Stronghold: Undead (First Edition)
Stronghold: Undead (First Edition) Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Components
- Game Setup
- Invader's Units
- Defender's Units
- Turn Sequence
- Phase 1: Supply
- Phase 2: Casting Spells
- The Commanders' Council
- Card Clarifications
- Phase 3: Activations
- Phase 4: Moving Out and the Camp
- Phase 5: Assault
- Phase 6: Panic
- Phase 7: Clean-up
- Game End
- Defender's New Buildings
- New Buildings
Introduction
Stronghold: Undead is an expansion for two players which introduces new rules (The Commanders' Council and Panic level), new actions within the Stronghold, new actions for the Invader, and new rules governing the Defender's units.
Rules Changes
All the base game rules remain in effect unless explicitly stated in this rulebook. All the rules pertaining to unit strength values, basic movement, combat, strength resolution, hourglass token usage regarding the activation of Stronghold buildings, etc. remain unchanged. However, some of them have been modified by new or additional rules which are presented in detail on the following pages.
Stronghold: Undead mainly changes the Invader's actions (including the way they are paid for), unit abilities, Heroes, the Defender's Buildings, and victory conditions. In addition, rules concerning the Commanders' Council and Panic Level have been introduced to the game. Due to the changes regarding the Invader's actions and the Defender's new buildings present in the game, there is a number of new components, machines, and actions which substitute the ones available in the base game.
Note: If the Defender runs out of Hourglass counters at any point during the game, then base game Glory counters should be used as substitutes.
Note: The following list refers to the re-edited rulebook available on Boardgamegeek.com.
Game Components
Stronghold: Undead utilizes a number of components from the base game, as well as some entirely new ones. The list of all the necessary components required to play Stronghold: Undead is presented below:
Base Game Components Used in Stronghold: Undead
- The main board
- 16 Council markers (previously called Resource chips)
- 4 Spectral Ballista markers (previously called Ballista chips)
- 4 Bone Thrower markers (previously called Catapult chips)
- 12 Defender's Hourglasses (previously called black Hourglasses)
- 12 Bone markers (previously called grey Hourglasses)
- 11 Machine Hit cards and 25 Machine Miss cards
- 112 Invader's units: 34 Phantoms, 56 Skeletons, 22 Vampires (previously called Goblins, Orks, and Trolls). Additionally: 5 Phantoms, 20 Skeletons, and 5 Vampires (previously called Goblins, Orks, and Trolls) - acting as spare units.
- 41 Defender's units (17 Marksmen, 20 Soldiers, 4 Veterans)
- 3 Cannon counters
- 3 Skeleton Cauldrons (previously called Ork Cauldrons)
- 6 Defender's Hit cards
- 23 Stone wall components
New Game Components
- The Time Board
- The Panic Board
- New Building boards
- 24 Spell cards
- 12 Panic cards
- 12 Council cards
- The Move out card
- The Camp card
- The Activation card
- The Dragon Phantom card
- The Altar of Death card
- 3 Crypt cards: 3 Cemetery cards, 3 Marshes cards, The Ghostly Carriage card, The Piercing Wail card, The Phantom Gale card
- 6 Tower Crossbow hit cards
- 9 Mana cards
- 3 Panic counters
- 3 Drums counters
- 3 Cursed Bats counters
- 3 Poisonous cauldrons counters
- 3 Reinforcement counters
- 3 Totem counters
- 3 Strigoi lair counters
- 4 Illusionary threat counters
- 4 Priest counters
- 3 Stakes counters
- 3 Inscription counters
- 3 Tower crossbow counters
- 3 Cross counters
- 3 Consecrated ground counters
Game Setup
- Place the main board on the table.
- Place the Time Board and the Panic board near the main board.
- Place the Time Board marker on the "Turn I" space of the Time board.
- Place the Panic Board marker on the "0" space of the Panic board.
Defender's Setup
- The Defender places all the new building boards on the appropriate spaces on the main board (the new buildings act as overlays, featuring mostly new Action icons).
- The Defender draws 6 random cards from among the 12 Council cards and places them face up near the main board. The remaining Council cards are set aside and will not be used in this game.
