Contents
- 1 The Invader in Stronghold
The Invader in Stronghold
Have you ever visited a place that made you feel like you were transported back in time? I have, and it’s a fascinating experience.
Let me tell you about one such place – Stronghold. Nestled in the rolling hills of the countryside, it’s a medieval fortress boasting a rich history. As I walked through its mighty gates, I couldn’t help but wonder what life was like within these towering stone walls centuries ago.
Exploring the grounds, I discovered hidden passageways, grand halls, and majestic towers – remnants of a time long gone. It truly felt like stepping into a different world, a world where knights fought for honor and the sound of clashing swords echoed through the air.
But as I delved deeper into the history of Stronghold, I learned of an invader that threatened its very existence. This invader was not a foreign army or a mythical creature, but something much smaller and invisible to the naked eye – time.
Time, with its relentless march forward, had taken its toll on Stronghold. The once imposing walls now showed signs of wear, the vibrant colors faded, and the floors cracked with age. It was a reminder that nothing, no matter how grand, is immune to the passage of time.
Yet, despite this silent invasion, Stronghold stood resolute. It may have weathered the storms of time, but it still held its own story, waiting to be discovered by those who chose to listen. It was a testament to the resilience and endurance of the human spirit, a reminder that even in the face of adversity, we can preserve our past and learn from it.
So, as I left Stronghold behind, I couldn’t help but feel a sense of awe and gratitude. I felt grateful for the chance to step back in time, to witness the legacy of those who came before us. And as I walked away, I couldn’t help but carry a piece of Stronghold’s history within me, a piece that reminded me of the power of every moment and the importance of cherishing the past.
The Invader’s main objective is to break through at least one Wall Section before the 7th turn is over. To do this, the Invader can choose from different types of Units:
– Goblins with a strength of 1
– Orcs with a strength of 2
– Trolls with a strength of 3
The Invader also has a set of Action cards that grant special abilities. It’s important to resolve these cards in the order of their Phase numbers, starting from the left. The Action cards determine what the Invader can do during the game.
In the world of the game, we’re dealing with six different phases. Let’s take a closer look at each one:
- Phase 1 – supplies
- Phase 2 – machines
- Phase 3 – equipment
- Phase 4 – training
- Phase 5 – rituals
- Phase 6 – maneuver
The Invader, who is in control, has a selection of Actions they can take during the game. These Actions are represented by cards and each one comes with its own set of rules. You can find a more detailed explanation of each action in the supplement called “Invader Actions Explained.”
When playing as the Invader, there’s flexibility in which Actions you choose to perform. You can perform all of them, some of them, or none at all. However, keep in mind that for each Action you want to perform, you need to have the required number of Units and Wood in your supply. Once an Action has been used, mark it with the corresponding resources to indicate it’s been used. One important thing to note is that each Action can only be performed once per Turn and must be done in the order from left to right. So, once you’ve used or skipped over an Action, you can’t perform it again until the next turn.
When you’re the Defender, I’ll earn 1 Hourglass for each Unit you, as the Invader, use up. You have the choice to finish most tasks more quickly by using stronger Units or more slowly by using weaker Units.
For instance, let’s say you want to construct a Catapult. You can assign either 1 Troll (a strong Unit that works faster) or 2 Goblins (weaker Units that work slower) to complete this task. As a result, I, as the Defender, will receive 1 Hourglass if you used the Troll, or 2 Hourglasses if you used the Goblins.
There are some actions that require the payment of Hourglasses in addition to any Units you use. If an action displays an Hourglass in the cost, this means you need to give me a specific number of Hourglasses, along with any Hourglasses required from spending Units. Once you, as the Invader, take an Action, I, as the Defender, have to use up all the Hourglasses in my supply (if I have any). Only after all the Hourglasses are spent can you proceed with your next Action.
So here’s how the game works: We take turns playing Action cards, going back and forth until we’ve gone through all 9 of them. And then, it’s time for the Assault!
Oh, and just a quick note: In order to play an Action card, you need to have enough Units and Wood from your Supply. If you don’t have enough resources, you can’t take the Action. And, by the way, you can’t use Units that are already on the board to pay for Actions.
Your Goal
When the game starts, I, the Invader, get 2 Objectives. These Objectives come with goals and benefits. Once I achieve the goal of an Objective, I can use the benefit described on the card. Most Objectives are discarded after being resolved, but a few stay in play for the rest of the game.
