01 / OVERVIEW
About Armour Duel
Armour Duel is an original browser duel built on the public mechanics of a cartridge console from the living room, with its own name, art, sound and maps. Learn one thing first: the walls here come down. A brick cell loses half of itself to the first shot and opens to the second; steel never opens and eats the shell that touches it. So the wall between you and your opponent is both terrain and a tool. Each side may only have one shell in the air, and a shell that touches anything disappears instead of bouncing — which makes the timing of a shot matter far more than how well you aim, because a miss costs you the whole flight. Take a hit and you lose the round: the walls grow back, both tanks return to their spawns, and the next round starts. Win 2 rounds and the match is yours; play all 3 and it is settled on rounds, then on bricks broken. Nobody hit in 45 seconds hands the round to whoever broke more wall, so chipping at a wall is never idling — it is your timeout insurance. Phones are the main case: a band along each edge with four arrows and one wider fire key, each player's fingers inside their own band, and the whole battlefield between them doing nothing at all when pressed. On a computer the arrows plus Space drive the near tank and W A S D plus Q the far one, both at once. There are 6 maps, each symmetric four ways, with the two spawns 8 cells apart and a brick — never steel — as the first thing in front of both barrels. Nobody starts ahead, and both players can take that first shot.
It was the cartridge machine in the living room, and the two controller cables were never long enough, so both of you ended up on the same patch of carpet. On screen was a grey-white brick maze with two little vehicles driving in from opposite ends, and the first thing you learned was not how to aim — it was that the walls came down. One shot made a notch; two made a doorway. From then on the whole game changed: you started counting which walls to keep for your own escape and which to take away from the other side. The loudest moment was always two shells meeting in mid-air, and everybody watching shouted at once. This one reproduces the mechanics in that memory exactly — walls come down, one shell in the air, touch anything and it is gone, take a hit and you lose the round — while the name, the pictures, the sound and the maps are all made here, frame by frame and line by line.
02 / HOW TO PLAY
How to play Armour Duel
- 01
It plays straight away — no sign-up, no download. The first screen shows the battlefield with a line of text across it and one tank parked at each end, barrel pointing at the other. Tap anywhere on the field and round one begins; Enter does the same.
- 02
For two players, tap the Versus chip first, then tap the field. Lay the phone flat and sit on opposite sides: each of you owns the band on your own edge — the lower band drives the lower tank, the upper band the upper one.
- 03
Every round opens with a three-second countdown. Each band lights once so you know which is yours, and both tanks flicker: nothing can hit you inside the spawn shield. Keys pressed during the countdown give a receipt but move nothing, and the direction you are holding takes effect the instant it ends.
- 04
On a phone, hold an arrow on your own band to drive and tap the wider key to fire. All five keys sit inside one thumb's reach, so a whole match is playable with a single thumb — no reaching across the middle and no need for both players to act at once.
- 05
On a computer the arrows plus Space drive the lower tank and W A S D plus Q the upper one; Esc and P pause, Enter starts and replays. Both mappings are live together, so two people can share one keyboard.
- 06
Brick loses half a cell to the first shot and still blocks the way; only the second shot opens it. Steel never opens and eats the shell. Every brick hit adds one to the middle readout on your band — that is the number the timeout verdict is read off.
- 07
Each side may only have one shell in the air. Tap fire while yours is still flying and the key face takes a red slash: that is the receipt for “you pressed it, the game is refusing” — not a freeze. Wait for the shell to land and you can fire again.
- 08
Take a hit and you lose the round: the picture holds for a moment and the trail your opponent's shell flew along is still on screen, so you can see which corridor it came from. Then the walls grow back, both tanks respawn and the next round starts.
- 09
Nobody hit in 45 seconds hands the round to whoever broke more wall, and the score card spells both numbers out. Win 2 rounds to take the match; if all 3 are played and it is still level, bricks broken across the match decide it, and an exact tie is a draw.
- 10
The result screen puts a Play again key at each end — whoever reaches first presses it, with no waiting for the other. The eight-character seed in the middle copies to a link with the key beside it, so your opponent can play the same map; the close key goes back to the first screen.
