The defender, meanwhile, has their own groups of actions to spend time units on, centered around the buildings in the middle of the fortress. Certain spaces on the board are only available for certain siege weapons. And yet another group offers the preparation of spells. One group gives attacking units experience and training. Different groups of action cards represent the different preparatory steps necessary for the assault. The defender spends these units of time as each action card is resolved, after the invader completes their action. This gives the invader some resources, but it also gives the defender a unit of time (represented by hourglasses). For example, the invader might elect to gather resources. The invader then controls the flow of play by deciding which action cards to resolve and some choice as to how the defender receives resources. As the game develops, the invader can choose which action cards from the deck to include, and which to pull out. A selection of nine cards, numbered from 1 to 6, represent the actions the invader can take in order leading up to the “assault”, which is the resolution of all combat. The invader’s setup consists of initial unit placement, but more importantly, the player draws a series of cards from an action deck and lays them out. The defender need only place units on the starting spaces and draw a few cards. Stronghold’s setup is fairly straightforward. Overall, one of the most opportune ingredients to successful instruction and enjoyment of the game hampers players and makes them wonder if this is truly a second edition. Players will almost assuredly need to refer to other sources, including answers for rules questions in online forums. The rules include many examples but still don’t answer enough questions that arise. It is safe to say that by itself, Stronghold is not a typical game and it demands close attention to the rules of play to understand the flow and how to get the most out of the experience. The included rulebook, while it is beautiful, includes enough confusing issues, and a few errors, that the release of an extensive FAQ was necessary. A released FAQ has more detail, but without seeking this out, the included rules (version 1.2 in the copy reviewed) have an unnoticeable error about movement. This would not pose a significant problem if the necessary assistance was illustrated better in the rulebook. The game board itself is done in a very illustrative style which definitely helps draw players into the theme, but it also entreats confusion to how units move (specifically for the defender). They definitely hold up well to repeated plays. The style favors visuals to explain the cards’ effects while text is used sparingly. The cards are arguably one of the most well made of all the components in the game. The assumed reason for this choice is cost saving because the invader unit spaces can clearly accommodate 5 mm cubes (the smallest usual size in board games). Despite being unthematic like the defender’s pieces, these cubes are, at best, 3 mm wide and look miniscule in comparison on the game board. The invader’s units, however, are the tiniest cubes possible. The defender receives meeples representing fighting units which are very nicely detailed and two discs (red and green) representing the heroes. Inside the box are a veritable horde of wood components. Game Components: Various tools of the invader allow a player to mitigate some defenses. If a wall is breached, the invader wins immediately. If the defender can last seven game rounds without a wall breach, the defender wins. The management of this defense by the defender uses time units as resources to shore up the defense of the walls with archers, soldiers, and castle structures. The invader is attempting to use a combination of troops, siege engines and spells to send units along discrete paths to the walls and overcome the forces of the defender. An invading force of goblins, orcs and trolls is attacking a fortress populated with two heroes, veteran warriors, soldiers and marksmen. Stronghold includes a large double-sided sheet containing a prologue to the theme of the game. If inexperienced defenders play, the game time could be half the time. This play time is probably accurate with equal, experienced opponents. According to the box, Stronghold takes 90 or more minutes to play. One invader player (the invader) is attacking a fortress, defended by the defending player (the defender). Stronghold (hereafter assumed to be 2nd Edition) is a game pitting two opposing forces against each other in a medieval setting. Since Stronghold is a two-player only affair with much the same play style, it is to be assumed that Portal and Stronghold games intend for the latter. A second edition is most often a chance for a publisher to take a game received well for its concepts and refine it to update the play style to fit a new audience, or get it closer to perfection.
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