Welcome to Duels Defense

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The Story

Kadasak or "Duels Defense" is a modern variant of an ancient West Benecian military training exercise. Originally called Girutet ("Running the Fire") by the Benecians, it was "played" on various terrain types (rocky, forested, flat, trenched, etc) that approximated battlefield conditions. The aim of the exercise was to train tactical commanders and their troops the art and science of defensive warfare. The commander was given a limited number of mobile defensive platforms and weapons to place upon the field as he saw fit. These platforms and weapons consisted of towers and seize engines (catapults, trebuchets, etc) and were manned by his army.

Once the towers and engines were placed, ever increasing hordes of deadly runners were unleashed from one end of the field (known as the Fire Gate). These runners were traditionally captured orcs, wild animals, and other prisoners of war. Their desperate goal was to run the field and avoid getting killed, all the while staying on the path in hope of making it to the far end (known as the Liberty Gate), where the few that survived were granted their freedom.

The Girutet commander was granted the opportunity to acquire better defensive weapons and structures through a point system-for every runner killed. Upgrades and replacements, used carefully with tactical finesse, lay at the heart of Girutet. A commander who stayed cool under pressure, who understood the uses of terrain and placement, who utilized his men and equipment to their fullest, was rarely disgraced by failure. And failure, in the Benecian military-or for that matter, any military organization in Makanis-meant certain banishment if not death.

During the Benecian invasion of the Second Kingdom under King Harkaan I (1 - 51 MKII), the eastern Machan armies of Lord General Pozak came into contact with the concept of Girutet and was much taken by its potential, particularly by those in the military clans that made up the army's officer corps. The Machans called their variant Yura Kadasak or "Defense Against the Tide." Generally the rules were the same as Girutet but the Machans added magical defenses and the use of battle mages and druids. This variant also brought with it the addition of wyrms and dragons that brought a new twist in strategy since they no longer had to follow ordained paths since they could fly.

Over time, the large-scale battlefield nature of Yura Kadasak proved to be too cumbersome and expensive. Lord Priconas of the Clan Kirdonas, a superb Tanchass (much like chess) game player, designed a version of Yura Kadasak that could be played on a large board with various wooden and stone figures. This version evolved into one of the classic strategy games played by the military-one that makes its debut in a new form for the masses to enjoy. Welcome to the new Kadasak: Duels Defense!

How to Play

Stop the hoards of enemies by placing towers in strategic positions. Place more towers or upgrade the ones you already have if it looks like enemies are getting through. Try to spend only as much as you need to defeat all the enemies each round, as you gain interest on whatever money remains at the beginning of each round. If you currently can't afford a certain tower or an upgrade for an existing tower, the corresponding button will be dimmed as an indication. A new wave of enemies will spawn every thirty seconds, as indicated by the timer at the bottom of the menu, and the slider on the left of the menu. Each enemy has different strengths and weaknesses (for example, flying enemies can only take damage from towers that can attack air units).


Depending on which class you choose at the beginning of the game, you can use different special attacks. To use your special, click the special's icon in the menu when the meter to the right of it is full. Refill the meter by killing enemies.

Mage: Casts a fireball with an area of effect. Damage is determined by distance from fireball.

Warrior: Stomps the ground, causing an earthquake that takes causes light damage and stuns every enemy onscreen.

Assassin: Causes instant death for normal enemies, and takes a large fraction of life from bosses.

Druid: Casts an icestorm that causes damage on enemies passing through its area of effect for the storm's duration. Also causes slow effect on all enemies that are not immune to slow.


Bear: Ground unit with average stats. Out of all the enemies, these guys will probably be the least of your troubles. Ground unit.

Wolf: Fast ground unit. Ground unit.

Wyrm: Compared to the dragon, a slightly faster and slightly weaker flying enemy. Air unit.

Goblin: Goblins are slightly faster than normal, and are immune to slow. Ground unit.

Ogre: Slower but stronger ground unit. Immune to poison. Ground unit.

