Contents
- 1 Welcome to the Stronghold
Welcome to the Stronghold
Rules and regulations are essential to maintaining a fair and enjoyable experience for everyone. In the case of the Stronghold, understanding them is crucial for your success. Below, I will break down the key aspects you need to keep in mind as you embark on your journey within this captivating game.
Strengthen Your Knowledge
Before diving into the adventure that awaits you, it’s vital to familiarize yourself with the rules and mechanics of the Stronghold. By equipping yourself with this knowledge, you will be well-prepared to face the challenges that come your way and make strategic decisions that can lead you to triumph.
Making the Right Choices
From the moment you enter the Stronghold, you’ll be faced with numerous choices and opportunities. It’s crucial to make informed decisions, as they can have profound effects on your journey. Taking into account the strengths and weaknesses of your enemies, factoring in available resources, and strategizing accordingly will give you the best chance at success.
Unlocking the Secrets
The Stronghold holds many secrets and hidden treasures waiting to be discovered. Stay curious and observant as you explore its vast lands. Keep your eyes peeled for clues and hints that may guide you towards these hidden gems. Remember, the thrill of the unknown can often lead to fulfilling rewards.
Forming Alliances
While the Stronghold can be a solitary experience, it’s important to remember that you’re not alone in this journey. Reach out to other players, form alliances, and collaborate to overcome formidable challenges. Together, you can harness the collective strength and wisdom to create a formidable force that cannot be easily defeated.
Embrace Your Resilience
As you venture deeper into the Stronghold, you will inevitably face setbacks and obstacles. Embrace these challenges as opportunities for growth and learning. Each setback is a chance to develop new strategies and adapt to the ever-changing landscape. Remember, it is not the fall that defines you, but the manner in which you rise.
Unleash Your Creativity
The Stronghold not only rewards strategic thinking but also values creativity. Harness your imagination and think outside the box as you tackle complex problems. Innovative solutions often hold the key to unlocking the most elusive triumphs. Let your creativity soar, and watch as the boundaries of your success expand.
A Journey Like No Other
The Stronghold is an adventure like no other, offering an immersive experience full of mystery and excitement. By immersing yourself fully in this journey, you will unlock the true potential of your abilities and discover the depths of your resilience. Are you ready to embark on this unique odyssey? The Stronghold awaits you.


Hey there! Wondering what you’ll find inside the box of the game called “Castle Panic”? Well, let me break it down for you:
- 1 game board and 1 turn token
- 8 board tiles
- 9 Cauldron markers (3 each against Goblins, Orcs and Trolls)
- 9 Traps tokens (3 Goblin, 3 Troll, 3 Siege Tower),
- Defender Machines tokens (3 Cannon, 3 Pole, 3 Bay Window),
- 1 Marksmen Blessing, 1 Unearthly Glare, 3 Ladders
- 1 Malfunction and 3 Spies tokens
And that’s not all! How about this exciting list:
- 200 Invader units (60 Goblins, 100 Orcs, 40 Trolls)
- 20 Wood counters
- 23 Action cards
- 36 Invader Machine cards (10 Hit, 26 Miss)
- 10 Invader Objective cards
- 3 ballista, 3 catapult, 2 trebuchet tiles
- 3 mantelet, 3 siege tower tiles
- 3 banner, 3 bridge, 3 ladders, 3 poison, 3 sap tiles
- 3 quartermaster, 3 saboteur, 3 trench master tiles
Wow! Sounds like a whole lot of fun, doesn’t it? If you’re into strategy games and enjoy facing off against Goblins, Orcs, and Trolls, then you’ll definitely love “Castle Panic”. So go ahead and gather your friends for an epic battle to defend your castle and save the day!
