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A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent's card rotation.
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Entering overtime fundamentally alters the mathematics and psychology of the entire game.
+The Final Countdown
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The match devolves into a desperate 'spell-cycle' race, where you ignore traditional attacks and instead spam heavy spells directly at their tower.
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During this phase, you must play absolute, perfect defense, dedicating 100% of your remaining troops to stopping their attacks while your spells slowly whittle away their tower.
+Watch the opponent's spell cycle too.Don't get cocky and ignore defense.Use small spells to finish the job.
+The Sucker Punch
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In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.
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When you know they just spent all their elixir defending the damaged lane, you instantly drop a fast, aggressive win condition (like a Bandit or Hog Rider) in the completely healthy, untouched opposite lane.
+Unit CategoryWhy It ShinesThe FinisherCan be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tileThe CloserAllows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward
+Mastering the Nerves
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The player who succumbs to the adrenaline and makes a clumsy, desperate placement will always lose the sudden death exchange.
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Earn it with a cold, calculating mind.
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+If you are you looking for more on [tower rush](https://membre.orthotrainingclub.com/read-blog/6894_the-future-of-competitive-tower-rush-tournaments.html) look at the website.
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