- Units and Stone wall components are placed on the main board in the same way as in the base game.
- The Defender places two Priest counters on the base game Hero starting space.
- The Tower crossbow Hit deck, the Cannon Hit deck, and all the remaining Defender's pieces (including Hourglass markers, Tower Crossbow counters, Cauldron markers, Crosses, etc.) are placed next to the main board.
- The Panic deck is placed near the Panic board.
- Council markers are placed next to the 6 drawn Council cards.
Invader's Setup
- The Invader takes the Spell deck which is divided into three colours. Each colour points at the recommended moment of playing a particular card:
- the blue ones (marked with a "I" in the bottom-right corner) correspond to the beginning stage of the game,
- the brown ones (marked with a "II") correspond to the middle stage of the game,
- the red ones (marked with a "III") correspond to the final stage of the game.
- Next, the Invader takes two random cards of each colour and sets them aside - they will not be used in this game.
- The Invader reveals the 6 remaining blue cards (marked with a "I") and lays them out in a row (in any order from left to right). The brown and red cards will be used later in the game and should be placed in a stack near the main board (they are further referred to as the Necromancer's Library).
- The Altar of Death card should be placed to the left of the revealed Spell cards. The Activation card, the Move out card, and the Camp card should be placed to the right of the Spell cards.
- The Invader places the Dragon Phantom card on the Barbican Rampart.
- The Invader places the Mana deck and the Machine deck, as well as all their remaining game components (including Mana markers, Strigoi counters, Dragon phantom markers, Drums counters, Cemetery cards, etc.) near the main board.
- The Invader should now take 34 white cubes (Phantoms), 56 green cubes (Skeletons), and 22 red cubes (Vampires) from the base game set and put them into the bag (all of these come from among the Invader's base game components).
- In addition, the Invader should take 5 white cubes (Phantoms), 20 green cubes (Skeletons) and 5 red cubes (Vampires) and place them near the main board (again, these should be taken from among the Invader's base game components).
Setup Checklist
The printed setup summary numbers the following items:
- The base game board with the new Building boards, the Defender's units, Stone Wall components, and 2 Priest counters.
- The Time Board and the Time Board marker
- The Panic Board and the Panic Board marker
- 6 randomly drawn Council cards
- The Tower Crossbow hit stack
- The Cannon hit stack
- 16 Council markers
- The Defender's 12 Hourglasses
- The Defender's reserve (2 Priest counters, 3 Stakes, 3 Inscriptions, 3 Tower Crossbows, 3 Crosses, 3 Consecrated Ground counters, 1 Saint, 3 Footbridges, 3 Traps, 3 Cannons, 3 Cauldrons, 3 Stone Wall components, 3 Soldiers, 3 Veterans).
- The Panic board
- The Altar of Death card, 6 randomly drawn blue Spell cards, the Activation card, the Move out card, and the Camp card.
- The Mana deck
- The Invader's Machine deck
- The Invader's spare units
- The Necromancer's Library
- 20 Mana Markers
- The Invader's reserve (3 Panic counters, 3 Drums, 3 Cursed bats, 3 Poisonous Cauldrons, 3 Reinforcements, 3 Totems, 3 Strigoi Lairs, 3 Mists, 4 Illusionary Threats, 1 Heavy rain, 3 Dragon Phantom counters, 12 Bone Markers, 3 Crypts cards, 3 Cemeteries, 3 Marshes).
- The bag containing the Invader's units
- The Dragon Phantom card
Invader's Objective
The Invader's objective is to breach the Stronghold before the end of the eighth turn. Time works against the Undead, for the Necromancer's strength dissipates with each passing minute and the Undead army will turn to dust at sunrise (at the end of the eighth turn).
Defender's Objective
The Defender's objective is to prevent the Undead army from breaching the Stronghold throughout eight subsequent turns. If the Stronghold has not been breached at the end of the eighth turn, then it is saved from the Undead menace.
Invader's Units
The Invader has the following units at their disposal:
- Phantom - 1 strength
- Skeleton - 2 strength
- Vampire - 3 strength
Each of the above units possesses a unique trait.