03 / RULES
Armour Duel rules
The board is 13 cells square with a permanent steel ring, leaving an 11-cell square to drive in. Terrain has exactly three kinds: empty, brick, steel. Brick has two points of durability — the first shot takes a notch out of its top-left corner and the cell still blocks the way, the second removes it and a tank can drive through. Steel never opens. Both tanks move on four headings and each side may have one shell in the air; a shell that touches a wall, the boundary, a tank or the other shell disappears. Nothing ricochets. Two shells meeting head-on destroy each other and neither side is credited a brick. A round ends three ways: one tank is hit (the other side takes the round), both are hit at the same moment (a draw, neither scores), or the clock reaches zero (more bricks this round takes it, equal is a draw). Every round resets: all brick grows back, both tanks return to their spawns, shells are cleared and the spawn shield starts again. The map never changes mid-match. Win 2 rounds to take the match; after 3 it is rounds first, then bricks across the match, then a draw. Nothing costs a life, the match never ends early, and a round is never restarted. A refresh loses nothing: seed, map, mode, skill, round score and the brick total all survive and the game resumes at the start of the current round, with no “continue?” dialog. Sending the tab to the background pauses it and waits for you to resume, and the clock does not run down while it is paused. To replay one exact match, add ?seed= and the eight-character seed from the result screen to the address.
04 / STRATEGY
Armour Duel strategy tips
The first habit to drop is chasing. Nothing ricochets here, so standing in a long straight corridor is handing yourself over — and breaking a wall is how you buy a new route. Going around beats trading shots. Second, treat brick as a resource. Every cell you open is a two-way door and your opponent walks through it too. To defend, leave walls at half and stop there; to attack, open the brick on a side route and take the new doorway round behind your opponent. Third, remember what a timeout does. Nobody hit in 45 seconds hands the round to whoever broke more wall, so in a stand-off do not idle in the open: find any brick and chip it, because that is insurance. Fourth, point-blank is dangerous. Turning before you move costs a frame, and close in front of a barrel that frame is the whole margin. What actually dodges is reading the barrel early, not reacting to the shot. Last: the spawn shield lasts a second and a half and is not a charm — the moment it ends, a tank still sitting on its spawn is a target.
05 / FAQ
Armour Duel FAQ
- How do two people play Armour Duel on one device?
- Tap the Versus chip, then tap the field — no network and no second device. Lay the phone flat, sit on opposite sides, and use the band hugging your own edge: where a touch lands decides which side it drives, and crossing the middle later changes nothing. On a computer the arrows plus Space drive the lower tank and W A S D plus Q the upper one, both live at once.
- How many shots does a brick wall take in Armour Duel?
- Two. The first takes a notch out of the top-left corner and the cell still blocks the way — a tank cannot pass. The second removes it and opens a real doorway. Steel is different: it never opens and the shell that touches it is simply gone. Every brick hit adds one to the middle readout on your band, and that number is what a timeout is settled on.
- How long is an Armour Duel match and how do you win?
- At most 3 rounds, and winning 2 of them takes the match. Each round has a 45-second clock: take a hit and you lose the round, or if the clock runs out it goes to whoever broke more wall this round, with equal counting as a draw. Play all 3 and it is rounds first, then bricks across the match, then a draw. Pausing or backgrounding freezes the clock, so it does not run while you are away.
- Why will Armour Duel not let me fire a second shell?
- Because each side may only have one shell in the air. Tap fire while yours is still flying and the key face takes a red slash — that is a receipt meaning “you pressed it, the game is refusing”, not a freeze. A shell disappears when it touches a wall, the boundary, a tank or the other shell, so once it lands you can fire again.
- How do you pick the difficulty in a one-phone two-player duel?
- The three keys in the skill row only change the computer: light, mid and heavy change its chance of heading the wrong way and how long it takes to notice you. Speed, firepower, durability and the spawn shield are identical across all three and identical to yours — the difficulty is not built out of giving the computer an advantage. In Versus the row does nothing, and mid-match it cannot be pressed at all; it only decides the next match.
- What are the best wall-breaking tips in Armour Duel?
- Keep the brick that blocks a straight line between you and open a side route instead. Nothing ricochets here, so sitting in a long corridor hands your opponent a free shot, while a fresh doorway lets you come round behind their barrel. A first hit leaves half a cell that still blocks, which is the cover you want; only the second opens a way through, and your opponent can use it too. When a round drags on toward 45 seconds, chip at any brick — that count is what a timeout is settled on.
- How do you score well in a two-player duel game?
- The score here is the bricks both sides broke across the match, so scoring and winning are two different things. To push the score up, break more wall — which doubles as timeout insurance. To win, stay out of long straight corridors and keep the doorways on your side of the map. The cheapest habit to build: when an opponent is point-blank, do not try to out-dodge them; read the barrel before it fires.