I have here a list of items that you’ll need for the game called Stronghold. You’ll need:
- 3 blood stones
- 3 demon tiles
- 3 gale tiles
- 3 possession tiles
- 3 specters tiles
- 5 invader orders tiles
You’ll also need:
- 20 hourglasses
- 41 defender units, which includes 17 marksmen, 20 soldiers, and 4 veterans
- 23 wall section components
- 6 defender hit cards
- 10 defense plan cards
- 2 hero tokens and 3 heroic order tiles
Now, let’s talk about the gameplay. Stronghold is played over 7 turns. Each turn involves actions by both players, and at the end of the turn, there is an assault. The goal of the Invader is to break the defenses on at least one wall section. If they succeed, they win immediately. On the other hand, if the Stronghold remains unconquered by the end of the 7th turn, the Defender wins.
When you’re playing the game, you and the other player take turns making moves. First, the invader takes an action, and then it’s your turn to defend.
Each action the invader takes is like a step in their plan to attack the stronghold. They use resources they’ve gathered to perform different actions, which are listed on their action cards. In the final phase, the invader’s units move from their camps and ramparts to assault the walls of the stronghold.
Each action the invader takes takes a certain amount of time. In the game, we represent the passage of time with hourglasses. After each action, the invader gives you a specific number of hourglasses. You can use these hourglasses to build different buildings and make moves within the stronghold. Every time the invader takes an action, you have to spend all the hourglasses you received.
Alright, here’s the deal. Once the Invader Phase wraps up, it’s time for the Defender to step up and use up all their Hourglasses. This is when the intense Assault begins. First up, we have Ranged Combat, where both sides strategically try to outsmart each other from a distance. Next, it’s time for Melee Combat, where things get up close and personal as they battle it out.
Setting the Stage
Spaces On The Board
On the game board, there are spaces where you can put counters, cards, tiles, tokens, and Units. You can only put one piece on each space, unless it says you can do something different.
Foregrounds And Ramparts
The Foregrounds and Ramparts are places in the game where the Invader Units go before they get to the Walls. First, the Invader Units gather on the Foreground. Then, they move to the Ramparts. Finally, they move from the Ramparts to the Walls.
The Ramparts are where you build Invader Machines and Fortifications, and place Training counters. Each Foreground can hold up to 10 Invader Units.
Each Rampart can hold up to 7 Invader Units. Units can’t go into a Rampart or Foreground if it’s already full. When you move Units from the Ramparts and Foregrounds, make sure to leave enough space for the Units that are coming next.

Paths
Paths are what connect the Foregrounds, Ramparts, and Walls. They serve as a way for the Invader Units to move forward, but they can’t go backward. The Defending Scouts have the ability to place Traps on these Paths to stop the Invader’s progress. However, the Invader can also set up Bridges to block the Scouts from doing so.

Trap Spaces
Did you know that in this game, there are special places called Trap Spaces? These are spots where the Defender can strategically place Traps to catch Goblins, Trolls, or even Siege Towers. And guess what? The Invader is not left out! They can also set up Bridges in these Trap Spaces. Talk about a game of surprises!
Wall Sections
When it comes to the Stronghold Walls, they are not just plain walls. No, no, no! They are divided into different sections. And you know what happens on these sections? That’s where the real action between the Invader and Defender Units takes place. Prepare for an epic battle!
The Towers

When it comes to defending my stronghold, I can strategically use each tower to hold different structures like cannons, poles, or bay windows. Each tower, however, can only hold one machine counter. On top of that, I have the flexibility to add or remove up to 2 marksmen from any tower as I see fit.
Inside my stronghold, I have a variety of important buildings. There’s the forge where I can craft powerful tools, the workshop for all my construction needs, the scouts’ quarters for gathering information, the cathedral for spiritual solace, the hospital to heal the wounded, the courtyard for recreation, the barracks for my troops, and the guard house to keep everything secure.
When I’m setting up for a game, I need to decide whether I’ll be the defender or the invader. If I choose to be the defender, I’ll need to sit behind the stronghold while placing the board on the table.
If I’m playing as the invader, I’ll need to make some preparations first. I gather all my units and keep them in a pouch, ready to deploy onto the battlefield.
First, let’s get everything set up. I’ll help guide you through the process.
1. Take a look at the Action deck, and find both the Phase 1 and Phase 6 cards. Once you have them, place them face up on the table.
