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Partially verifiedVersion: 0.9.8

Nothing: Protected Scout Tower

Build around Scout Tower with a protected troop screen, useful Farm and Blacksmith connections, a 3x3 layout, upgrade choices and fixes for slow enemy clearing.

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Game version
0.9.8 · Patch #31
Mode
PvE campaign framework
Difficulty
Adjust to selected difficulty; no verified clear
Verified clear rate
Unverified

A tower branch when a troop can hold contact but needs help finishing enemies.

Working screen → Scout Tower duplicate → adjacent Blacksmith → optional tower-oriented support.

Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2.

Equipment

Damage core
Scout Tower
Support cards
Blacksmith, Farm; optional Beacon or Quarry
Enchantments / tome actions
Steel Coat on the screen
Board state
Developed plan; adjust to actual draws

Skills

Card access
Scout Tower, Paladin, Farm and Blacksmith are Nothing cards. Beacon requires Greed rewards; Quarry requires Stone rewards and is optional.
Effect condition
Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2.

Best for

A tower branch when a troop can hold contact but needs help finishing enemies.

Avoid if

The screen vanishes before sufficient attacks, or projectiles do not finish the enemy threat in time.

How it works

The frontline buys repeated tower attacks. Scout Tower gains projectiles with plot levels under the current rework, so upgrade one active tower before filling unused tiles with fresh towers.

Equipment priority

Equipment priority
PriorityEquipmentInstruction
1 · StabilizeScout TowerGet a troop onto the board before treating Scout Tower as the complete army. Paladin is the illustrated screen, but Soldier can bridge that role. A hand with only Archer needs a working protection decision; the ranged troop is not automatically the same screen as Paladin.
2 · ConnectBlacksmith, Farm; optional Beacon or QuarryOnce the troop buys useful firing time, connect Blacksmith to Scout Tower and upgrade the tower that is already attacking. Add Farm beside the screen, not beside the tower. The two support jobs use different recipients, so a placement that maximizes one connection may miss the other.
3 · DevelopSteel Coat on the screenA2 Paladin receives Farm at A3 while B2 Scout Tower receives Blacksmith at B3. Keep the tower as the main repeated-attack commitment. Scout Tower levels add projectiles under the rework; judge whether those extra attacks defeat the target before choosing a second fresh tower.

Build order

  1. Get a troop onto the board before treating Scout Tower as the complete army. Paladin is the illustrated screen, but Soldier can bridge that role. A hand with only Archer needs a working protection decision; the ranged troop is not automatically the same screen as Paladin.
  2. Once the troop buys useful firing time, connect Blacksmith to Scout Tower and upgrade the tower that is already attacking. Add Farm beside the screen, not beside the tower. The two support jobs use different recipients, so a placement that maximizes one connection may miss the other.
  3. A2 Paladin receives Farm at A3 while B2 Scout Tower receives Blacksmith at B3. Keep the tower as the main repeated-attack commitment. Scout Tower levels add projectiles under the rework; judge whether those extra attacks defeat the target before choosing a second fresh tower.

How to play

Do not spend several rewards building a faster tower while enemies reach the base almost immediately. Repair contact time first. Conversely, repeatedly improving a screen that already lasts can delay the tower damage needed to finish the fight.

What can break the build

A Farm at C2 is below the tower but two rows away from the A2 screen. That location does not grow Paladin. Moving Farm to A3 fixes the connection; leveling the C2 Farm would leave the original error intact.

Evidence limit

Mechanics checked against the official card reference and developer Patch #29, #30 and #31 notes on 2026-10-13. Layouts and priorities are editorial recommendations for 0.9.8; no fresh-run clears, win rates, damage benchmarks or universal difficulty guarantees are claimed.

The frontline buys repeated tower attacks. Scout Tower gains projectiles with plot levels under the current rework, so upgrade one active tower before filling unused tiles with fresh towers.

Editorial · 0.9.8 · checked 13 October 2026. No measured clears or win rates.