NOTE: Blood Magic, Not A Single Stone, and Devoted Warlocks are the exceptions that stay in play once fulfilled. All other Objectives are discarded.
MY ACTIONS AS THE INVADER:
Here’s a quick summary of all the actions I can take during each phase. For a more detailed explanation of each action, check out Invader Actions Explained in the supplement.
Phase 1: Supplies
In Phase 1, I receive Units and Wood, which form my Supply.
Briefing
First, let me tell you about what happens when the Invader gets new resources.
New units – The Invader gets 14 Units from the pouch, chosen randomly.
Remember: These units go to the Invader’s supply and will be used for future actions. If there are any units left unused, they can be moved around during Phase 6 – Maneuvers.
Wood – The Invader also gets 5 Wood.
There’s no cost involved in getting these resources.
By the way: In the first Turn of the game, the Invader starts with an extra 5 Wood, as explained in the “INVADER PREPARATIONS” section.
After that, here’s the next action the Invader can take:
Exchange Phase Cards
Cost: 1 Hourglass (you give it to the Defender)
What happens: The Invader can trade any number of Action cards with the ones they have in their supply. But remember, you can’t trade the Phase 1 and 6 cards.
Note: When playing the game, remember that cards with the same Phase number can be rearranged by taking this action.
Note: At the beginning of the game, you can only swap the Phase 2 and 3 Action cards with the Phase 4 and 5 cards that were drawn and set aside. These cards will be your supply of Action cards. The cards that were swapped out will be added to the remaining supply for future turns.
Resources
Guess what? The Invader has a special move called “Effect.” It’s pretty cool. Here’s what it can do: If the Invader discards 1 #image.jpg, it gets an extra 1 #image.jpg. But that’s not all! If it discards 1 #image.jpg, it gets an extra 2 #image.jpg. And wait for it… If it discards 1 #image.jpg, it gets an extra 3 #image.jpg. That’s a lot of extra stuff!
Oh, by the way, here’s a little tip: The Invader can get up to 8 Wood each turn. That’s 5 Wood on its own, plus an extra 3 Wood if you use a Troll for the Resources action. Pretty handy, huh?
Phase 2: Machines
Hey there! So, when I’m playing as the Invader, I can assign Units and Wood to build Siege Machines. Pretty cool, right? Once they’re all built and ready to go, I just place the corresponding Siege Machine token on the board. There’s actually 5 different types of Siege Machines in the game. We’ve got the Ballista, Catapult, and Trebuchet, which are all barrage weapons that attack the Stronghold.
Now, here’s how it works. When I finish building a Siege Machine, I create a Machine card deck with 2 Hit cards and 4 Miss cards, and I shuffle ’em up. Then, I place the whole deck face-down on the Machine tile. Got it so far?
Oh, and one more thing to remember: during the game, we can only have a maximum of 4 Barrage Weapons on the board. So, let’s not go too crazy with ’em, okay?
Ballista
Location: Rampart
You’ll be amazed at what this Rampart can do. It’s like having a secret weapon in your castle! With the Catapult, I can take out any Wall section connected to this Rampart by firing right at it. And guess what? I get to demolish one Defender and one Invader unit on that Wall section! Talk about a game-changer!
Catapult
Location: Rampart
The Catapult is a force to be reckoned with. When stationed on the Rampart, it has the ability to destroy one Wall component on the chosen Wall section. And if there are no components left, it obliterates a Cauldron instead. But wait, there’s more! If there are no Cauldrons, it’ll target the Tower and remove a Cannon, a Pole, or a Bay Window that’s been placed there. Pretty impressive, right?
Trebuchet
Location: Foreground
The Trebuchet is a powerhouse on this side of the Stronghold. Situated in the foreground, it can take down any Wall section in its path. Just like the Catapult, it destroys one Wall component on the chosen section. And if there are no components left, it goes for the Cauldrons. And if those are missing too, it sets its sights on the Tower, removing any Cannon, Pole, or Bay Window that’s standing in its way. The Trebuchet is truly a marvel of destruction!
Mantelet
Where: Rampart
What happens: Marksmen attacks cannot affect this Rampart.
The Tower that’s Unbreakable
Hey there! I’m here to talk about Siege Towers and Equipment in the game. Let’s jump right in!
First things first, let’s talk about Siege Towers. They are like any other Unit in the game, and they can move just like them. However, there are a couple of things to keep in mind. When a Siege Tower is present in a combat, Wall Components and Cauldrons don’t come into play. So, you don’t have to worry about resolving them while the Siege Tower is around.
