The Defender in Stronghold

By: Dennis B. B. Taylor

The Defender in Stronghold

In the game world of Stronghold, there is a character that holds a crucial role – the Defender. I want to emphasize the immense value and importance of this character. The Defender is a key asset that must be carefully considered when strategizing your gameplay. Let’s dive deeper into the significance of the Defender and explore why this character is so vital in the world of Stronghold.

First and foremost, the Defender is a cornerstone of protection for your kingdom. This character is the shield that safeguards your people and resources from enemy attacks. With their unwavering dedication, the Defender defends your stronghold against any threat that may arise. Their bravery and tenacity provide a sense of security and stability, allowing you to focus on other aspects of the game.

In addition to their defensive capabilities, the Defender possesses remarkable skills in combat. They are a skilled warrior who can hold their ground against even the most formidable foes. The Defender’s prowess in battle ensures that your kingdom remains strong and resilient, deterring potential invaders and maintaining peace within your borders.

But the value of the Defender doesn’t end there. This character also serves as a beacon of hope and inspiration for your people. Their unwavering courage and determination instill a sense of loyalty and unity among your subjects. With the Defender leading the charge, your people feel empowered and protected, fostering a strong sense of community within your kingdom.

The Defender’s impact extends beyond the battlefield. They are also instrumental in maintaining the overall morale of your kingdom. As a natural leader, the Defender embodies the values and principles that your people hold dear. Their presence and guidance inspire your subjects to persevere through difficult times and strive for greatness. The Defender’s unwavering commitment to their role sets an example for others, encouraging them to push through adversity and achieve their full potential.

To fully leverage the power of the Defender, it is essential to consider their strengths and weaknesses. Understanding their abilities and limitations allows you to make strategic decisions that maximize their potential. By providing the Defender with the necessary tools and support, you can ensure that they become an unstoppable force, capable of defending your kingdom with unmatched skill and efficiency.

In conclusion, the Defender in Stronghold is an integral character that plays a pivotal role in the success and security of your kingdom. Their defensive capabilities, combat skills, and ability to inspire your people make them an invaluable asset. By recognizing the importance of the Defender and strategically utilizing their strengths, you can elevate your gameplay experience and lead your kingdom to victory. So, embrace the Defender and unlock the full potential of your stronghold. Your kingdom’s fate lies in their hands, and they will not disappoint.

The goal of the Defender is to protect the Stronghold from being breached by the Invader for 7 Turns.

Defender Units

As the Defender, I have these Units at my disposal: the Marksman with a Strength of 1, the Soldier with a Strength of 2, and the Veteran with a Strength of 3.

Hourglasses And Actions

Keep in mind: I receive 2 Hourglasses at the beginning of each Turn, which I can use after the first action of the Invader.

The Invader’s Actions require time, and in return, I’m given Hourglasses. Similarly, each of my Actions takes time and costs a certain number of Hourglasses.

I can use these Hourglasses to strategically move my Units within the Stronghold and carry out defensive Actions.

Hey there! Let me explain what happens after each Invader Action. Here’s the deal: as the Defender, it’s your job to spend all your Hourglasses after each Invader Action. Just place those spent Hourglasses in the spaces next to the Action. Simple, right? But wait, there’s more! Placing your Hourglass on the last free space actually activates the Action. Cool, huh? Now, here’s the catch: once all your Hourglasses are spent, the Invader gets to take his next Action. So, make sure you have some Hourglasses left in your supply! If you’re all out of Hourglasses, the Invader doesn’t waste any time and starts his next Action right away. Phew, that’s a lot to keep track of, isn’t it? But don’t worry, you’ve got this!

Time to Move Around the Stronghold

Moving Units and Heroes

Let’s talk about how you can move your Units and Heroes around. It’s pretty straightforward. Here’s what you need to know:

  • The cost to move is 1 Hourglass per move. So be mindful of how many Hourglasses you have!
  • You can move any Unit or Hero to any free spot using the following methods:
  • You can move them from a Wall section or Tower to a connected Wall section or Tower.
  • You can also move them from a Wall section or Tower to any Building or the Courtyard. Lots of options, right?

I can move Marksmen from a Building or the Courtyard to any spot on the board. Only Marksmen are allowed to move into the Towers. However, I cannot move Units to the Forge, the Workshop, the Scouts, the Hospital, or the Cathedral. Keep in mind that Game components may have different rules that override these restrictions.

As for the Heroes, they can only move on Wall sections and to/from the Courtyard. Similar to the Defender, I am free to move any number of Units each turn, and each Unit can move multiple times. Don’t forget to discard the Hourglasses that were used to pay for Movement actions.

If I want to swap places with another Unit in an adjacent space, I can do so by spending 1 Hourglass per swap. This applies to all Units, including Heroes.

Note: You can move as many Units as you want each turn. The Hourglasses used for Movement actions are discarded. The Courtyard can hold an unlimited number of Units.

Defensive Strategies

Whenever you want during the game, you have the option to activate the Defensive Strategies you picked at the beginning. Once activated, all Defensive Strategies have a negative aspect that affects you in different ways. Most Defensive Strategies stay in effect for the rest of the game and continue to impact you.

Your Defensive Moves

When I’m in the Stronghold, I spend Hourglasses to do different Actions. I don’t have to use all the Hourglasses at once – I can save them up and use them over several turns. Each Action can only be done once per turn, unless it says otherwise.

When the turn is over, I take away the Hourglasses I used for completed Actions. But if there are any Hourglasses left on Actions that I didn’t finish, I can use them in later turns.

