Assembling the shaft...

Limestone Shaft

Root Hollow

A specimen cut down through a limestone mine. Gatherers come down from the mouth of the shaft, one tier at a time, after the single sprout glowing at the bottom. Place the three seeds you roll into the pods on the four tiers and survive 10 waves.

New here? Press Descend and a short tutorial walks you through five moves.

Daily Hollow

Today's Hollow

The same line-up, the same rolls for everyone. A deterministic puzzle with no luck in it. Only puzzles confirmed to be solvable are set. You may undo three times.

Result

The sprout survived

日本語版(Japanese)

Free Browser Tower Defense

A free tower defense browser game: Root Hollow (one player, played with dice)

The board is a four-tier shaft cut down through a limestone mine. One pod hangs on each tier, and every turn you decide which tier to put the three seeds (pips 1-6) falling from the mouth of the shaft into. Gatherers climb down on ropes and drop one tier per turn; when one drops from the lowest tier it reaches the sprout at the bottom and your sap falls. A bloom every three defeats lets you grow a pod, and surviving the 10 waves (12 on hard) before your sap runs out wins the game. Three difficulties, a daily puzzle with the same rolls for everyone, and a tutorial. Free, no sign-up, and it plays straight from a phone browser.

Rules, how to win and tipsGuide

How is it different from an ordinary tower defense?

Instead of buying towers, you divide the pips you rolled among four pods. In games where you save money and build wherever you like, getting stronger means more options. In Root Hollow the pods are fixed to the four tiers of the shaft, and you cannot add any. The only thing you gain is the three rolls that arrive each turn. A 6 in the thorn deals 6 damage, but in the mist it stalls on 3 or more, in the bind it hauls a gatherer up a tier on 4 or more, and in the nectar it carries the pips +2 into the next turn. The same 6 changes value with its destination, so the decision is not what to build but how to hand out the numbers you hold.

PipsIn the thorn or sporeIn the mist, bind or nectar
1Thorn: 1 damage. Spore: 1 above and belowNeither mist nor bind reaches. Put it in the nectar to make 3
2Thorn: 2. Finishes a digger with 2 leftAn upgraded mist stalls. The nectar makes it 4
3Thorn: 3. Spore: 2 each above and belowMist stalls for one turn. You can build a jam
4Thorn: 4. Finishes a digger exactlyMist stalls. Bind hauls it up a tier
5Thorn: 5, but a warden halves it to 2Both mist and bind work. The nectar makes it 7
6Thorn: 6. Spore: 3 each above and belowBind hauls it up. The nectar grows it to the cap of 8

Are there similar games?

Rinblog publishes a few more free browser games that use dice and reading your opponent. None of them need an account, and they all play one-handed like this one.

© Rinblog

What kind of game is Root Hollow?

Root Hollow is a one-player tower defense played on a four-tier shaft cut down through a limestone mine. Every turn three seeds (dice, pips 1-6) fall from the mouth of the shaft, and you hand them out to the four pods hanging on the tiers. Gatherers climb down on ropes and drop one tier per turn; when one drops from the lowest tier it reaches the sprout at the bottom and your sap falls. Defeat every gatherer in the 10 waves (12 on hard) to win; if your sap reaches 0 you lose. A game takes about 5 to 8 minutes.

What are the rules of Root Hollow?

There are only four. (1) The shaft runs tier 1, tier 2, tier 3, tier 4 from the top, and a tier holds at most one gatherer. If the tier below is occupied, nothing can drop into it. (2) Three seeds are rolled each turn and you place them in the pod of any tier (two in the same pod is fine). (3) End the turn and every gatherer drops one tier while the next one comes down from the mouth of the shaft. (4) When one drops from tier 4 you lose 2 sap (5 for the foreman), and at 0 you lose. Sap starts at 10 on easy, 8 on normal, 6 on hard.

  1. The shaft: the tiers are tier 1 to tier 4 from the top, with the sprout below tier 4. Each tier holds one gatherer.
  2. Rolling seeds: three seeds fall from the mouth of the shaft each turn (pips 1-6). Pick one on the tray below, then press the tier you want.
  3. The reading: pick a seed and each tier gets its result carved into the right wall - "-5 hp 1", "half -2 hp 4", "Stall 1", "Push up", "Empty". You can read it before you place.
  4. What a pod does: the pips you place decide the effect. Upgrading raises the effect by 1 or lowers the pips it needs by 1.
  5. Ending a turn: place all three, or press End turn, and every gatherer drops one tier; if the mouth of the shaft is free the next one comes down. When the queue empties the next wave arrives.
  6. Reaching the sprout costs sap: when a gatherer drops from tier 4 you lose 2 sap (5 for the foreman) and that gatherer is gone. At 0 sap you lose.
  7. Carrying a seed: one unused seed can be carried into the next turn as "moss" (any others rot away; the one carried is the highest pips).
  8. Bloom: every three gatherers defeated, you may switch one of the four pods to another kind or upgrade it.
  9. The stall limit: the same gatherer can be stalled only once per tier. There is also a cap on turns (waves x 8), so every game reaches an end.

