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An artillery duel on a meadow that blows apart: read the wind, set the angle and the power, and lob shells over the hill.
A turn-based artillery duel against the computer on a meadow of rolling hills. Two brass mortars face each other across the valley: pull back from yours like a sling to set the angle and the power, read the wind on the flag, and lob shells over the hill between you. Every blast carves a crater, and a mortar whose ground is blown away drops or slides down into it. As the duel goes on you earn a shell that hops, a heavy anvil and a dandelion that bursts into five seeds. Three levels, and every day a Daily duel with the same meadow and the same winds for everyone.
A toss decides who fires first, then you take turns. To aim, press on your mortar and pull back like a sling: the shell flies the other way, harder the further you pull. You can also drag anywhere on the meadow to adjust your last aim. The dotted arc shows the start of the flight (all of it on Easy), and the angle and the power show at the top left. The wind changes every shot: the flag streams the way it blows and the number says how hard, and it pushes every shell sideways. Pick a shell and press Fire. A shell bursts where it hits the ground or a mortar and carves a crater; the blast does full damage on a mortar's body, less the further away it bursts and nothing once the crater no longer reaches the mortar, and it hurts your own mortar just the same. A mortar whose ground is blown away drops into the hole or slides down a steep slope, and a long fall hurts. The Plum is always loaded; from your 2nd shot you have 3 Hoppers (they hop twice before they burst), from your 3rd 2 Anvils (a big crater, a heavy hit, half the wind) and from your 4th 2 Dandelions (five seeds at the top of the arc). Both mortars start with 100; the first to lose it all loses, both at once is a draw, and after 60 shots the one with more left wins. Score: 5 for every point of damage the computer takes, and for a win 1000 more, 10 for every point you kept and 30 for every shot under 15. On a keyboard: Left and Right turn the barrel, Up and Down set the power (Shift for bigger steps), 1 to 4 pick a shell and Enter fires.
Mortar Meadow is an artillery duel, the kind of game where two guns on a hilly landscape take turns lobbing shells at each other until one is knocked out. Here two small brass mortars face each other across a meadow of rolling hills, and every shell that lands blows a crater into the ground.
You play against the computer, one shot each in turn. Three levels of opponent, and every day a Daily duel on the same meadow with the same winds for everyone, so the scores compare directly.
Yes. Like every game on Play, it runs free in your browser, with no download and no account.
No. It sees the same meadow and the same wind as you and plays by the same physics. It aims by trying shots on that physics, then misses by its level's error: wide on Easy, small on Hard, and wider on its first two shots while it ranges in.
Yes. A shell that bursts near your own mortar hurts it like any other, and a crater dug under it can make it fall.
Every day everyone plays the same meadow with the same winds against the Medium computer, so the scores compare directly on the leaderboard.