diff --git a/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
new file mode 100644
index 0000000..46dbbbb
--- /dev/null
+++ b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
In many strategy games, victory is determined by who possesses the strongest army or the most resources.
+
In the classic arena battler layout, the map is divided by a river with only two small bridges serving as crossing points.
+Defending the Bridges
+
Because every ground unit must cross one of the two bridges, you always know exactly where the enemy must path.
+
If you play your defense too far back, the swarm spreads out, rendering your splash damage virtually useless.
+Body blocking buys time.Don't get caught off guard.Controlling the bridge prevents them from placing aggressive buildings.
+Funneling with Buildings
+
By placing buildings in specific locations, you limit the available pathing options for the enemy AI.
+
Right behind that artificial gap, you place your highest damage-dealing unit to instantly delete anything that squeezes through.
+Control TacticHow it WorksLane DenialConstantly playing cheap threats in one lane to prevent the opponent from ever building a push in the other laneSafe PlacementPlaying slow units at the absolute furthest back tile to maximize the time spent regenerating elixir before they cross the bridge
+Owning the Arena
+
This feeling of helplessness often leads them to make desperate, expensive plays that instantly lose the game.
+
Use the natural landscape to your advantage, build your own traps, and force the enemy to play on your terms.
+
+Here's more on [tower rush](https://mp3diary.com/clemmiedeluna) review the page.
\ No newline at end of file