Welcome to Kingdom Rush: Rift in Time, where you and your allies must work together to fend off the furious onslaught of the mysterious Time Mage. Command Heroes and build Towers to defend the realm by placing polyomino pieces to attack your enemies and deploying soldiers to hold back the ever-advancing horde. Be careful, though! The Time Mage’s portals are wreaking havoc, causing all of the Towers to warp in and out of existence! Will you play your Towers to defend the Kingdom, or will you pass them to your compatriots so that the Towers can be upgraded? The decision is yours!
Play through a unique campaign to foil the Time Mage’s plan for total domination of the space-time continuum. Each new scenario in the campaign is more challenging than the one before it, introducing formidable foes, game-changing events, and epic bosses to battle! The only way to stop the Time Mage is to close all of their pesky portals but you’ll have to do so while combating wave after wave of their minions. Fight back with unique Heroes, special abilities, and an awesome arsenal of upgradable Towers. The Time Mage will stop at nothing as they try to take over the Kingdom and neither should you - archers ready!
- Cooperative play with up to four players
- Clear, scenario-based learning progression
- Visual clarity of tower placement via components (including optional 3D towers in examples)
- Solid solo variant with altered rules
- Initial setup and rule depth can be overwhelming for new players
- Some rules are drip-fed across scenarios, requiring continued reference to the rulebook
- Optional components may be necessary for optimal on-camera visibility
- Tower defense, cooperative strategy, fantasy adventure
- A fantasy kingdom under threat across multiple timelines; players defend the realm from advancing hordes.
- Instructional, scenario-led learning with progressive rule disclosure
Mechanics (from transcript analysis)
- Hero actions — Heroes move, attack, and use face-up ability tiles; health and status tracked on hero boards.
- Horde spawn and movement — Spawn stacks of hordes and portals; waves progress toward the exit with map and spawn rules.
- Portals and damage rules — Portals require towers of a certain level to attack; portals influence end-of-round outcomes and scoring.
- Resource economy — Crystals earned by destroying hordes; spent to buy or upgrade towers in phase six.
- tower placement — Players place level-based towers on designated building sites to attack advancing hordes.
Video topics + discussion points
Quotes (from this video)
- this is a cooperative game for one to four players
- the base game comes with transparent building site cards
- a game round is played over six phases
- white building sites are owned by all players
References (from this video)
- strong cooperative puzzle dynamic that emphasizes teamwork and planning
- fluent integration of Kingdom Rush lore and visuals into a tabletop experience
- high component quality and evocative map/minis with satisfying table presence
- extensive content and expansion integration within a single box
- accessible price point for a feature-rich cooperative title
- clear, repeatable mission-based progression with escalating challenge
- initial experience can feel jarring for fans of classic tower-defense due to the puzzle-centric design
- co-op dynamics risk quarterbacking without good group etiquette or turn-taking
- tower upgrading mechanics rely on unplayed towers, which can be a mental shift for tower-defense veterans
- learning curve around positioning and synergy between different hero and tower types
- some depth is gated behind scenario/scenario book details and expansion content
- tower defense meets cooperative tactical puzzle with heroes and magical towers
- Kingdom Rush universe; a fantasy kingdom under siege along a roadway with portals and evolving hordes
- congruent storyline universe; campaign-style missions with recurring factions and boss encounters
- Bloons Tower Defense
- Kingdom Rush (video game)
Mechanics (from transcript analysis)
- asymmetric player powers — each hero has unique actions, speeds, and special abilities that influence coverage and damage
- boss battler — endgame objectives include defeating portal bosses that demand specific tower levels to damage
- boss/portal cards requiring higher-level towers — endgame objectives include defeating portal bosses that demand specific tower levels to damage
- cooperative tower defense puzzle — players work together to place and upgrade towers, cover horde trays, and defeat portal boss cards
- grid/hex tile placement and coverage — players use a Tetris-like grid to block adversaries and maximize coverage per action
- hero actions and asymmetric abilities — each hero has unique actions, speeds, and special abilities that influence coverage and damage
- hexagon grid — players use a Tetris-like grid to block adversaries and maximize coverage per action
- militia/knight obstruction and damage soak — certain units can stall trays and absorb damage, affecting tempo and strategic options
- Resource management — gems/crystals earned from removing trays unlock hero abilities and purchase/upgrading towers
- resource management (crystals/gems) — gems/crystals earned from removing trays unlock hero abilities and purchase/upgrading towers
- tower leveling from hand, not on-board upgrades — unplayed towers in a round can be upgraded for future rounds, while on-board towers stay static for the round
- turns with incoming towers into play — at round end, towers in incoming phase can be upgraded or replaced for future rounds
Video topics + discussion points
Quotes (from this video)
- it's a hundred percent a co-op puzzle game even if you play solo
- you are playing a tetris style puzzle game
- it's not just a simple casual game that you'll play through
- lucky duck and iron hat have created a really cool universe
- ramps up as you go
- it's a puzzle brain burner of a tabletop game
References (from this video)
- Intuitive setup
- Cooperative and engaging
- Appealing tower defense feel
- Some complexity in interactions
- Enemy immunities to attack types
- Downtime coordinating upgrades
- cooperative tower defense with time-based portals
- Fantasy kingdom under siege defending the keep from time mages
- expository/tutorial
Mechanics (from transcript analysis)
- Cooperative Game — players work together to defend the castle and manage upgrades and resources.
