Game Modes
Half Cash
How to beat Half Cash in BTD6: $325 start, every income halved. Rules, best Monkey Knowledge, heroes, cheap efficient towers and a game plan.
You earn half as much cash from every source.
Guide
Half Cash is a Hard mode where you start with half the normal cash and earn half as much from everything. Pops, end-of-round bonuses, Banana Farms, Cash Drop and Thrive are all cut in half, while tower prices stay at Hard levels. Many players rate it as hard as, or harder than, CHIMPS, because even a perfect plan feels short of money.
Half Cash rules
- Starting cash: $325 instead of $650 (with More Cash, $425 instead of $850).
- Income: halved from every source, including pops, end-of-round cash, farms, Cash Drop and Thrive. Monkey Banks generate less, but their interest rate and capacity are unchanged. Continues are also affected.
- Rounds: 3 to 80, ending with the ZOMG.
- Lives and prices: 100 lives and Hard prices (8% above Medium).
- Still allowed: every tower, Monkey Knowledge, Powers, Insta Monkeys, selling and Continues.
Unlocking and rewards
Half Cash unlocks after Double HP MOABs, which itself needs Magic Monkeys Only. It is not required for CHIMPS, but you need it for a gold or black border on the map. It pays the Hard amount of Monkey Money: 200 Beginner, 400 Intermediate, 600 Advanced and 800 Expert for the first win. The Thrifty achievement, for 10 Half Cash wins, gives 250 Monkey Money and three Cash Drops.
Why Half Cash is so hard
Prices do not change, so every upgrade takes twice as long to afford. The early game is the most dangerous part: on round 4 a dense group of Reds and Blues arrives and you have very little money to stop it. Later, Tier 4 and Tier 5 upgrades take so long to save for that you must choose them carefully, and late-round pops are already worth only a fraction of round 1 pops before the halving.
Monkey Knowledge that helps most
These points make the opening far easier:
- Bonus Monkey! gives a free Dart Monkey.
- More Cash adds starting money (halved, but still worth it).
- Military Conscription makes Military towers cheaper to place, which helps a Sub or Sniper opening.
- Hero Favors makes your hero cheaper.
- Pre-Game Prep places free spikes at the start.
With these unlocked, most maps can be cleared without Powers. Without them, Road Spikes and a Monkey Boost for the first rounds are a fair trade.
Rounds to watch
- Rounds 3 to 6: low cash, round 4's Red and Blue rush, and Greens on round 6.
- Round 24 and 28: camo, then six Leads.
- Round 40: the MOAB.
- Round 50: two MOABs and 20 Ceramics.
- Round 59: camo Leads and regrow Ceramics.
- Round 60: the BFB.
- Round 63: 122 Ceramics and 75 Leads.
- Rounds 76 and 78: big ceramic rushes.
- Round 80: the ZOMG.
Best towers and crosspaths
Look for upgrades with the most damage per dollar:
- Dart Monkey: cheap and efficient early, with Triple Shot (0-3-0) or Crossbow (0-0-3).
- Wizard Monkey: Wall of Fire (0-2-0) holds lanes for its price.
- Druid and Ninja Monkey: good value from the first rounds.
- Monkey Sub: on water, cheap Subs with Triple Guns (2-0-3) are excellent.
- Alchemist: Berserker Brew (3-x-x) doubles the value of the tower it buffs.
- MOABs: MOAB Mauler Bomb Shooters, Maim MOAB Snipers and top-path Monkey Aces.
Income still helps. Farms and Benjamin make half as much as usual, but over 80 rounds they pay off if your defence is safe. Monkey Banks keep their full interest rate, which makes them relatively good here.
Best heroes
- Benjamin: income, life regeneration and Trojan attacks make him the top choice on many maps.
- Sauda: the safer pick on easier maps. She has camo detection from the start and her Leaping Sword handles leaks.
- Quincy: cheap and dependable.
Step-by-step game plan
- Place your free Dart Monkey and hero before round 3, plus Pre-Game Prep if you own it.
- Accept a few early leaks. You have 100 lives, and saving cash for a stronger tower is often worth losing some.
- Build one efficient carry by round 15 and a second by round 25.
- Add camo and lead in time for rounds 24 and 28, ideally on towers you already own.
- Add farms or a Monkey Bank once the early game is stable.
- Save for an Alchemist buff and your MOAB answer before round 40.
- From round 50, sell farms into defence as needed and focus on rounds 63, 76, 78 and 80.
Common mistakes
- Buying many weak towers instead of upgrading a few strong ones.
- Skipping income entirely on a long Hard game.
- Spending all your lives early and having nothing left for round 63.
- Forgetting that Cash Drop and Thrive are halved too.
Which maps to start with
Long Beginner maps with water for cheap Subs are the friendliest. Leave short multi-path maps until last. For full routes, see our Half Cash videos on the BTD6 Master YouTube channel.
Frequently asked questions
How much cash do you start with in Half Cash?
$325, which is half of the normal $650. With the More Cash knowledge you start with $425.
Is everything halved in Half Cash?
Yes. Pops, end-of-round cash, farms, Cash Drop, Thrive and Continues are all halved. Tower prices stay at Hard prices.
Is Half Cash harder than CHIMPS?
Many players think so, especially on hard maps, because money is always short. CHIMPS is stricter, but Half Cash is often the slower, harder grind.
Do I need Half Cash to unlock CHIMPS?
No. CHIMPS comes from Impoppable and Alternate Bloons Rounds. Half Cash is needed only for a full medal set and map border.
What is the best hero for Half Cash?
Benjamin for maps where you can farm, Sauda for a safer start on easier maps.









