1. Move fighters around the game board on different levels to allow more movement options.

2. Have more than one fighter in play in case a fate has to be applied. Do not risk moving a fighter on a roll of five that cannot afford a fate of doom.

3. Advance your fighters to upgraded starting positions to avoid having to start over at the beginning if defeated in battle. This will give the fighter a better position when put back into play.

4. Stop opposing fighters from reaching upgraded starting positions.

5. Use fighters with long-ranged weapons to start battles out of the range of opposing fighters that have short-ranged weapons. The opposing fighters will likely miss a lot during the battle.

6. Be careful not to weaken the castle enough for an opponent to defeat it and win the game.

7. Put fighters in play into a starting position blocking opponent fighters from reaching their stairway up to the inner square if possible.

8. Fighters with long ranged weapons or spells can shoot up stairways at fighters within the inner square. This strategy could be used to attempt to stop opposing fighters from reaching Sanctuary.

9. Be careful using a captured fighter because the fighter may escape or be rescued by its original player.

10. Use special skills such as Transport and Predatory Stalking to advance your fighters further around the board.

11. Attack weak characters with low health points remaining to gain easy upgrades. Characters with only one or two health points remaining after a battle are known as walking upgrades.

12. “Leap Frog” whenever your fighters are lined up to gain extra movement. “Leap Frog” is a strategic move where two or more fighters on the same team line up next to each other and advance as a group. The fighter in the back jumps over the entire group to a position in the front. This continues for each movement of the die roll. Fighters that leap frog cannot use their extra movement points and cannot make any castle jumps on levels 2 and 3.

13. Never give up. The fates can change the game around at any time.




Ambush: Pick a character that is slow, but has many hit points and a character with a ranged attack. Get them both out after your primary character, but hopefully before any other player’s character gets close to your starting position. Move both of them down and around the first corner and up the first flight of stairs. Place both characters near the top of the first flight of stairs. Any time another player’s character moves into this area – and they will have to no matter which path they choose – move your slow, high hp character in to melee and use the ranged attack of your other character (as appropriate) to slow them down or kill them. If either character dies, they are very near the position they need to be in to set up the next ambush and hopefully at least one of the two characters will always be in position.

Rush: Select one fast character and one medium speed character. The other two characters do not really matter. Start with the fastest character and move it along the first level. Next get out one of your two final pick characters and get it up to the third level. Next launch your medium character and get it up to the second level. If you get a chance, launch your fourth character and keep it near the starting point for fate cards. Try to move all three characters around the board together. This gives you three options for movement for every roll. This should enable you to move all three characters pretty evenly around the board. Even if two of your characters get killed, you still have one more pushing ahead. It should be quite difficult to stop all three characters. If you want, you can move your fourth character into an Ambush (see above) position to slow opponents.

Sprint: Pick one extremely fast character. Stats do not matter other than movement bonuses. Start that character at the beginning, move them up to the second or third level immediately. When moving, always seek to avoid other characters and to get to the next quadrant. Launch another character when the opportunity presents itself, but do not move them. Keep them active only for fate cards.

Last Stand: Keep one character with ranged attacks near your starting point. If another player gets a character onto the inner castle wall, harass them as much as possible to keep them from entering. The downside to this is that when you get your character up on that wall, all of the other characters may be in position to do the same to you.


© Chivalry Games, Inc. All rights reserved.