Phantoms
Levitation - up to three Phantoms per each Wall section may ignore the Wall section unit limit. The levitating Phantoms should be placed in a row behind the Invader's units occupying the regular unit spaces. Such Phantoms are treated as if they were occupying the Wall section normally (i.e. they can fight and be repelled, etc.).
Skeletons
Magical essence - eliminated Skeletons are not entirely removed from the game, but placed on the Altar of Death instead. The Invader will be able to use Skeleton cubes placed therein in order to generate Mana (thanks to the Altar's ability).
Vampires
Vampire aura - If there are any Phantoms on the same Wall section as a Vampire, then a maximum three of these Phantoms count as having 2 strength (instead of 1). This bonus applies to all the Assault steps.
Defender's Units
The Defender has the same units at their disposal as in the base game with the following exception regarding ranged combat:
Marksmen
During the Ranged Combat step of the Assault Phase, Marksmen cannot target units other than Skeletons. Each Marksman eliminates one Skeleton.
Defender's Heroes: Priests
The heroes available in the base game (the Officer and the Warrior) do not take part in Stronghold: Undead and are replaced by Priests. The Defender starts the game with two Priests on the Walls (placed on the base game Hero starting space). A priest is treated in the same way as a Hero from the base game.
Priests
A Priest has two permanently active Traits and two Actions to choose from. If a Priest performs one of his actions, then he can neither move nor perform the other one.
Trait I: a +2 bonus to the Defender's Strength at the Wall section where the Priest is located.
Trait II: During the Assault Phase, each Priest automatically repels one Phantom (from the Wall section where the Priest is located) into the Rampart of the Invader's choice.
Note: If there is insufficient space on all of the possible Ramparts or if the Phantom moves over a trap, then the Phantom is eliminated instead.
Action I: Repel
- Cost: 1 Hourglass
- Effect: The Defender repels one Vampire from a Wall section occupied by a Priest into a Rampart of the Invader's choice.
Note: If there is insufficient space on all of the possible Ramparts or if the Vampire moves over a trap, then the Vampire is eliminated instead.
Action II: Speech
- Cost: 1 Hourglass
- Effect: The Panic level is lowered by 1. Note: If a Priest is located in the Statue building, then the Speech action lowers the Panic level by one additional point per each Cross present on the Gates (e.g. if the Defender has built two Crosses then a Priest located on the Statue space lowers the Panic level by 3 points during one Speech action).
Turn Sequence
Each turn is divided into seven phases:
- Phase 1: Supply
- Phase 2: Spells
- Phase 3: Activation
- Phase 4: Moving Out / Camp
- Phase 5: Assault
- Phase 6: Panic
- Phase 7: Clean-up
After the end of the seventh phase, adjust the Time Board marker and proceed to the next turn.
Phase 1: Supply
Invader's Supply Phase
Basic Mana Allocation
The Invader receives the appropriate amount of Mana specified on the Time Board.
The amount of Mana received by the Invader decreases each turn. Thus, the Invader will not receive any Mana during turn 5 and will actually have to pay Mana beginning with turn 6 in order to continue playing normally.
If the Invader does not want (or cannot) pay the amount of Mana required during turn VI, VII, and VIII, then the Defender receives one Hourglass for each unpaid Mana point.
Example: The Invader has to pay 4 Mana points during turn VII. He has 7 points of Mana but decides to spend 4 of them on Spells and therefore pays only 3 Mana points. As a result, the Defender receives one hourglass for the unpaid Mana point.
Drawing a Card from the Mana Deck
Cost: -
During Phase 1, the Invader can draw one card from the Mana deck in order to obtain additional Mana points.
The card determines the number of Mana points that the Invader receives.
Some Mana cards additionally grant various bonuses to the Defender (additional hourglasses, units, etc.). The drawn card is discarded as soon as its effects have been resolved.
If the Defender receives an extra unit thanks to a Mana card, then place the unit in the Courtyard.
Note: If there are no green (or red) units available, then the Defender receives a unit of the lower level instead (e.g. a green unit instead of a red one).
Activating the Altar of Death
Cost: 1 Hourglass
The Invader can exchange any number of skeleton cubes located on the Altar of Death in order to receive Mana points (two skeleton cubes for 1 point of Mana). Skeleton cubes used in this way are removed from the game.