Dragon: Slower but stronger than wyrms. Air unit.


Archer Tower: Manned by the sharpest shooters your money can buy, these towers provide fast damage and long range. Although their attacks are relatively weak, they can target enemies on the ground and in the skies. Ground and air.

  Initial Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 4
Price1 5 19 69 159 339
Strength 2 8 30 70 150
Range 100 110 120 150 200
Speed 8 8 8 8 8


When the going gets tough, it's time to break out the heavy artillery. These harbingers of destruction may have a short range and a long reload time, but they more than make up for it with heavy area damage and the chance to stun enemies. A must have for keeping strong enemies at bay. Ground only.

  Initial Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 4
Price1 60 190 540 1040 1840
Strength 30 100 300 600 1100
Range 75 85 95 105 115
Speed 100 100 100 100 100
Area2 60 60 60 60 60
Stun3 5% 7.5% 10% 12.5% 15%


Your crack team of magicians and alchemists have discovered the wonders of biological warfare. While the trebuchet has a short range and is slow to reload, it launches a deadly cloud of poison gas into the hoards that continues to deal damage long after the enemy is out of range. The poison is even deadlier in more concentrated doses: the poison's damage stacks. Ground only.

  Initial Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 4
Price1 60 120 230 530 1130
Strength 25 50 100 220 400
Range 65 75 85 110 125
Speed 85 85 85 85 85
Area2 60 60 60 60 60

Mage Tower :

You've gathered the most powerful sorcerers in the land to do your bidding. Although they cause very little damage, they cast a spell that hinders enemy movement, making them an indispensable addition to your team. Ground and air.

  Initial Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 4
Price1 15 30 55 105 225
Strength 1 2 10 40 60
Range 75 85 100 115 130
Speed 13 13 13 13 13
Area2 30 30 30 30 30

Ballista :

Wyrm or Dragon problems? Buy a ballista today, and watch those pesky winged death machines drop like flies! They deal heavy damage and have good range. Air only.

  Initial Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 4
Price1 10 30 120 310 610
Strength 10 35 150 400 800
Range 100 110 120 135 150
Speed 9 9 9 9 9

Elemental Towers

Lightning Tower:

Lightning towers attack the five closest in range enemies, and deal constant damage relative to their distance from the tower. At first contact, they have the chance to stun. Ground and air.

  Initial Upgrade 1 Upgrade 2
Price1 1000 2000 3500
Strength4 300 700 100
Range 100 110 120
Stun3 15% 20% 25%

Fire Tower:

Syphoning explosive energy from deep within the molten bowels of the planet, the fire tower deals heavy damage to both enemies on the ground and in the sky. Ground and air.

  Initial Upgrade 1 Upgrade 2
Price1 800 1800 3300
Strength 400 1000 2000
Range 100 110 120
Speed 20 20 20
Area2 60 60 60

Water Tower :

Water towers, as one of the elemental, higher level towers, deals a large amount of damage, and causes a slow effect with a larger area of effect than its sister tower, the mage tower. Ground and air.

  Initial Upgrade 1 Upgrade 2
Price1 700 1400 2600
Strength 300 1100 1800
Range 100 110 120
Speed 10 10 10
Area2 60 60 60

Wind Tower :

Is that old ballista of yours not cutting it anymore? Trade up for a wind tower, and never worry about your air problems again! These towers cast an instantaneous whirlwind with a large area of effect. Air only.

  Initial Upgrade 1 Upgrade 2
Price1 800 2300 4300
Strength 1000 2000 4000
Range 100 110 120
Speed 20 20 20
Area2 75 75 75

1 Total cost of the tower. Includes the cost of all preceding upgrades.

2 The area affected by the tower on impact. Damage caused depends on the distance from impact.

3 The chance that the catapult will cause a stun effect on the enemies that fall into its area of effect on impact.

4 The initial damage of the tower. All damage following is potentially directly proportional to that damage, but depends on how many enemies the tower is locked onto, and each enemy's distance from the tower.