Important: Scouts can sabotage Siege Machines, and Traps can stop them in their tracks. So, be careful!
Now, let’s move on to Phase 3: Equipment.
When you’re playing as an Invader, you can also provide your Units with powerful equipment. Each Wall section can hold a maximum of two different equipment tokens. You can place one equipment token on each space provided. There are five types of Equipment available:
Banner
Where is it: The banner is placed on a particular section of the wall.
What does it do: The banner has a special effect that boosts the strength of melee attacks at the wall section where it is positioned. When this banner is present, the wall section becomes stronger in close combat situations.
Ladder
Location: Attach this ladder to a wall section.
Effect: When you attach this ladder to a wall section, it allows for an additional unit space at that section of the wall.
Hey there! So, I’ve got something I think you might like. It’s called a ladder. You know what a ladder is, right? It’s this really cool tool that you can attach to a wall. And let me tell you, it’s pretty awesome. When you attach this ladder to a wall section, something awesome happens – you get an extra unit space! Yep, that means you can use that section of the wall to put something else there, like another unit or maybe some cool decorations. It’s like magic! So, if you’re looking for a way to make the most out of your wall space, this ladder is definitely for you. Trust me, you’re gonna love it!
SAP Location: Wall section
Effect: I can move 1 or 2 pieces from my Supply to this Wall section when I’m making strategic moves.
Bridge
Location: This path doesn’t have any traps on it.
Effect: You can’t place any traps on this path.
The Danger of Poison
Location: Wall section
Effect: If the Invader has at least 1 Unit present, 1 Marksman will die before Melee combat.
Phase 4: Getting Ready
Now that we have our Units equipped, it’s time to start training. The Invader can choose to train up to 2 different skills at each Rampart. However, keep in mind that this rule doesn’t apply to the Artilleryman, Trainer, and Saboteur Trainings. Check out their descriptions for more information.
In total, there are 5 types of Training to choose from:
Become an Artilleryman
Effect: You can remove 1 Miss card from any Machine and reshuffle the Machine card pile.
Quartermaster
Where to find it: Rampart
Effect: When you’re in the middle of a battle and need to move quickly, the Quartermaster can be a great asset. They have the ability to bypass the Rampart and go straight to the Walls, saving you time and energy. It’s like having a secret shortcut that only you and your Unit know about. This can give you a huge advantage over your opponents, who may still be stuck maneuvering around the Rampart. So, if you’re looking for a way to gain an edge in battle, the Quartermaster is definitely worth considering.
The Mighty Trench Master
Found at: Rampart +Effect: The Trench Master renders cannon attacks useless at this Rampart.
Saboteur
Effect: When you take actions at a Defender Building, the cost increases by 1.
Trainer
Effect: Draw 2 cards and place them on any Foreground location.
Phase 5: Rituals
I can also use shaman Rituals to help capture the Stronghold.
Rituals have temporary effects. At the end of the Turn, all Ritual tokens are removed from the board and returned to my supply. I can perform the Ritual again in future turns by paying the appropriate cost.
Each Ritual has 3 tokens: 1 Target and 2 Bluff. When I select a Ritual, I place up to three tokens on up to three different spaces face down as required. The Defender won’t know which space is the true target.
When you perform certain actions or use specific spaces on the board, rituals come into play. These rituals have two possible outcomes: bluff or target. If it’s a bluff, it doesn’t have any effect and is removed from the game. On the other hand, if it’s a target, the ritual is resolved and remains on the board until the end of the turn.
You have a selection of 5 different rituals to choose from.
Bloodstones
In the world of Siege machines, there is a special gem known as the Bloodstone. It possesses a unique ability that can turn the tides of battle. When a Target Siege Machine strikes a Wall, this precious stone releases a surge of power that results in the death of one Defender Unit.
Imagine the power of having a Bloodstone embedded in your Siege machine. As you lead your army to the frontlines, you can unleash devastation upon the enemy’s defenses. With a simple strike, the Bloodstone activates, eliminating a Defender and creating an opening for your forces to press forward.
But be cautious, for this gem is a double-edged sword. While it grants you an advantage, the enemy can also find and exploit the Bloodstone’s weakness. If they manage to disable or destroy your Siege machine, they can deprive you of this powerful weapon and shift the odds back in their favor.
Therefore, if you’re a commander seeking an edge in battle, consider the Bloodstone. Its ability to eliminate a Defender Unit with a well-placed strike can be a game-changer. Just make sure to protect your Siege machine and keep this precious gem secure. By doing so, you can harness the power of the Bloodstone and achieve victory on the battlefield.
