Hype Vanguard
A turn-based zombie lane defense. Draft one fighter each wave and deploy it across three lanes, reading the incoming pressure so no wall gets overrun. Build up matching squads for a synergy bonus and hold out as long as you can — every wave you clear banks play-money Neons you keep for good.
Turn-Based Zombie Lane Defense: how to play, rules & tips
Play a free online Turn-Based Zombie Lane Defense: in Hype Vanguard you draft one fighter each wave and send it to one of three lanes. Read the incoming pressure so no wall gets overrun, and hold out as long as you can.
How to play Turn-Based Zombie Lane Defense
You defend three lanes, and each lane has a wall with 40 HP. Every lane starts with one Gunner. Before each wave you can see how much zombie pressure is headed down each lane. One lane is always the heaviest, and which one changes from wave to wave.
Each wave you are offered three fighters. Pick one and send it to a lane. You can move it or press Undo until you resolve the wave. Fighters stay in their lane for the rest of the run.
When the wave resolves, each lane's firepower clears pressure. Whatever is left over damages that lane's wall. If any wall reaches 0, the horde is through and the run ends. There is no timer, so take your time.
Fighters, synergy and walls
There are four fighters. The Gunner gives steady firepower. The Bruiser hits harder than the Gunner at a steady rate. The Sniper starts weaker but gains power every wave, so it is worth more late in a run. The Medic does no damage, but after each wave it repairs its lane's wall, up to the 40 HP cap.
Two or more of the same fighter in one lane fight harder: each extra copy adds a 15% bonus. Medics do not get this bonus, but each Medic adds its own repair.
Total pressure grows every wave. There is no luck: the offers and lane pressure for each wave are fixed, so the same choices always give the same run. Every wave you get through banks Neons.
Turn-Based Zombie Lane Defense tips
- Look at the next wave's heavy lane before you pick. Put your strongest new fighter where the most pressure is coming.
- Spread Bruisers early. Their big flat firepower keeps all three walls safe in the first waves.
- Take Snipers once you are past the opening. They keep getting stronger and carry the late game.
- A Medic in each lane lets small leaks heal off. A wall that is never repaired will fall eventually.
- Stack the same fighter in a lane for synergy, but never leave another lane so thin that one heavy wave breaks it.
Frequently asked questions
Is Turn-Based Zombie Lane Defense free?
Yes. HypeGameRoom is free: no sign-up, no download and nothing to buy to play. Arcade games reward Neons, a play-only currency that can never be cashed out.
Can I move a fighter after placing it?
Only before you resolve the wave. Until then you can move this wave's pick or press Undo. After that it stays in its lane for the run.
What does synergy do?
Two or more of the same non-Medic fighter in one lane get a firepower bonus of 15% for each extra copy.
How do I lose?
If any one of the three walls reaches 0 HP, the horde breaks through and the run ends. Neons you already banked stay yours.
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