Activating the Necromancer's Library
Cost: 1 Hourglass
The Invader can exchange any number of their Spell cards currently in play. The chosen Spells are permanently removed from the game and replaced by any cards from the Necromancer's library (both the brown ones marked "II" and the red ones marked "III" can be chosen).
Activating the Necromancer's Library allows the Invader to readjust the order of his Spell cards.
The Invader can never have more than six Spell cards in play.
Defender's Supply Phase
Note: In Stronghold: Undead the Defender does not receive any Stone Wall components during the Supply phase!
Basic Hourglass Allocation
Each turn, the Defender receives Hourglasses to spend on Actions on the main board. The Hourglass number for each turn is represented on the Panic Board (6 Hourglasses during the first turn, and 2 Hourglasses in all the subsequent turns).
Council Marker Allocation
The Defender shuffles the Tower Crossbow Hit deck and reveals the top card. Cards from this deck contain information regarding the number of Council markers the Defender receives (from 1 to 3, marked at the bottom of a card).
The Defender immediately allocates the Council markers among his six Council cards in play (in any way they wish).
Resource cubes from the base game should be used as the Council markers.
Phase 2: Casting Spells
During Phase 2, the Invader casts their chosen spells from among the six Spell cards in play.
The Spells can be cast only according to the order of the cards (from left to right).
Each Spell can be cast only once per turn - the Invader marks spells that have been cast by placing the appropriate number of Mana markers on their corresponding cards.
The Invader may choose not to cast any spells during a turn.
Each spell has a given cost in Mana points.
The Invader pays the required amount of mana and applies the Spell's effect.
The Defender receives a number of Hourglasses equal to the cost of the Spell.
The printed Spell card diagram labels its parts as follows:
- Corresponding card's / token's appearance
- Name
- Cost
- Rules
- Activation requirement
- Recommended game stage
Each time the Invader casts a spell, the Defender has to spend all the Hourglass markers received as a result of the spell.
Full descriptions of Spells are included on their Spell cards - except for 4 cards that contain only shortened descriptions. The box on the next page contains full versions of rules pertaining to the above cards.
The Commanders' Council
The 6 Council cards drawn at the beginning of the game represent 6 stratagems available to the Defender during the game. The rules for each of them are presented on the Council cards. The Defender receives Council markers during the Supply Phase each turn and allocates the markers to particular Council cards. The Defender can decide to close the Council meeting at any point during any turn - they will receive no more Council markers but will be able to start using the Council cards themselves.
Each Council card can be played only once and is discarded after its effects have been resolved.
Card Clarifications
Bone Thrower
- Cost: 2 Mana points
- Preparation: The Invader takes 2 Hit cards and 5 Miss cards, shuffles them and forms a stack which is placed on the board.
- Placement: The Invader places the stack on the rampart of their choice and covers it with a Bone Thrower counter in order to designate the machine type.
- Range: The Bone Thrower can shoot at buildings within the Stronghold.
- Effect: During Ranged Combat, The Invader reveals the top card of the hit stack. If it is a Miss card, then the Bone Thrower misses. Remove the Miss card from the game.
If it is a Hit card, then the Bone Thrower hits. The Invader chooses one Stronghold building (except the Statue and the Hospital) and marks two of its actions with a Bone marker each. It will take one extra hourglass for the Defender to execute any of these actions. When the Defender executes an action marked with a Bone marker, remove the marker afterwards.
Additionally, a hit from the Bone Thrower raises the Panic level by one point (adjust the Panic board marker accordingly).
Shuffle the Hit card back into the Bone Thrower hit stack.
Note: The Bone Thrower cannot target an action that already has a Bone marker on it.
Note: An action marked with a Bone marker is more expensive regarding the effects of the "Hallucinations" Spell as well.
Note: Use base game Catapult counters as Bone Thrower counters.
Note: Use base game grey Hourglasses as Bone markers.
Spectral Ballista
- Cost: 3 Mana points
- Preparation: The Invader takes 2 Hit cards and 5 Miss cards, shuffles them and forms a stack which is placed face down on the board.
