Glicko-2 system and run from Recruit to TowerKing: a new player's rating moves fast while the system is still learning them, and a settled rating barely moves on one result.
Nobody's menu decides a rated game. Every ranked match is a fresh draw by the server — the battlefield, the age and the spell list — played on the Boom economy with level-3 castles, identical for both players.
Every online match opens on a fight card showing both players' names, flags, ratings, ranked records and the score between the two.
Friends and rooms
Every account carries a six-letter friend code. Friends show live presence, and a friend is one Invite tap away from an unranked duel on your own setup. With no list yet, share a room link or read a four-letter room code aloud. Friendly matches never touch the ladder, so practising against someone you know cannot cost you rating.
Speed boards
Every Conquest win is timed. There are personal bests for every age and difficulty, and global boards over the last 24 hours, 7 days, 30 days and all time, with the time to beat shown before the fight starts.
Why matches cannot be cheated
Battle Tower uses deterministic lockstep. Both players run the complete battle simulation on their own device from the same inputs, and the server only relays those inputs — it never sees the fight. A client that tampers with its own simulation simply falls out of step with its opponent. The practical consequence is that a stable connection matters more than a fast one.
Disconnects
Disconnecting mid-match counts as a loss, with a 20-second grace window at the start so a dropped opening is not scored.
Daily streak
Playing on consecutive days builds a streak shown on the home screen and your profile. Days are counted on your own clock, wherever you are.
Play Battle Tower in your browser