The best Titanium Court move is not always the largest match. Every High Tide match changes both your resources and the battlefield, while every Low Tide purchase determines whether the next autobattle is survivable. Scan the whole board, match for the resource your next deployment actually needs, preserve terrain that protects the Court, and choose routes and bosses by the counters they allow rather than by distance alone.
Titanium Court is a PC strategy game released on April 23, 2026, developed by AP Thompson and published by Fellow Traveller. Its loop combines match-three gathering, terrain manipulation, card deployment, autobattles, roguelite progression and visual-novel scenes. The advice below is designed for its randomized boards, where a plan must adapt to the terrain and cards available in the current run.
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Understand the High Tide–Low Tide loop
Each battle alternates between two phases. Treating them as separate minigames is the fastest way to lose: a match made in High Tide can open an enemy route, remove a hill that was shielding the Court, or destroy a base you intended to exploit. Conversely, a modest match can provide exactly the resource needed to stabilize the next fight.
High Tide: gather and edit the battlefield
In High Tide, you make matches to produce resources. The same move also alters the board by removing or changing terrain, enemy bases and routes. Rivers, fields, hills and mountains are not merely visual obstacles. They determine where units can travel, which attacks can reach the Court and how quickly an enemy can approach.
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Matches larger than three and cascades can provide additional resources and restore time, but their value depends on what they clear. A cascade that removes a protective hill may be worse than a three-tile match that supplies the stone needed for a defensive card. One review estimated that roughly 40 percent of play time involves matching three; that is a reviewer’s estimate, not an independently verified statistic, but it captures how central careful board reading is to a run.
Low Tide: convert resources into a battle plan
Low Tide is when you spend the resources earned in High Tide on soldiers, gatherers, miners, defenses and other cards. The next autobattle resolves after this preparation. Before committing to a match, decide which Low Tide purchase is essential and check whether the match will leave the board in a state that lets that purchase work.
Think one phase ahead: High Tide funds Low Tide, and Low Tide must make the next High Tide possible. A force that wins one encounter but leaves you without gatherers, protection or a usable route can still fail the run.
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Make better High Tide matches
Survey before touching a tile
Start every High Tide by looking at the entire board rather than the first obvious match. Identify the resource required for the next purchase, then mark the terrain and enemy structures that the candidate match will remove. Ask three questions:
- Does this match provide the resource needed for the next Low Tide deployment?
- What defensive terrain, river crossing or enemy route disappears when the tiles clear?
- Will the resulting board help the enemy I expect in the next autobattle?
This short survey prevents the common mistake of chasing the largest number of tiles while accidentally dismantling your own defenses.
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Value the result, not the tile count
A large match is attractive because it can create extra resources or a cascade. It is not automatically superior. Compare the immediate resource gain with the strategic cost of the cleared terrain. If a match removes a mountain that blocks a dangerous approach, the extra wheat or stone may be less valuable than a smaller match elsewhere that leaves the barrier intact.
Use large matches when their side effects are favorable: clearing an enemy base, opening a route for your own troops, exposing a boss or generating enough resources to buy protection and economy in the same Low Tide. Prefer a smaller exact match when you are one resource short of a defensive or recovery card.
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Cascades can extend the phase and produce more resources, so look for matches that are likely to create follow-up opportunities. Do not force a cascade merely because it is available. If the cascade clears a river that currently isolates a threat, its extra time may be purchased at the cost of a harder battle. When time is restored, spend the additional turns on board improvements that support your chosen route, not on random matches.
A five-step High Tide routine
- Read the next fight. Note the enemy types, the boss condition if visible and the direction from which pressure is likely to arrive.
- Choose the Low Tide priority. Decide whether you need protection, an economy card, a counter unit or a route-opening action.
- Find the exact resource. Locate the smallest safe match that supplies it.
- Inspect the terrain outcome. Follow the tiles that will disappear and check for newly opened enemy movement.