- Placement: The Invader places the stack on the Rampart of their choice and covers it with a Spectral Ballista counter in order to designate the machine type.
- Range: The Spectral Ballista can only shoot at the Wall Sections which are linked to the Rampart it occupies by a path.
- Effect: During Ranged Combat, the Invader reveals the top card of the hit stack. If it is a Miss card, then the Spectral Ballista misses. Remove the Miss card from the game. If it is a Hit card, then the Spectral Ballista hits. The Spectral Ballista captures any Defender's unit from the Wall Section being shot at, moves it onto the Rampart it occupies, and turns it into the corresponding Invader's unit (e.g. a Marksman is turned into a Phantom). If there are any Invader's units present on the given Wall Section, then the strongest of them is destroyed and placed on the Altar of Death (and treated as a skeleton cube).
Additionally, a hit from the Spectral Ballista raises the Panic Level by one point (adjust the Panic board marker accordingly).
Shuffle the Hit card back into the Spectral Ballista hit stack.
Note: Use base game Ballista counters as Spectral Ballista counters.
Note: Use the Defender's unit Cube as the captured unit (in spite of the fact that it is bigger than the Invader's units).
Dragon Phantom
- Cost: 2 Mana points
- Placement: The Invader places a Dragon Phantom counter on one of the spaces on the Dragon Phantom card.
- Effect: During the Assault, the Dragon Phantom lowers the Gate's Toughness by the number of Dragon Phantom counters present on the card plus the current Panic level. Adjust the Gate's Toughness marker accordingly.
Example: There are 2 counters on the Dragon Phantom card and the Panic level is 3. Therefore, the Dragon Phantom attack value equals 5.
The strength of the Dragon Phantom attack on the Gate cannot exceed 5.
A Gate is destroyed if its toughness reaches 0. For each destroyed Gate:
- the Panic Level is permanently increased by 1 - mark this on the Panic board at the beginning of each turn.
- If the gate had a Cross counter on it then the Cross is destroyed as well - place the counter back into the reserve.
Destroying the third gate equals breaching the stronghold and fulfilling the Invader's Victory condition.
Hallucinations
- Cost: 2 Mana points
- Effect: The Invader can move their Phantoms from any number of locations on the board to a building within the Stronghold in order to block one of the building's actions (the Phantoms may be moved from different places on the board).
The number of Phantoms required for this effect is equal to the hourglass cost of the action being blocked. The Defender can lift the blockade by paying the number of hourglasses equal to the number of Phantoms blocking the action.
No more than three actions can be blocked by Hallucinations at the same time.
Note: If the action cost has increased due to the presence of a Bone marker, then the number of phantoms required to block this action rises accordingly.
Note: If the Defender has already placed any hourglasses onto a given action, it does not alter the cost of blocking (or unblocking) this action in any way.
Note: The Defender can lift the blockade gradually by placing his hourglasses during the course of several phases or turns.
Note: If an action is being blocked by Hallucinations, then it cannot be blocked again by another Hallucinations as long as the first one remains active.
Other Notes Concerning Cards
- Strigoi Lair - If there is insufficient space for a Marksman on the particular Rampart, then the Marksman is eliminated.
- Illusionary Threat - A Vampire can normally increase the strength of Phantoms created by the Illusionary Threat.
Phase 3: Activations
Some of the Defender's Spells (marked with the Activation requirement icon in the bottom-left corner) require Activation in order to take effect during a given turn. Active Spells are marked by putting Mana markers on such Spells' corresponding cards or tokens located on the board (take the Mana markers from the reserve). Spells remain active only until the end of the turn.
Activating a Spell
Cost: 1 Mana point
(Note: the Defender does not receive any Hourglasses)
Effect: All the cards / tokens located on the board (and correspond to the spell in question) become active.
Activating a Newly Cast Spell Automatically
A Spell which is cast during Phase 2 (Spells) becomes automatically active until the end of the turn. This kind of Activation, however, applies only to one token / card corresponding to the Spell in question (the one that has just been placed on the board). It does not apply to other tokens that might have been placed on the board during previous rounds.