- cooperative play — players work together to defend the castle and manage upgrades and resources.
- crystal economy — crystals are earned and spent to upgrade towers and buy hero abilities.
- hero management — heroes have special abilities and can take damage; healing requires a hero turn.
- portals and time mechanics — portals spawn strong enemies; defeating a portal removes top of castle risk but may destroy towers; portals threaten the castle.
- tile placement — players place towers on construction sites to attack enemies.
- tile-based movement and line of sight — enemies move along tiles toward the castle; towers have line of sight and range.
- tower placement — players place towers on construction sites to attack enemies.
- upgrades and upgrades management — players upgrade towers and take back towers to hand to increase defense.
Video topics + discussion points
Quotes (from this video)
- Kingdom Rush is a lot of fun and so intuitive that we cannot wait to back it
- you should go check out their Kickstarter page and bring something new and refreshing to your table
- well so strategize work together plan ahead and upgrade your towers to maximize their chances of winning
References (from this video)
- Pretty neat
- Slow and very puzzly compared to video game
- Fantasy tower defense
Mechanics (from transcript analysis)
- cooperative puzzle — Cooperative game where you try to figure out how to cover different spots on the board
Video topics + discussion points
Quotes (from this video)
- man, I I I love this game
- I don't know what happened here. This game has been universally scorned
- It's a fantastic experiment from Freriedman Freeze, but I don't want to buy a game where a lot of the games aren't that great
- robots versus ducks. You know, the never-ending war
- This is fantastic a game, but I think it's fundamentally broken
- I really want to like this game
- One of the creepiest covers of all time. The animals are staring into your soul
- definitely for me one of the best of the Uve Rosenberg tile laying games
- I hate. I really do hate this game
- It's a really funny little game
References (from this video)
- Fits well as a top-five adaptation from video games
- Visually appealing and thematically coherent
- Difficult to balance for solo play; may be challenging for beginners
- Tower-defense, fantasy
- Fantasy kingdom under siege
- Cooperative/accessible; arcade-feel
Mechanics (from transcript analysis)
- cooperative play — Players work together to defend a tower against waves of enemies
- hand-management — Management of cards/decks to deploy defenses and actions
- tile/board placement — Placement of buildings/defenses on a map to optimize coverage
Video topics + discussion points
Quotes (from this video)
- the board game community is what i feel is a little bit fractured
- it's only a game
- we need to pull it back
References (from this video)
- innovative adaptation of a video game genre
- tight, puzzle-like gameplay
- late-2021 release may lead to availability issues
- theme and art sometimes clash with gameplay tone
- tower-defense reimagined for tabletop
- fantasy kingdom with tower-defense style encounters
- puzzle/arcade adaptation
Mechanics (from transcript analysis)
- Card-driven combat — cards drive enemy types and player actions, coordinating strategy
- cooperative play — players work together to repel increasingly difficult waves of enemies
Video topics + discussion points
Quotes (from this video)
- spirit island is really in my heart of hearts it's a game that i love solo and playing multiplayer it has unending amount of replayability and the synergy between the thematic resonance and the mechanical aspect of it the clock working and puzzle as you figure out every single scenario is just outstanding
- it's a condensed and succinct version it doesn't completely strip things away and it does add new mechanics to it
- distilling a larger concept into its most germane elements
- Between two castles is as far as i'm concerned one of the unsung heroes of the tabletop gaming world
- the cat's pajamas