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Owning
Place: Hero Order token +Effect: When you use the Target Hero Order, get rid of the Order from the game without finishing it.
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Demon
Location: Buildings
Effect: When I perform an action in your building, I will eliminate 1 of your units in the courtyard.
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The Mysterious Specter
Where to Find It: Look for this enigmatic entity prowling the wall sections.
Special Ability: Prepare to be astounded! When the Specter encounters a Defender Unit at the Target Wall section, it performs a mesmerizing act of transference. The unfortunate Defender Unit is plucked from the wall and placed on the Foregrounds, where it magically transforms into an Invader Unit of equal strength.
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Gale
Where: Wall Sections
Effect: Sending Defender Units to or from the Target Wall section costs +1.
Step 6: Moving and Giving Orders
Any leftover Units that the Invader did not use in their previous actions can now be sent to attack the Stronghold. If any Invader Units are currently on the Walls, you can give them orders. Any Units that were not used remain in the Supply.
Moving Units
The Invader has two types of movements available: Minor and Major. Both types allow you to bring Units from the Supply to the front lines and move Units that are already on the board. However, Units can only move along the designated Paths on the Board, and they can only move if there is an open space available.
Note: There are two exceptions that you should be aware of when it comes to receiving Hourglasses for Phase 6 Actions. Instead of receiving them separately after minor and major Maneuver Actions, the Defender receives Hourglasses after all maneuvers and orders have been given.
The first exception is that at least one Maneuver must be performed each round.
Minor Maneuver
What it does: With a minor Maneuver, the Invader can move up to 5 Units from each Rampart to the attached Wall sections. They can also move up to 5 Units from each Foreground to the connected Ramparts. In addition, the Invader has the option of moving up to 5 Units from the supply to each Foreground, resulting in a total of 10 new Units on the board.
Major Maneuver
What it does: With a major Maneuver, the Invader can move up to 7 Units from each Rampart to the attached Wall sections. They can also move up to 7 Units from each Foreground to the connected Ramparts. In addition, the Invader has the option of moving up to 7 Units from the supply to each Foreground, resulting in a total of 14 new Units on the board.
When I invade, I have a couple of options for moving my units. I can either perform a Maneuver or both Maneuver actions, but I can only do each action once. There are two types of Maneuvers: the Major Maneuver and the Minor Maneuver. I have to do them one at a time, starting with the Major Maneuver and then moving on to the Minor Maneuver.
- First, I move my units to the Walls. This is an important step because it helps me establish my presence and gain control.
- Next, I send my units to the Ramparts. This gives me even more control over the stronghold.
- After that, I move my units from the Ramparts to the Foreground. This allows me to advance further into the stronghold.
- Finally, I send my units from the Foreground to the Supply area. This helps me maintain my troops and keep them well-equipped.
Remember: On the bottom right side of the stronghold, there are Paths that units can take. But they have to go through a Rampart before they can reach the outermost Rampart. When I move my units, I follow this order: first from the outermost Rampart to a connected Wall section, and then new units from the previous Rampart can come there.
If you want to see some examples of Maneuvers, you can check out the next page or the Examples section on page 14.
Enter the world of Marauders
Welcome to the intriguing universe of Marauders, a place where adventure awaits at every turn. Here, you’ll embark on a thrilling journey, filled with mystery, danger, and endless possibilities. From the moment you step foot in this fantastical realm, you’ll be captivated by its enchanting charm.
As I explore the captivating world of Marauders, I can’t help but marvel at its vivid landscapes and rich history. It’s a place where imagination comes to life, where tales of heroes and villains are woven into the very fabric of existence. But I must warn you, dear friend, for this realm is not without its challenges.
Within the realm of Marauders, a delicate balance must be struck – a balance between light and darkness, order and chaos. Forces from both ends of the spectrum vie for power, each seeking to tip the scales in their favor. It’s a perpetual struggle, where the fate of the world hangs in the balance.
But fear not, for you are not alone in this grand adventure. As you navigate through Marauders, you’ll meet a vibrant cast of characters who will aid you on your quest. From wise sages to fearsome warriors, each holds a key to unlocking the secrets that lie within this realm.
As you journey deeper into Marauders, you’ll uncover hidden treasures and unexplored territories. The thrill of discovery will fill your heart, guiding you towards new horizons and uncharted lands. It is a world that rewards the brave, the curious, and the bold.