Example: The Invader has already played two of their Drums counters onto the board (over the course of the previous rounds). The player casts the Drums Spell once again and places a new Drums counter on the board. The newly played Drums counter becomes automatically active, while the other two remain inactive. In order to activate those two Drums counters, the Invader has to pay one Mana point. On a future turn, the Invader will be able to activate all the three Drums counters using a single point of Mana.
Phase 4: Moving Out and the Camp
New Units
At the beginning of this phase, the Invader draws 14 units randomly from the bag - these units will move out during the next step of this phase.
Moving Out Options
It should be noted that, as regards the base game rules, the number of units that can move out using the Minor / Major Move out has changed. In Stronghold: Undead the Minor Move out allows the Invader to move 6 units from each Rampart and Foreground and the Major Move out enables the Invader to move 8 units.
The Camp
Phase 4 Rules pertaining to the Camp are exactly the same as in the base game.
Phase 5: Assault
Assault Steps
The rules governing the Assault Phase have been updated in the following way:
I - Ranged combat
- Step 1 - Cannons and Tower crossbows
- Step 2 - Spectral Ballistae and Bone Throwers
- Step 3 - Marksmen engage Skeletons
- Step 4 - Phantoms in Strigoi Lair capture Marksmen
II - Melee combat
- Step 1 - Priests repel Vampires
- Step 2 - Consecrated ground
- Step 3 - Cauldrons kill Skeletons
- Step 4 - Stakes
- Step 5 - Reveal Illusionary threat counters, Resolve strength
- Step 6 - The Hospital
III - The Barbican
The Dragon Phantom attacks the gate according to its rules.
Phase 6: Panic
At the beginning of Phase 6, players check the current Panic level on the Panic board. If it is above zero, then the Defender must shuffle the Panic deck and draw the amount of cards equal to the current Panic level. All the drawn cards pertain to the following round and should be placed next to the board. The Panic cards are returned to the deck only after their effects have been applied. At the end of Phase 6, the Panic level is brought to zero (or to 1 or 2, if one or two Gates have been destroyed).
Note: A negative Panic level value is simply a surplus for the Defender and does not grant any further bonuses (e.g. a Panic Level of -3 means that the Defender can safely accept a three-point rise in the Panic level and still be at 0.
Note: If the "Desperation" Spell has been played, then set aside the top two cards of the Panic deck before shuffling it and placing the two cards back on top of it.
Note: The Panic level may never exceed 6 or -6 points.
Note: Remember that the Defender draws 1 additional Panic card if the "Desperation" Spell has been played.
Phase 7: Clean-up
Remove all counters featuring effects which expire at the end of the turn.
The Invader removes all the Mana markers that they have used to mark their cast Spells.
The Invader removes all the Mana markers used to mark the active state of counters / Spell cards located on the board.
The Defender removes all the Hourglasses used to mark the Actions performed this turn.
Game End
If, at any moment throughout the game, at least one Invader unit makes its way into the Stronghold (or if the third Gate is destroyed) then the game ends immediately and the Invader is victorious. If, however, the Invader fails to breach the Stronghold before the end of turn 8, then the Defender is the victor.
Defender's New Buildings
Stronghold: Undead modifies some of the Stronghold buildings and their available actions.
The Forge
Cannon
- Cost: 3 Hourglasses
- Placement and Effect: See base game rules
Skeleton Cauldron
- Cost: 2 Hourglasses
- Placement and Effect: Targets Skeletons instead of Orks. Otherwise, base game rules regarding Ork Cauldrons apply.
Cross
- Cost: 2 Hourglasses
- Placement: Place a Cross counter on one of the Gates (the first one must be placed on the outer gate, the second on the middle one, and the third on the inner one).
- Effect: Each Cross adds a +1 bonus to the Speech action if a Priest performing the Speech is located on the Statue (each cross in play lowers the Panic level by one additional point).
Footbridge
- Cost: 2 Hourglasses
- Placement: Place a Footbridge counter between two Wall sections within the same stronghold side.
- Effect: Moving Units and heroes (Priests) between two Wall sections connected by a footbridge is free (no Hourglass cost involved).
New Buildings
The Workshop
Tower Crossbow
- Cost: 2 Hourglasses
- Placement: Place the Tower crossbow in the tower of Your choice.