2. Now, it’s time to shuffle the rest of the Phase 2, 3, 4, and 5 cards. Take each set and shuffle them separately. After you’ve shuffled each set, randomly draw three cards from each one. These cards will give you different strategies that you can use as the Invader.
3. The cards you drew from Phase 2 and 3 should immediately enter the game. Place them next to the Phase 1 and 6 cards. Make sure they’re in a line, with the Phase 1 cards on the left and the Phase 6 cards on the right. The cards should be arranged in ascending numerical order.
4. If you have multiple Action cards with the same Phase number, you get to choose their order from left to right.
Important: Don’t forget to set aside the Phase 4 and 5 cards in an Action Supply pile. Any cards that you didn’t use should be returned to the box.

Here’s what you need to do:
- Put 1 white, 3 green, and 1 red Units on each Foreground space.
- Put 1 white and 1 green Unit on the Marauders space.
- Shuffle the Objective cards, pull out 3, keep 2, and put them face up. Put the rest of the cards back in the box.
- Check the action cards for this game and gather all the tokens you need.
- Take 5 Wood tokens and put the rest aside to make a Wood supply.
- Put the Machine Hit and Miss cards near the board.
Note: Using different Phase cards adds variety to the game, but it requires some experience from the Invader. If you’re just starting out, it’s best to use the preset cards. You can recognize them by the red line.
Getting Ready to Defend
Hey there! So, when it comes to protecting myself and my space, I’ve learned a thing or two. Let me share some tips with you, my friend.
First things first, let’s talk about preparing the walls. You see, it’s super important to place the right units on each section. Look for spaces with colored marks – those are the ones where you’ll put a unit of the same color. Easy, right?
Oh, and don’t forget about the stone wall components! Each section needs two of those. They add an extra layer of protection, making it even harder for anyone to get through.
Now, with these defender preparations in mind, you’ll be well on your way to creating a strong defense. Trust me, when it comes to protecting what’s important to you, a little bit of planning goes a long way. Good luck!
When it comes to setting up the game, there are a few important steps to take into account. Let me walk you through it!
First, you’ll want to place the Building tiles in the Stronghold. Arrange them in any way that feels comfortable to you. Just make sure you don’t cover any important spaces on the Wall sections!
Next, it’s time to assign some units. Place one Marksman in the Guard House. Then, in the Barracks, place three Marksmen, one Soldier, and one Veteran. The rest of the units can be placed next to the board.
Now, it’s time to position the Heroes. Put them on the appropriate Wall sections. And don’t forget about the Heroic Order tiles – make sure they’re placed next to the board.
Let’s move on to the Defense Plan cards. Shuffle them up, draw three, and choose two to keep. Place your chosen cards face down next to the board. Any unused cards should be returned to the box.
Next up are the Defender Hit cards. Stack them up in a pile near the board.
The Defender will need some Hourglasses to use during the game. They start with four, which can be used after the first Invader Action of the 1st Turn. Keep them nearby.
Lastly, place the remaining Hourglass tokens next to the board. They’ll form a supply for you to use as needed.
Let’s finish setting up the game by placing the rest of the markers and tokens near the board. This includes placing the turn token on the first space of the turn track.
You’re Ready to Go and Start Playing!
Note: Before each round begins, I’ll give you 2 Hourglasses to use after your opponent’s first move. So, at the beginning of the first round, you’ll have 6 Hourglasses, plus any extra ones you earn during the game.
The Attacker
The Defender
The Attack
The 6th phase ends when I run out of Hourglasses as the Defender, and that’s when the Assault begins. The Assault consists of a series of stages:
Ranged Combat:
– Stage 1: Cannons
– Stage 2: Siege Machines
– Stage 3: Marksmen
Melee Combat:
– Stage 1: Cauldrons
– Stage 2: Poles
– Stage 3: Orders
– Stage 4: Resolving Strength
– Stage 5: The Hospital
Now, let’s talk about Ranged Combat in more detail.