How do I use the pods?

There are five pods, told apart by shape, not color: a downward cone is the thorn, a rippling membrane the mist, a hexagonal sac the nectar, a square shackle the bind and a grainy sphere the spore. The letters T, M, N, B and S are also carved right above them. You start with thorn on tier 1, mist on tier 2, nectar on tier 3 and thorn on tier 4; the bind and the spore become available when you choose them at a bloom.

PodShapeEffectUpgraded
ThornConePips of damage to the gatherer on its tierpips+1
MistMembraneOn 3 or more pips, stalls that gatherer for one turnworks from 2
NectarHexagonCarries the pips +2 into the next turn (holds one, cap 8)becomes +3
BindShackleOn 4 or more pips, hauls that gatherer up one tierworks from 3
SporeGrainy ballHalf the pips (rounded up) to the tiers above and belowhalf+1

The bind only works when the tier it would haul into is empty; if that tier is occupied it stalls instead. The spore never hits its own tier.

How do I tell the gatherers apart?

The five gatherers are told apart by height, outline, gear and the ring at their feet. The shortest is the looter, the largest is the foreman, and only the warden has a metal sheen. Health shows as a number on the stone tag above the head, and the meter around the tag shows how much is left. The letters D, W, R, L and F are carved into the bottom left of the tag.

GathererHPSpeedTrait
Digger41 tierNo trait. Low and leaning forward, with a round basket on its back.
Warden61 tierHalves odd pips. Only its plated torso shines like metal.
Runner32 tiersDrops two tiers per turn. Slender and long-legged, with a double ring at its feet.
Looter51 tierSeals the pod it lands on for one turn. A big sack on its back.
Foreman121 tier+1 HP every two tiers. A wide hat and two lanterns. Arrives in waves 5 and 10.

How do I win?

The only way to win is to defeat every gatherer in the 10 waves (12 on hard). You lose if your sap reaches 0, or if you pass the cap on turns (waves x 8). Your score is counted in compost, and every defeat scores (digger 3, runner 3, looter 4, warden 5, foreman 10). Finish one with damage exactly equal to its health for +2; overkill costs up to -3. Winning also adds your remaining sap times 2. So points grow not by defeating gatherers but by defeating them exactly.

What do I spend compost on?

Every gatherer you defeat becomes compost and piles up in the bottom left corner. There are two uses. The slab beside the vessel, Pour, costs 10 + 3 per previous pour of compost and wins back 1 sap; the slab where the thick root meets the wall, Feed, costs 14 + 6 per previous feed and adds 1 bloom. The cost rises each time, so a single game affords three or four uses in total. Your score counts all the compost you ever earned, so spending it never lowers your score. Defeat, compost, rebuild - that loop is the heart of the defense.

What should a beginner learn first?

First, remember that a gatherer which reaches tier 4 (just above the sprout) will always drop onto the sprout next turn. Keep the pips that can finish it for tier 4. Next, finishing with damage exactly equal to its health earns +2 compost while overkill costs points, so a digger with 4 HP wants a 4. Low pips of 1 or 2 barely dent anything in the thorn, so put them in the nectar and use them as 3 or 4 next turn.

  1. Build a jam: a stalled gatherer blocks the tiers above it too. Clear one tier and nothing can reach the sprout that turn.
  2. Even pips for the warden: odd pips are halved. Hit it with 2, 4 or 6, or stack the half damage of a spore.
  3. The runner stops on few tiers: it drops two tiers on the turn it enters, so it only ever stops on tiers 1 and 3. Killing it with the thorn on tier 1 as it enters is the sure way.
  4. The spore is strong on tier 3: it hits both tier 2 and tier 4. It is the pod to aim for at a bloom.
  5. The bind is strong on tier 2: haul a gatherer from tier 2 up to tier 1 and the thorn on tier 1 can bite it again.
  6. Always read the wall: pick a seed and the result is carved into the right wall. If you see "half", "Used" or "Shut", send that seed to another tier.
  7. When to buy sap: pouring costs 10, then 13, then 16. One early pour buys you one extra gatherer of endurance in the foreman waves.

