If the keep falls, its game over.
Pretty standard stuff, then, but what sets ORX apart is the random chaos of its build-by-card-tile approach.
You see, until those wall gaps are all plugged and filled, your defences are non-existent.

The other thing governing each run is the health of your treasury.
If those cards dont materialise, though, that two-second drip can suddenly feel like 2000 years.
The great thing, though, is that ORX doesnt just shine during its timer-driven orc raids.