First up is the Defender Cannon Barrage. In this stage, I get to choose which Foreground or Rampart each Cannon will target. Then, I flip over one Hit card for each Cannon. These cards have instructions for the type of Unit that gets affected. I remove one Unit of the indicated type according to the card. Once all the Cannons have fired, I shuffle the hit cards and place them next to the board for future use.
Next, we have the Siege Machine Barrage, but let’s stop here for now.
When it’s time for me to defend my kingdom from invaders, I have an important decision to make. I need to choose which section of the wall the siege machines will attack. It’s a tough choice, as the outcome could mean victory or defeat.
The Power of Marksmen
Luckily, I have some skilled marksmen on my side. These brave defenders can take down enemy units with their accurate shots. The marksmen on the walls and in the towers are ready to unleash their volley of arrows.
The marksmen on the walls have a special advantage – they can target the ramparts connected to their section of the wall. By taking out these crucial points, they can weaken the enemy’s position.
As for the marksmen in the towers, they have a wider range. They can fire at any ramparts that are directly across from their tower. This gives them the ability to strike at key points and disrupt the enemy’s plans.
Shooting at the Rampart
When I, as a Marksman, take my shot at the Rampart, I give a boost of +1 to the overall strength of the volley. The combined strength of all the volleys hitting the Rampart will determine how many Invader Units we conquer. But here’s the tricky part: I, as the Defender, get to choose which Units to eliminate. Let’s say we need to remove 2 strength points. I can either take out 1 Orc or 2 Goblins – it’s up to me!
Just a quick note: To successfully defeat the Invader Units, our Volley Strength must be equal to or greater than theirs. If there are Invader Units on a Wall section, us Marksmen engaged in fiery Melee Combat and can’t shoot. But don’t worry, Marksmen in the Towers are never in Melee Combat, so they can keep firing away!
Fighting in Melee Combat
The Mystery of Cauldrons
Picture this: the defenders grab a Cauldron filled with a deadly concoction and pour it onto the Invader Units. It’s like a secret weapon!
With each Cauldron used, the Invader Units that get hit are eliminated. Bye-bye, bad guys!
Prickly Poles
When I’m attacking a Wall with a Pole, I can choose which section to target. For each Pole attack, I flip over a card from the Hit deck. The card tells me what happens. If it shows a hit, I get rid of the Invader Unit with the lowest Strength that was attacking that Wall section. After resolving all the Pole attacks, I shuffle the Hit deck again.
Orders
Now, let’s talk about Orders. As the Invader, I reveal all my Order tokens and do whatever they say.
Resolving Strength
Finally, we compare the Strength of our Units on each section of the Wall. Both of us add up the total Strength of our Units on each section.

Strength Advantage
When it comes to melee combat at each wall section, I’ll tell you this: the player with the highest total strength gets the upper hand. You take the loser’s strength away from the winner’s total to calculate what we call the “Advantage.”
If you’re the loser in this fight, you’ve got to pay the consequences. You’ll have to part with units that are worth as much strength as the advantage. Those units will either be taken out of the game if you’re the invader or sent to the hospital if you’re the defender.
Breaking Into The Stronghold
Now, let’s talk about breaking into the stronghold. If the advantage of the invader is greater than the strength of the defending units at any wall section, it’s game over. The invader captures the stronghold and claims the victory.
End Of The Turn
Before we start the next turn, here’s what needs to be done:
- Get rid of all tokens that expire when the turn ends.
When I play the Invader, I make a powerful move. Here’s what happens:
First, I remove all the Units and Wood from the Action cards. It’s like a clean sweep! The Units are gone for good, but the Wood goes back to the Wood supply.
Next, the Defender has to pay the price. They have to get rid of all the Hourglasses from the completed Actions. Ouch!
But here’s a tip: any Hourglasses that were marking incomplete Actions stay right where they are. That means there’s still a chance to finish those Actions later.
After all that excitement, I get to move the Round token by one space. It’s like taking a step forward. And guess what? The Defender gets a little boost too. They receive 2 Hourglasses to use after my first move.
And just like that, I kick off a new Turn with Phase 1 – Supplies. It’s a thrilling cycle that keeps the game flowing.