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Stronghold 2nd Edition Game
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- The second edition has completely upgraded components, rules, and artwork
- 2 to 4 players, ages 10 and up
- Look for the Undead expansion, coming soon
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
The Stronghold is under siege! Stronghold - 2nd Edition is a 2-4 player game telling the story of a castle siege. Players take opposite sides, either defending the stronghold, breaking into it as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls. The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and where they then proceed to the scale the walls. The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.
Top customer reviews
I'm not sure if it is better than the 1st edition or not but the general consensus from other people is that the 2nd edition is superior. As far as I can tell the sides are pretty balanced and both sides are equally stressful and capable. For us games last around 2-3 hours because we like to take our time and analyze the options.
Stronghold is like Saving Private Ryan set in a fantasy land. One player is the human stronghold-ers; the other is the orc horde. As the humans, you're doomed. Maybe not today, but certainly tomorrow. But if we HOLD THE LINE!!! then by the gods we will give our kingdom time to prepare against these monsters! ... ahem. Its the human's job to last 7 rounds, while the orcs need to overrun the castle before time runs out. It's a great asymmetrical premise, and really is quite thematic. :)
The gameplay revolves around preparation, or lack thereof. The orcs prepare (or don't) for their assault using minions, providing the humans time (or not) for their defense. If you want to built that long range trebuchet, you had better be prepared to lose some goblins and give the humans time to build more walls. Or you can skip it and make a mad rush, forcing the humans to deal with more limited defenses. It is a phenomenal push-and-pull mechanic that is well implemented and very unique. The strategy continues in the actions available. There are quite a bit of options on both sides: movement, tactic changes, catapults, bridges, traps, oil, spells, etc. In order to prevail, you need to out-plan your opponent remembering your limited resources. Two examples: you can build that trap to prevent them from coming across, but what do you do when you funnel them to a different wall section? You can switch your catapult out for your saboteurs, but is the change worth the time? Overall, my wife and I love the constant struggle with both your own army and your opponents in what would be an otherwise passive game.
Note that the heroic feats are revamped from the first edition. Instead, the humans are dealt two secret event cards that both help and hinder you in a way. They seem to work well enough, but are VERY situational. Take this purely as an FYI regarding the edition change; they are not a game maker or breaker by any means.
Finally, this is not a game for everyone, and that is best realized by the combat. Combat is handled by simple strength comparison with a loser-loses-all mentality: compare A to B, subtract, loser takes that much damage. It's simple, but not all that engaging. As noted, the real enjoyment comes from the planning, not the fighting. Just be warned.
(P.S. We few, we happy few, shall be remember on this, Saint Crispin's day!!!!)