diff --git a/Stopping-the-Early-Rush-in-Tower-Rush-Games.md b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
new file mode 100644
index 0000000..885de0c
--- /dev/null
+++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
@@ -0,0 +1,15 @@
+
If you panic and place the wrong defensive cards, the game can literally be over in thirty seconds.
+
However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Staying Calm Under Pressure
+
Instinctively dropping all your cards in a clustered panic is exactly what the rusher wants you to do.
+
Reacting efficiently rather than expensively is the secret to turning their aggression into your advantage.
+Memorize the interactions.They have no energy left.Spacing is critical.
+The Art of the Pull
+
Aggressive melee units are incredibly dangerous if they connect to your tower, but they are surprisingly easy to distract.
+
Ice golems are the absolute kings of kiting, slowly walking into the opposite lane while dragging the enemy army with them.
+Rush UnitHow to Stop ItHog RiderPlace a building (Cannon/Tesla) three tiles from the river in the centerElite BarbariansKite with an Ice Golem into the center while using ranged support
+Punishing the Rush
+
Because the attacker spent all their energy failing to take your tower, they have nothing left to defend themselves.
+
Use their impatience against them, build an impenetrable wall, and watch their strategy crumble.
+
+If you have any thoughts relating to exactly where and how to use [tower rush](https://demo.pixelphotoscript.com/franciscoz2279), you can contact us at our own web page.
\ No newline at end of file