Saboteurs In A Building

If there’s a Saboteur token in a Building, it makes the actions in that building take longer by 1 Hourglass. You need to put the extra Hourglass on the red Hourglass space on the Building tile. Here’s a quick summary of each action available at the Forge. For more details, check out the Defender Actions Explained on the extra sheet.

At the Forge, the Defender makes the weapons needed to protect the Stronghold.

We have the Cannon action.

Location: Tower Effect: When it’s time for Ranged Combat, you have the power to choose the foreground of your side or any rampart next to or across from the Tower.

Here’s how it works: I reveal the top card from the Defender Hit deck. The card will indicate which units are in danger. I get to eliminate one of those units. If there are multiple cannons firing, we resolve all the cards first, and then reshuffle the deck.

Remember: Each Tower can only have one Cannon, Pole, or Bay Window. So choose wisely!

Cauldron

Location: Wall section Effect: When Melee Combat is happening, you can remove one unit of the same type as the cauldron. For example, the Goblin Cauldron eliminates all Goblins.

The Workshop

Inside the Workshop, our skilled craftsmen are hard at work constructing the wooden fortifications and defense tools that we need in the Towers. They are essential for our defense strategy.

Pole

Location: Tower Effect: When I’m in hand-to-hand combat, I can choose one adjacent Wall section for each pole. Then, I reveal the top card of the Defender Hit deck and kill the weakest Invader Unit that matches the pole on that Wall section. If multiple poles attack, I resolve all the cards and reshuffle the deck afterwards.

Bay Window

Location: Tower Effect: In hand-to-hand combat, both Wall sections next to this Tower gain 1 Strength if there is at least one Marksman present.

Ladder

Location: Wall section Effect: I can have an extra Defender Unit at this Wall section.

Wall

Location: Wall section Effect: I can place 1 Wall component on any Wall section.

The Scouts

Training the scouts is crucial for protecting our Stronghold. We must use our advanced units to disrupt the Invaders’ well-thought-out plans.

Traps

Where: Path (placed face down)

What happens: When I walk over a trap, it gets revealed.

These are the units that can be affected:

Troll – 1 troll is killed

Goblin – all goblins are killed

Siege Tower – the Siege Tower can’t move during this move (but it can move later).

Malfunction

Where: Ballista, Catapult, or Trebuchet

What happens: This weapon can’t be fired during the next attack.

After that, we get rid of this token.

Spy

Where: Invader Action Card

What happens: I put the Spy token on an available Invader Action Card.

The Invader needs to pay +1 Unit when using this card.

Note: The Spy can’t be put on the Phase 1 or 6 cards.

The Cathedral

You might not realize this, but the soaring towers of the cathedral serve a purpose beyond just worship and prayer. Believe it or not, they also make an excellent spot for marksmen and lookouts! Picture it – high up above the walls, providing a vantage point like no other. It’s really quite incredible.

Marksmen Blessing

Location: This special ability can be found on one side of the Stronghold.

Effect: When engaging in Ranged Combat, all Marksmen on this side of the Stronghold team up to attack a single Rampart on the same side.

Unearthly Glare

Location: This ability is found on a specific section of the wall.

Effect: This ability prevents the Assault from being resolved at the chosen section of the wall.

Sharpshooters

Location: No specific location is required for this ability.

Effect: You have the power to eliminate one Invader Unit anywhere on the game board.

Orders Mix-up

Location: No specific location is required for this ability.

Effect: You can discard one Invader Order using this ability.

The Barracks

When we find ourselves trapped within the walls of our Stronghold, our defensive forces make use of the precious time they have to prepare for the oncoming battle.

Remember: We can utilize Training Actions repeatedly in a single turn. Just remember to remove the exhausted Hourglasses after each use.

Training Troops

Result: Swap out a unit in the Barracks: Swap 1 Marksman for 1 Soldier, Swap 1 Soldier for 1 Veteran.

The Protectors

The Protectors empower you to dismiss Invader Saboteurs from your Stronghold.

Tracking Saboteurs

What happens: If you discard 1 Marksman from the Guards, you can get rid of all the Saboteur tokens in the Stronghold.

The Hospital

All Defender Units that die this Turn go to the Hospital. At the end of each Turn, two of these Units (your choice) recover and move to the Courtyard. The remaining Units at the Hospital return to Supply.

The Courtyard can hold as many Units and Heroes as you want. It doesn’t have any special actions; it’s just a place to keep unassigned Units.

There are two Heroes that help defend the Stronghold: the Officer and the Warrior. Each Hero affects their Wall sections differently. They can also perform one special action called a Heroic Order each Turn to aid in defense. Heroic Orders don’t use up any Hourglasses, and you can use them during any phase of defense.

The Heroes can’t be killed.

– Warrior: Strength of 2

#image.jpgAlright, let’s talk about this game. It’s called Stronghold, and it’s a pretty cool strategy game. The game revolves around defending the stronghold from enemies. As the defender, it’s my job to make sure the stronghold doesn’t fall into enemy hands. Now, one of the key roles in the game is the officer, and they have a strength of 3.

Action: Now, here’s where things get interesting. Each Hero in the game can perform a Heroic Order once per turn. These Heroic Orders give you different options to choose from.

Heroic Orders:

  • You can move 1 unit from the Courtyard to a Wall section where a Hero is present.
  • You can move any unit to any Building (except for the Guards and the Barracks) and gain 1 Hourglass to use on the chosen Building.
  • You can move one unit from any Wall section on the same side of the Stronghold as the Hero, to the Courtyard.

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