- Commit only when both results are acceptable. If the resource gain is good but the battlefield becomes unsafe, select a different match or delay the plan.
Spend Low Tide resources to survive the next autobattle
Protect the Court before adding damage
When the Court is exposed, establish protection first. A defensive card, a terrain-preserving choice or an outpost can buy the time needed for gatherers and soldiers to function. Adding another attacker to an undefended Court often produces a superficially stronger army that still loses because the enemy reaches its objective.
Build an economy that can repeat deployments
Strong runs are not built around one spectacular unit. Miners and gatherers turn the board into a continuing supply of stone and other resources; markets can convert a surplus into the particular resource needed for the next sequence. Community players repeatedly describe the practical benefit as being able to deploy enough units that a positioning error is survivable.
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Place economy cards early enough to pay for repeated waves, but not so early that the next autobattle has no protection. The right balance depends on the route: a slow enemy mix gives you more time to establish gatherers, while a fast approach may require one defensive purchase before the economy engine.
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| Situation | Low Tide priority | Reason |
|---|---|---|
| The Court is directly exposed | Defense or an outpost, then the minimum counter unit | Prevent an immediate loss before investing in growth. |
| The Court is safe behind useful terrain | Gatherer or miner, followed by a route-appropriate soldier | Convert the protection into resources and controlled pressure. |
| You have a surplus of one resource | Market conversion or a shop item that fixes the bottleneck | Turn excess stock into the resource needed for the next deployment. |
| A boss requires a non-combat condition | Cards that advance the economic or defensive condition | Do not overpay for damage when the winning condition is elsewhere. |
The table is a priority framework, not a fixed build order. Randomized inventories and board layouts can make a shop card, a defensive tool or a gatherer the correct first purchase.
Choose routes by terrain and enemy composition
Battlefields and routes are randomized, with different terrain and enemy mixes. Distance is only one factor. A short route with no usable cover can be more dangerous than a longer route that gives the Court a hill, mountain or river to work with.
Compare every route on four axes
| Axis | What to inspect | Decision question |
|---|---|---|
| Terrain protection | Hills, rock, mountains, rivers and open fields | Can this terrain shelter the Court or slow the enemy? |
| Enemy counters | Enemy movement, attack style and vulnerability to your available cards | Do I have a direct counter, or must I win defensively? |
| Resource access | Matches and terrain that can supply the next Low Tide purchase | Can this route fund repeated deployments? |
| Deployment cost | How many soldiers, gatherers or defenses are likely to be required | Will my economy support the plan before the next encounter? |
Match terrain to the threat
Rock and hills can shelter the Court from some attacks. Rivers can block movement or, if removed, give an enemy a direct approach. Open fields may provide movement space for your troops but little protection. Preserve terrain that answers the enemy shown on the route and remove terrain that enables that enemy.
A route displaying fewer enemies is not automatically safer. If its terrain removes your defensive options, the smaller enemy count may be offset by a much harder approach. Conversely, a route with more opponents can be manageable when the board supplies cover and the resources needed to deploy counters.
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Survive difficult battles and bosses
Dragon: reduce travel time and incoming damage
Against the Dragon, shorten the distance between the Court, your troops and the relevant threat. Long travel times allow damage to accumulate before your force can respond. Positioning the Court and troops near the danger can make the encounter more controllable, while hills can reduce incoming damage. Use High Tide to preserve or create the terrain that supports this arrangement, then spend Low Tide on the protection and units needed to hold it.
Mirror: favor preparation over a direct assault
The Mirror can punish an uncomplicated attack. Outposts and a defensive setup may be preferable to sending every unit forward. If the board offers a non-combat victory route, switch to it rather than forcing a damage race that the Mirror is designed to win. Your High Tide matches should then prioritize the resources and terrain that advance that alternate condition.
