// Topic hub
Beginner Guides
First-day and first-week routes: what to upgrade, what to ignore, and the mistakes that cost the most progress.
32 guides across 31 games
BangBang Survivor Beginner's Guide: Stage Bands and Max-HP Damage
A stage-banded BangBang Survivor route: when to leave incendiary shells, why max-HP percentage outgrows flat damage, and the six-slot reroll order.
Boom Squad Beginner's Guide: Spread Direction Beats Star Level
Boom Squad's fixed spread directions, the 20-power gate on ultimate evolution, and why a level 7 gold unit is not automatically the strongest pick.
Dream Merge Beginner's Guide: Merge Chains and Special Tiles
Dream Merge's fixed merge chain, the four special-tile patterns that crack ice, and a tea-house build order that pays before the decor does.
Goose Gym Beginner's Guide: Piggy Bank Clicks and Board Space
A Goose Gym starting plan: merge-2 orders, the piggy bank click limits, and the board-space rules that keep your gym moving without wasting a bank.
King's Decree Beginner's Guide: Skill Fusion and the Three Opening Builds
A King's Decree opening plan: how level-up picks become fusions, which of the three builds fits your gems, and why the castle wall ends most runs.
Mobile Counter-Terror Beginner's Guide: Weapons Decide Your Skill Chain
A Mobile Counter-Terror starting plan: how each weapon selects its skill chain, which element counters which target, and the ice cannon trick that saves ammo.
Penguin Clash Beginner's Guide: Ranked Rules and Boss Damage
Penguin Clash ranked, explained: four teams on one map, 80 waves, three boss dungeons, and a draft that rewards the lowest-health team first.
Soul Chapter Beginner's Guide: Martial Souls, Soul Spirits and Slot Order
A first-week route for Soul Chapter: choose a martial soul, fit three soul spirits, order your skill slots and know when the dodge build is the wrong pick.
Stickman Heroes Beginner's Guide: Classes, Elements and Gear Rules
Stickman Heroes' class jobs, the partner element split, and the gear and rune rules that make enhancement free to move and synthesis strict.
Time Grocery Beginner's Guide: Talents, Vehicles and Store Levels
Time Grocery's four talent tracks, the two-card referral rule, and why a new shop needs level 50 plus two floors before a strong manager moves in.
Tomorrow Squad Beginner's Guide: Roles, Talents and Summon Builds
A Tomorrow Squad starting plan: pick a hero by map, read the three roles, and turn Dr. J's turrets into a summon build that covers the whole team.
Banana Guava: English Version and How to Play
Banana Guava has no English client. What the store actually sells, which regions can install it, how the merge loop works, and where the paid pressure sits.
Bonk Bonk Tribe Beginner's Guide: Survive the Ice Era First
How to open Bonk Bonk Tribe: push eras instead of side systems, keep a resource reserve, and prepare for Conquest Mode mini-bosses properly.
Cell Survivor Beginner's Guide: Gold, Gems and Damage Priority
A first-week Cell Survivor route: how the segmented virus dragon takes damage, where gold should go first, and why gems belong in 10-pulls only.
Evo Defense: Merge TD Beginner's Guide: Summon vs Merge
How a three-minute Evo Defense run works: fill the board before merging, treat 2-in-1 as a reroll, and upgrade account systems in the right order.
Fish Kingdoms Beginner's Guide: Chests, Summons and Lineups
A Fish Kingdoms beginner route: which chests and summons to take early, how faction cores shape a lineup, and what to ignore in a stale global build.
Gladiator Raising Beginner's Guide: One Fighter, One Gear Line
How Gladiator Raising works, why you should pour everything into a single fighter, and what to know before installing a Korean-only build.
Haunted Dorm Beginner's Guide: Best Room, Bed and Door Order
A first-run route for Haunted Dorm: how the bed-door loop works, which room to pick, when to build turrets, and the three mistakes that end most runs.
Knock Knock: Room Defense Beginner's Guide: Door vs Bed
A five-minute run plan for Knock Knock: Room Defense: when to upgrade the door, bed, or hero, how to spend stamina, and the first Room Research picks.
Legend of Elements Beginner's Guide: First 7 Days
A seven-day route for Legend of Elements: pick a class you can live with, fix one upgrade bottleneck, bank pulls for the 100-pull SSR pity, and time the garden.
Legend of Mushroom Beginner's Guide: Your First 15 Days
How to use the 15-day new-server carnival, why one class should get every resource, and which rewards to keep instead of spending on draws.
Lootborn Warriors Beginner's Guide: Build One Hero, Reroll the Rest
A loot filter for Lootborn Warriors: choose a hero by job, keep drops that fit one build, and stop buying random items before your slots are stable.
Monster Loop: Beast God Reincarnation Beginner's Guide (JP)
Monster Loop: Beast God Reincarnation is Japan-only. How the free-pull loop, beast-god heroes, awakening and city systems work, and whether to start.
My Garden Tale Beginner's Guide: Grow for Orders, Not for Looks
A gardening plan for My Garden Tale: plant against the order board, stagger growth cycles, and unlock plots before spending on decoration.
Nobody's Adventure Chop-Chop Beginner's Guide: First 7 Days
A first-week route for Nobody's Adventure Chop-Chop: the chop-reincarnate-equip loop, what to upgrade first, and when to stop pushing PvP in week one.
Pocket Beast Defense Beginner's Guide: Backpack Layout That Works
A first-run layout plan for Pocket Beast Defense: how to shop between waves, fit weapons into the small backpack grid, merge pairs, and place gloves.
How to Play Pocket Beast Defense on TikTok (No Download)
How Pocket Beast Defense works as a TikTok Mini: finding the game without a download, what progress you can keep, and why no App Store build exists.
Three Kingdoms: Battle for the World Beginner's Guide
The first 72 hours of Three Kingdoms: Battle for the World: claim land in a line, pace the city, use the 20-pull orange guarantee, and join an alliance early.
Trading Legend Beginner's Guide: Cash Flow Before Prestige
How to open Trading Legend in Bianliang: build steady cash flow, hire staff for throughput, and only open trade routes once the shops can support them.
Whiteout Survival Beginner's Guide: Furnace First, Everything Else Later
A first-week plan for Whiteout Survival: why the furnace sets your ceiling, how to keep heat and survivors working, and when troops and heroes are worth the resources.
Wild Water World Beginner's Guide: Build the Raft Before You Explore
An opening plan for Wild Water World: secure water and food, treat diving as a capacity test, and expand the raft only when production keeps up.
Zhao Yun and A Dou Beginner's Guide: Merge, Summon, Hold the Line
A first-week route for Zhao Yun and A Dou: bun recruiting, grid placement, same-level merging, hero fragments and when to fire your active skills.