Basic Specifications
Type Building
Faction Nature
Edition Twilight (1st)
Rarity Common
Additional Info
Odds per Booster 1:12
Rarity-Desirability Value 01 RankBadge PvP Lvl02



Tunnel is a first era Nature building that friendly units can use to instantly transport themselves around a map to another tunnel location. The destination tunnel is defined by the tunnel currently marked as the exit. Only one exit may be defined at any one time, as selecting a new exit will turn off the existing exit. Sending ground creatures through any other tunnel will transport them to the defined exit.

Deepcoil Worm can be toggled into tunnel mode, which can itself can be defined as the exit or used as an entrance.

Finally, certain burrowing creatures (Drones, Burrower I/II, and Deep One) can instantly transport themselves from their current location to the tunnel exit. This is can be useful in several ways for example:

A: help burrowing creatures escape from bad situations, to keep creatures that are near death alive to fight again.

B: provide reinforcements from locations that are not near a tunnel entrance.

C: burrowing creatures can be used for devastating "hit-and-burrow" attacks, which can be far more effective then the standard hit-and-run attack.


AbilityIcon Activatable Tunnel Exit

The gate grants access to tunnel network.Activate to become an exit point of the tunnel network.
There may only be one exit at any given time for one player

Counter ForEdit

Countered ByEdit




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Upgrade Faction Scenario Difficulty Edit Link
Tunnel I Nature Crusade Standard [edit]
Tunnel II Nature Bad Harvest Advanced [edit]
Tunnel III Nature Bad Harvest Expert [edit]
Card Upgrade Type or Ability Effect
Tunnel I Lifepoints +40
Tunnel II Lifepoints +70
Tunnel III Lifepoints +80

See Also

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