Tiny
Tyrants
Loading account…

Learn to play

New to real-time strategy? Start with the two short tutorials, sharpen up in the practice challenges, then take on the Beginner bot. Everything here runs offline in your browser. Field guide has every unit and building.

Tutorials

Tutorial 1: Lead the Charge

Select your hero, move, fight creeps, learn a skill and use it.

Start

Tutorial 2: Build a Base

Mine gold, raise supply, build a Barracks, train an army and break a camp.

Start

Practice challenges

Hold the Line

Three Ashen waves hit your fortress. Keep the Keep standing for 2:45.

Gold: 60% of your army alive · Silver: 30% · Bronze: the Keep survives

Try it

Creep Route

Clear every neutral camp on the map as fast as you can with the Huntress.

Gold: under 2:30 · Silver: under 4:00 · Bronze: clear them all

Try it

Economy Sprint

Mine 1,500 gold as fast as you can. More workers, more mines, no idle hands.

Gold: under 4:00 · Silver: under 5:30 · Bronze: reach 1,500

Try it

Your first real game

The Beginner bot builds slowly, never techs up and waits 15 minutes before a small attack.

Play the Beginner bot

Faction primers

Iron CovenantHold strong ground, then push with a balanced army and two commanding heroes.

Strengths

  • Cheap, tough towers and walls; infantry can garrison Guard Towers
  • Heroes buff the whole army with auras
  • Citadel veterans are very hard to break late

Weaknesses

  • Slow to move out; no air force
  • Each Barracks only trains what its own add-ons unlock

A simple opening

  1. Engineers on gold, one on timber
  2. Granary, then Barracks
  3. Hall of Valor: the Marshal
  4. 4-6 Vanguards and Arbalests, an Armory beside the Barracks
  5. Stronghold, an Arcanum add-on, a second Barracks

How to beat it

Hit it early, before the towers and veterans are up, and fight away from its towers. Flyers and casters (arcane damage) ignore its armour.

Ashen ClansGet warriors raging and keep fighting: warbands march out together every 25 s.

Strengths

  • Rage makes melee warriors faster and harder-hitting in long fights
  • Warbands arrive as a wave, already raging
  • Heroes grow stronger with every kill

Weaknesses

  • Flimsy buildings and weak towers
  • Rage cools off when idle: waiting loses its edge

A simple opening

  1. Haulers on gold and timber
  2. Smoke Lodge, then War Camp
  3. Ancestor Shrine: the Warchief
  4. Reavers and Cinder Hounds; attack with the first warband
  5. Keep the fights going; Beast Pit for the big beasts

How to beat it

Kite and wall: ranged units and towers make Rage cool off. Raid its weak base while its army is away.

Verdant CourtSpread forest with Groves, fight inside it, and walk your buildings to the front.

Strengths

  • In its forest: faster, regenerating, invisible at night
  • Every building can uproot and walk as an Ancient
  • Strong archers and healing

Weaknesses

  • Weaker by day outside the forest
  • Spread thin if it leaves its groves

A simple opening

  1. Tenders on gold and timber
  2. Moonwell, Hunter's Glade, then a Grove or two
  3. Moon Altar: the Huntress
  4. Archers and Thornguard; fight in the forest
  5. Push behind uprooted Ancients

How to beat it

Fight it in the open during the day. Burn the Groves first: no forest, no regeneration or stealth.

Hollow LegionSwarm with a cheap, endless army; the dead feed your Bones and rise again.

Strengths

  • Blight slows enemies and heals your dead
  • Bones come from the dead, not trees
  • Heroes raise skeletons from corpses

Weaknesses

  • Must build on blight; frail units
  • Bones dry up if nobody is dying

A simple opening

  1. Thralls on gold (they never chop)
  2. Ossuary, then Crypt (on the blight)
  3. Throne of Ash: the Death Lord
  4. Ghouls and Revenants; fight near your blight
  5. Necromancers to raise the fallen

How to beat it

Splash damage melts the swarm. Do not fight on blight; kill the necromancers before they raise your dead.

Critter KingdomGumblobs hatch from your Burrows; morph them into whatever the fight needs.

Strengths

  • Free Gumblobs hatch from every Great Burrow
  • Morph into any unlocked form: adapt mid-game
  • Blobs evolve with kills; heroes evolve at levels 4 and 7

Weaknesses

  • Morphing takes time (cocoons are vulnerable)
  • Fragile early forms

A simple opening

  1. Burrowers on gold and timber
  2. Cozy Nest, then Playground
  3. Throne Stump: Sir Alpaking
  4. Morph Gumblobs into Mushnubs and Cactoros
  5. A second Burrow for more hatchlings

How to beat it

Attack cocoons and fresh hatchlings. Pressure early, before its forms and heroes evolve.