Dire Goats: pay when necessary and isolate with water
Community advice for Dire Goats includes paying the toll when refusing it would stall the run, then isolating them with water. Flood is cited as a useful card in that situation. Treat this as a situational line, not a guaranteed recipe: the available cards, water placement and enemy path are randomized. If Flood is unavailable, preserve whatever terrain can separate the Goats from the Court and budget the toll into your economy rather than spending every coin on extra damage.
When a battle starts going wrong
Do not respond to a lost position by blindly adding attackers. First identify the failure: the Court is exposed, the route is too long, the economy cannot replace casualties, or the chosen victory condition is incompatible with the boss. In the next High Tide, repair that specific weakness. A defensive card or market conversion can be a better recovery than another expensive combat unit.
Manage wheat, markets, shops and coins
Turn early food into a production engine
Early wheat or food can be converted through miners or gatherers into stone and other resources. This conversion matters because it gives future Low Tides something to spend, instead of making each battle depend on a single lucky match. Establish the conversion chain when the route gives you enough safety to protect it.
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Use markets to solve bottlenecks
Markets are most valuable when you have a surplus that does not help the next deployment. Convert that surplus into the missing resource rather than collecting more of what you already have. Check the next card cost before committing the exchange; a market used without a specific bottleneck can leave you short of the resource required for a defense.
Do not empty the shop every visit
Shops can provide defensive and tactical tools, but inventories are randomized. Spending every coin on an adequate card can leave you unable to buy a high-value recovery or protection option later. Keep a reserve when the current encounter is survivable without another purchase, and spend aggressively only when the item directly fixes the next threat or advances your chosen boss condition.
Change your victory plan when the matchup demands it
The game supports offensive, defensive and economic victory conditions. Decide which one the current board favors, then align matches, route choice and Low Tide spending with it.
| Plan | Best when | What to emphasize | Main risk |
|---|---|---|---|
| Offensive | You can reach the threat quickly and have reliable counters | Short routes, troop positioning and resource matches that fund attack units | Overextending while the Court is unprotected |
| Defensive | Terrain provides cover or the boss punishes direct combat | Hills, mountains, rivers, outposts and protection before damage | Running out of resources during a prolonged hold |
| Economic | The board offers time and a clear resource condition | Gatherers, miners, markets and disciplined shop spending | Building an engine without enough immediate defense |
These plans can be mixed, but switching deliberately is important. If an offensive route becomes too costly, preserve terrain and move toward a defensive or economic condition instead of continuing to buy attackers that cannot arrive in time.
Common mistakes and precise fixes
| Mistake | Why it fails | Fix |
|---|---|---|
| Always choosing the biggest match | It may remove your cover or open an enemy route. | Choose the smallest match that supplies the required resource unless the larger clear has a favorable strategic outcome. |
| Buying damage before protection | The Court can fall before your new unit contributes. | Secure the Court, then add the minimum counter force. |
| Selecting the shortest route | Distance does not compensate for hostile terrain or poor counters. | Compare terrain, enemy mix, resources and deployment cost. |
| Ignoring the economy after one win | A single victory does not fund the next deployment. | Use gatherers, miners and markets to support repeated waves. |
| Spending every coin | A randomized shop may later offer the defensive tool you actually need. | Keep a reserve when the current board is stable. |
| Forcing a boss assault | Some bosses favor defensive or economic conditions. | Change the victory plan when direct combat is unfavorable. |
A practical decision rule for every turn
Before each match, state the next Low Tide purchase in one sentence. Make the match that funds it, then verify that the terrain left behind still supports your route and victory condition. Before each purchase, state how it helps the next autobattle and whether it can be repeated from your current economy. If either answer is unclear, spend on protection or production rather than a flashy but isolated unit.
That discipline is the foundation of consistent Titanium Court runs: matches are resource actions and battlefield edits at the same time; terrain is a defensive asset; routes are matchup decisions; and an economy that survives several Low Tides is usually worth more than one spectacular deployment.
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