How to play maze tower defense
- Scout the open field. The board is an open 10×10 wooden grid. Enemies enter at IN and leave at OUT. Unlike fixed-path tower defense, there is no painted lane until you place towers.
- Place towers as walls. Tap a cell to build. Every tower occupies that cell and blocks ground travel. Pick Arrow (cheap single-target), Frost (slow), or Splash (area damage) from the tray below the board.
- Keep a legal maze path. Enemies always take a shortest route (BFS) from entrance to exit. If a placement would seal IN from OUT, the game rejects it and shows a tip—your maze must stay traversable.
- Start waves and adjust. Press Start wave when the maze looks right. Earn gold from kills, sell a tower by tapping it again (half refund), then reshape the labyrinth before the next push. Lives drop if anyone reaches OUT. Restart anytime; best wave is saved on this device.
Maze building vs fixed-path tower defense
Fixed-path games such as our tower defense and lane defense landers give you a painted road: you cover bends from the side. Mazing TD flips that—you paint the road with towers. Longer forced walks mean more time under fire; choke points near the exit amplify Splash and Frost.
Want the sketched path look without open-field mazing? Try hand drawn tower defense. Prefer portrait climbing walls? Open wall defense / vertical defense. Chinese path TD discovery sits on 方块塔防.
Mazing tips
- Start with a long snake toward the exit—Arrow towers are cheap walls and guns.
- Leave intentional detours; a sealed maze is rejected, but a short straight line wastes damage time.
- Frost near corners stacks slow so Splash can catch groups.
- Sell early temporary walls (tap again) once you can afford denser Splash coverage.
- If lives are low, widen the maze and add Frost before starting the next wave.
More defense games
Still craving a fixed lane? Jump to free tower defense online. For doodle-style path art see hand drawn TD. Packing puzzles stay on the packing board—different genre, same wooden table.