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..4d78ed3
--- /dev/null
+++ b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
Map control is the invisible advantage that dictates exactly when and where engagements happen on the battlefield.
+
Understanding how to exploit these geographical restrictions is the key to executing flawless defenses and devastating attacks.
+Defending the Bridges
+
Allowing the enemy to cross the bridge and spread out into your wider territory is a massive tactical error.
+
A single Wizard or Executioner placed perfectly can annihilate a massive swarm while they are clumped together on the bridge.
+Never fight in the open if you can fight at a bottleneck.They can deal damage safely while the enemy walks the long way around.A fireball on the bridge provides incredible value.
+Architectural Defense
+
This technique, known as funneling, allows you to dictate exactly where the final engagement will take place.
+
Right behind that artificial gap, you place your highest damage-dealing unit to instantly delete anything that squeezes through.
+Geographical FeatureHow to Use ItThe MoatPrevents ground melee units from attacking instantly; allows ranged units to safely shoot across the gapThe Middle TileThe most valuable tile for defensive buildings; pulls units from both lanes equally and utilizes both princess towers
+Owning the Arena
+
When you perfectly control the choke points and dictate the engagements, the opponent will feel incredibly suffocated.
+
Do not just play cards randomly on the field; think about the geometry of the arena.
+
+In case you loved this information and you wish to receive more info about [tower rush](https://git.arteneo.pl/u/lavondaosterma) please visit our site.
\ No newline at end of file