WAVE0
LEAKS0/20
GOLD0
CONDUIT1
TOWERS0
NEXT WAVE—
CONDUIT
You don't place towers along a path. You lay the path, while it's already in use — and you win by finishing it.
Draw and extend. Tiles arrive in a queue and cost gold. Each one bolts onto the open end of the conduit — a straight runs on, a bend turns, a junction takes any of the three. Kills pay for pipe; pipe pays for everything else.
They walk what exists. Creeps set off the moment they spawn. Hit the open end and they pile up and take fire — stalling is a real tactic.
But not for long. Leaning on the open end fills a red ring, and so does a line that has stopped moving anywhere along it. A closed ring is through — a leak, right then, wherever it stood. The one at the mouth rips the last tile out on its way.
Towers bolt onto the conduit — they only go in a cell touching pipe. Your route is your firing line: short route, few guns. And every cell a gun takes is a cell the conduit can never run through.
Couple it to the drain and it's over. The drain will not take a short conduit — it counts down under itself, 35 MORE, until you have laid 48 tiles. Then it turns green and you click it: it couples to the open end if that is next to it, or taps any pipe running past it anywhere on the route. Everything still standing in the conduit is flushed out: you win, whatever was on the board and however bad it looked.