Commitment and card access

Starting decisionThis route
KingKing of Nothing
Main commitmentScout Tower
Support to seekBlacksmith, Farm; optional Beacon or Quarry
Separate action cards / enchantmentsSteel Coat on the screen

Scout Tower, Paladin, Farm and Blacksmith are Nothing cards. Beacon requires Greed rewards; Quarry requires Stone rewards and is optional.

Opening: A1: Castle; A2: Paladin; B2: Scout Tower

Get a troop onto the board before treating Scout Tower as the complete army. Paladin is the illustrated screen, but Soldier can bridge that role. A hand with only Archer needs a working protection decision; the ranged troop is not automatically the same screen as Paladin.

Working screen → Scout Tower duplicate → adjacent Blacksmith → optional tower-oriented support. Treat the order as a reward decision, not a promise that those cards arrive together.

Mid-run connections

Once the troop buys useful firing time, connect Blacksmith to Scout Tower and upgrade the tower that is already attacking. Add Farm beside the screen, not beside the tower. The two support jobs use different recipients, so a placement that maximizes one connection may miss the other.

Formed core and 3x3 plan

Row / column123
ACastlePaladinFarm
BKeep freeScout TowerBlacksmith
CKeep freeKeep freeKeep free

A2 Paladin receives Farm at A3 while B2 Scout Tower receives Blacksmith at B3. Keep the tower as the main repeated-attack commitment. Scout Tower levels add projectiles under the rework; judge whether those extra attacks defeat the target before choosing a second fresh tower.

Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2.

A–C are rows; 1–3 are columns. Plot cards only; unlocked land required.

A mistake worth avoiding

A Farm at C2 is below the tower but two rows away from the A2 screen. That location does not grow Paladin. Moving Farm to A3 fixes the connection; leveling the C2 Farm would leave the original error intact.

When to stop investing

Do not spend several rewards building a faster tower while enemies reach the base almost immediately. Repair contact time first. Conversely, repeatedly improving a screen that already lasts can delay the tower damage needed to finish the fight.

Substitutions and a supported pivot

Quarry is a conditional Stone reward for tower damage; Beacon is a conditional Greed speed route. Choose between them from the observed failure rather than requiring both. If no useful tower appears, keep the working troop core and use Archer until a later reward supports a tower pivot.

Failure checks

Observed failureConcrete next check
Enemies reach the base before repeated shotsImprove the screen or suitable control.
The screen lasts but the tower clears too slowlyChoose tower levels, damage or speed according to the attacks you observe.
Farm has no useful troop neighborRelocate the intended connection or defer that support.

Continue with the King of Nothing topic or draft this layout. Shared placement rules are explained in card combinations.

Source notes

Scout Tower and support roles: official cards. Projectile and Twinshot rework: Patch #29. Current baseline: Patch #31. Developer rework notes supersede older wiki values. Start a fresh run after updating.

A tower branch when a troop can hold contact but needs help finishing enemies.

Copy a connection plan

Copy the site planner preset, then check legal plots and card effects in your run. These JSON presets are not game import codes.

Nothing: Protected Scout Tower

Site planner preset; not a game import code. Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2.

Partially verified
{"king": "King of Nothing", "board": ["Castle", "Paladin", "Farm", null, "Scout Tower", "Blacksmith", null, null, null], "opening": ["Castle", "Paladin", null, null, "Scout Tower", null, null, null, null], "notes": "Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2. Steel Coat on the screen"}

Keep the useful part of your army

Replace a missing job rather than forcing an unavailable card or seasonal payoff.

Keep the useful part of your army
BuildProtect firstIf missingRepair / pivot
Nothing: Protected Scout TowerPartially verifiedScout TowerSoldier can screen in place of Paladin. Archer is a temporary attacker while waiting for Scout Tower, but its troop support requirements differ.When enemies reach the base, repair the screen first. When the screen survives, decide whether tower levels, damage support or speed support repair the observed shortfall.