- Range: During the Assault, the Tower crossbow fires at Vampires located on the Foreground within the same Stronghold side as the Tower crossbow or on the Rampart adjacent or opposite to it.
- Effect: The Defender chooses the target location and reveals the top card of the Tower Crossbow hit stack. A red card is a hit and a blue card is a miss. A hit eliminates one Vampire (no other units may be targeted).
Stone Wall Section
- Cost: 1 Hourglass
- Placement: Place a Stone Wall section on the wall section of your choice.
- Effect: A Stone Wall section component adds 1 to the Defender's strength at the Wall section.
Stakes
- Cost: 2 Hourglasses
- Placement: Place a Stakes counter in the tower of Your choice.
- Effect: During the Assault Phase, the Defender may sacrifice any unit located on a Wall section adjacent to a Tower containing a Stakes counter in order to eliminate all Vampires on that Wall section. Each Stakes counter may be used only once per turn.
Gate Reinforcement
- Cost: 1 Hourglass
- Effect: Each Gate Reinforcement increases a Gate's toughness by 1 point. A gate's maximum toughness value is 8.
The Scouts' Quarters
Sortie
- Cost: 2 Hourglasses
- Effect: The Sortie Action eliminates up to 3 Skeletons on one chosen Rampart.
Inscription
- Cost: 2 Hourglasses
- Placement: Place the Inscription counter on the Wall section of Your choice (use one of the spaces for the Invader's Equipment from the base game).
- Effect: All Phantoms located on a Wall section containing an Inscription counter lose their Levitation ability. All Phantoms located on that Wall section thanks to their Levitation ability are automatically eliminated when the counter is placed.
Trap
- Cost: 2 Hourglasses
- Placement: Place the Trap counter on the Path of Your choice.
- Effect: The Invader's units cannot use this path for movement unless they possess a combined strength of 4. During movement, a trap kills units with a combined strength of 4. It is then immediately removed from the board and placed back into the Defender's reserve. The invader chooses which units are eliminated by the trap (bearing in mind that a minimum of four in unit strength must be sacrificed). Units eliminated by traps count for the purposes of Moving out.
If a Phantom or a Vampire is pushed away from the Walls and moves over a Trap, then it is automatically eliminated.
Damage Machine
- Cost: 2 Hourglasses
- Effect: See base game rules.
The Cathedral
The Saint
- Cost: 2 Hourglasses
- Placement: Place the Saint counter on the Rampart of Your choice (use one of the Cover spaces from the base game for this purpose). The Saint counter remains on the board until the end of the turn.
- Effect: The Invader cannot move any units out of the Rampart containing the Saint counter. However, units can be moved into this rampart if desired.
Exorcism
- Cost: 2 Hourglasses
- Effect: The Defender chooses one Vampire on the board. The Vampire is changed into a Phantom - take the Phantom cube from among the surplus units lying next to the board.
Consecrated Ground
- Cost: 2 Hourglasses
- Placement: Place the Consecrated ground marker on the Rampart of Your choice (use one of the Cover spaces from the base game for this purpose).
- Effect: During the Assault, a Consecrated ground counter eliminates the strongest among the Invader's units present on this Rampart.
Repellence
- Cost: 2 Hourglasses
- Effect: The Defender repels up to 4 Phantoms from any Wall sections to Ramparts. The Invader chooses the paths which the Repelled Phantoms take.
Note: If there is insufficient space for a repelled Phantom on all legal Ramparts, then the Phantom is eliminated.
The Barracks
In Stronghold: Undead, there is a new Training option in comparison to the base game:
Training a Priest
- Cost: 2 Hourglasses
- Effect: The Defender removes any one unit located in the Barracks and replaces it with a Priest counter.
The Guard
The Guard building has been replaced by the Statue.
The Statue
The Statue is a new Building in place of the Guard. Its sole purpose is the speech bonus granted to the Priest located on it (refer to the Priest's Actions for a detailed description).
The Hospital
In Stronghold: Undead, only one unit can recover at the Hospital during a single turn.
The Honor Guard
The Honor Guard does not take part in Stronghold: Undead.