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Walls and traps go down during the prep phase, and enemies take whatever road you've left them. Choosing what to block and what to leave open is really choosing the route they'll take. Line that route with traps, and the wave dies on its way in.

They don't always play along. Every so often the wave breaks off the route, tearing through the very walls and traps that shaped it, and makes a straight run for its target. A defense line is never finished — you find the breach, seal it, and set your traps again.

Each wave starts with three blueprint cards dropped somewhere on the map. They aren't a menu; they're things sitting out in the open. When the wave is over, you keep one and it becomes a new trap. There's no gold and no shop — what you draft this run is what you have this run.

The enemy wants those cards too. Any card they break is a choice you've lost, and when the wave ends you pick from whatever is still standing. Go out and defend the one you want, or stay and hold the core? You'll face that question every wave.

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