So, my fellow explorer, are you ready to take the leap? Are you prepared to embrace the unknown and face the challenges that lie ahead? If so, then Marauders welcomes you with open arms. Step into this extraordinary realm, and let your adventure begin.
As I stand here in the Stronghold, I can see that on the right side, there are some Marauders guarding the final two Ramparts. It’s interesting because during both the Minor and Major Maneuvers, if the Invader decides to move any of their units to the final Rampart, two more Marauders will join the attack. It makes me wonder what strategy the Invader will choose.
Speaking of strategy, during the Maneuver Action, the Invader has the power to move any combination of Units from the Foregrounds, the Ramparts, and even the Supply. However, it’s important to note that the Invader is not allowed to withdraw any Units from the Walls. These rules might change depending on the Action cards in play.
Here’s an Easy Example
When I’m the Invader, I can use the Minor Maneuver Action. This gives the Defender 3 Hourglasses. I decide to move 5 Units from Rampart 1: 1 Unit goes to Wall section A, and 4 Units go to Wall section B. Then, I move another 5 Units from Rampart 2: 4 Units go to Wall section C, and 1 Unit goes to Wall section D on the right. I also bring 2 Units from Rampart 3: I can’t put them in Wall section D though because there’s only space for 3 Units. So, instead, I place them on Wall section E. In total, I move 4 Units from Rampart 3.
Next, I have to move 5 Units – which is the maximum for the Minor Maneuver – from Foreground 4. I send 4 Units back to Rampart 1 and 1 Unit to Rampart 5. I do the same for Foreground 6: I move 5 Units, with 2 going to Rampart 2 and 3 going to Rampart 3.
Finally, during step 7, I can move the maximum number of Units (which is 5) to Foregrounds 4 and 6.
The Power to Command
Now I have the ability to give directions to the Units involved in combat. If possible, I must ensure that at least one of my Units carries out the given Order. If all the Units end up perishing at a Wall Section with an Order, then the Order is removed from the game and its effect is not resolved.
Keep in mind: There are no specific spaces on the board designated for Orders. The Order tokens should be placed on the chosen Wall section in a clear and unmistakable way, so that it is evident which Wall section they are affecting.
As an Invader, I have two methods to issue Orders, but I can only choose one method per turn:
Open Order
Cost: None Effect: I place one Order token face up on a Wall section of my choice.
Classified Orders
Cost: 1 hourglass (to you, the Defender) Effect: I can place as many Order tokens face down as I want. I can only flip them face up during the Assault. I can only place one Order token on each Wall section.
There are four Orders that I can choose from:
Goblin Fury
Result: Uh-oh, things are about to get crazy. Those Goblins are going bonkers! Each one of those little troublemakers at this part of the Wall is super strong with a strength of 3. Brace yourself because after the assault, all those rowdy Goblins will be wiped out. If you want to see an example of a Goblin Fury, check out the Assault section.
Remember: Even if there aren’t any other invading units on that Wall section, if the Goblins have enough strength to win the fight and break into the Stronghold, they’ll do it anyway. Oh, and if the Defender has the advantage in the battle on the Wall, those pesky Goblins will be taken out before the Invader’s losses are calculated.
Orc Detonation
Result: Buckle up because at least one of those Orcs is gonna go kaboom!
When I use the Invader, I can get rid of as many Orcs as I want from this Wall section. Every Orc I remove will destroy one part of the Wall at that section. And what’s really cool is that the Orcs I remove explode and disappear from the game before the battle even starts. Pretty neat, huh?
Summoning Trolls
Hey there, fellow gamer! Let’s talk about an exciting aspect of our game – the Call of the Trolls. It’s a move that can make a huge impact on the battlefield! Here’s what it does:
If we have a Troll stationed at a particular Wall section, we can use the Call of the Trolls to command another Troll from our side of the Stronghold to come help us out. How cool is that?
The moment we give the order, the called Troll immediately begins moving towards the Wall section where the command originated. This extra reinforcement can turn the tide of battle in our favor!
Oh, and don’t forget about the Troll Trap! It works on the called Troll just as it would on any other Troll. So, watch out!
Now, let’s talk strategy…
Effect: The purpose of the Bluff counter is to deceive the Defender, without actually changing any characteristics or actions of the Units.
Wrapping Up the Maneuvers
Once the Invader has completed their Maneuvers and given all their Orders, and the Defender has used up all their remaining Hourglasses, the Assault phase commences.