A placed seed can be taken back one move with Undo (ending a turn cannot be undone). In Today's Hollow you get three.

Show the tutorial againTutorial

What is the daily puzzle?

Today's Hollow changes at midnight (Japan time) and gives everyone the same line-up and the same rolls. There is no luck in it, so compost (your score) can be compared. Before a puzzle is set, a solver (beam search) confirms it can be cleared, and only puzzles that careless play cannot clear are kept. Your score earns 1 to 3 stars, you may undo three times, and the result can be shared to X (the solution and the rolls are not shared). The number of days cleared in a row is recorded too.

Frequently asked questions

What kind of game is Root Hollow?

It is a one-player tower defense played on a board cut into four tiers of a limestone shaft. Each turn you place the three seeds you rolled (pips 1-6) into the four pods hanging on the tiers, beat back the gatherers who drop one tier at a time from the mouth of the shaft, and guard the single sprout glowing at the bottom. Survive the 10 waves (12 on hard) to win; if your sap reaches 0 you lose. A game takes about 5 to 8 minutes.

How is it different from an ordinary tower defense?

Instead of saving money to buy towers, you divide the three dice you roll each turn among four pods. The positions and kinds of the pods are set from the start and you cannot add more. A 6 in the thorn deals 6 damage, but the mist stalls a gatherer on pips of 3 or more, the bind hauls one up a tier on 4 or more, and the nectar carries the pips plus 2 into your next turn. The same roll is worth different things depending on where it goes, so the decision is not where to build but how to hand out the numbers you hold.

What are the pod kinds and what do they do?

The thorn (a downward cone) deals damage equal to the pips to the gatherer on its tier; the mist (a rippling membrane) stalls that gatherer for one turn on pips of 3 or more; the nectar (a hexagonal sac) carries the pips plus 2 into the next turn (it holds one seed). Grow a pod with a bloom and you can also choose the bind (a square shackle: on 4 or more it hauls the gatherer up one tier) and the spore (a grainy sphere: half the pips, rounded up, to the tiers above and below). Upgrading either raises the effect by 1 or lowers the pips it needs by 1.

What is compost for?

There are two uses. The slab beside the vessel at the bottom, "Pour", costs 10 + 3 per previous pour and wins back 1 sap; the slab where the thick root meets the wall, "Feed", costs 14 + 6 per previous feed and adds 1 bloom to grow a pod. The cost rises each time, so a single game affords three or four uses in total. Your score counts all the compost you ever earned, so spending it never lowers your score.

What is a bloom?

It is the chance to grow a pod, and it comes every three gatherers you defeat. You pick one of the four pods and either switch it to another kind or upgrade it. Feeding compost to the roots also adds one. The board is never hidden: the four pods float and pulse, so you can look at the tiers while you choose.

What are the gatherer kinds and their traits?

There are five: the digger (4 HP, no trait), the warden (6 HP, halves damage from odd pips), the runner (3 HP, drops two tiers per turn), the looter (5 HP, seals the pod it lands on for one turn) and the foreman (12 HP, heals 1 HP every two tiers it drops; it arrives in waves 5 and 10). You tell them apart by height, outline, gear and the ring at their feet rather than by color, and their health shows both as a number on the tag and as a meter around it.

What is Today's Hollow?

It is a puzzle that changes at midnight (Japan time) and gives everyone the same line-up and the same rolls. There is no luck in it, so compost (your score) can be compared. Before a puzzle is set, a solver (beam search) confirms it can be cleared, and only puzzles that careless play cannot clear are kept. Your score earns 1 to 3 stars, you may undo three times, and the result can be shared to X (the solution and the rolls are not included).

How does compost (the score) go up?

Every gatherer you defeat scores (digger 3, runner 3, looter 4, warden 5, foreman 10). Finish one with damage exactly equal to its health for +2; overkill costs you up to -3. Winning also adds your remaining sap times 2. Points grow not by defeating gatherers but by defeating them exactly.

Can I play a one-player defense game for free?

It is completely free and for one player. There is no opponent to wait for; open it and start. No account and no app install. There are three difficulties, and first-timers get a tutorial that walks through five moves on the real board.

Does it run in the browser alone? Does it work on a phone?

It runs in the browser alone. No download and no plugin, and it works one-handed in portrait on a phone, a tablet or a computer. The 3D uses WebGL, which any recent phone browser handles. Your results and daily streak are saved in the browser you use and are not shared with your other devices.

Can I get stuck, or can a game go on forever?

No. Even when no seed can be placed, "End turn" always moves things on. The same gatherer can be stalled only once per tier, and there is a cap on turns (waves x 8), so every game reaches an end.

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