Strategy
Raising Armies
In Krestfell you don't maintain an army so much as summon one. The skill is having the savings, the unlocks, and the shopping list ready before the day you need it.
Armies are bought in bursts
Soldiers cost stockpile, and stockpile accumulates while you develop. The natural rhythm is: long peace of pure economy → a burst of recruitment from savings → a war → back to economy. Two numbers bound every burst:
- Your war chest — capped at 5 × players per resource, so a "full" 6-player chest of one resource (30) buys, say, five militia or two swordsmen.
- The army cap — 3 × players total units on the board per side (18 in a 6-player game). You cannot simply out-mass the table late; composition matters.
The practical discipline: keep enough banked to answer an invasion the same turn it appears. A useful floor is one wave of defenders — two or three units of your best line — purchasable at all times.
What to actually buy
- Sentries and spearmen are the best resource-per-DEF in the game. A spearman (DEF 3) parked in a city is unkillable by any single attacker short of a catapult, and forces the enemy to bring a staging party. Defense is structurally cheaper than offense — exploit that when behind.
- Brutes are the workhorse of offense: ATK 2 for 6 wood means staging pairs that crack DEF 3 anywhere.
- A catapult (ATK 4, range 3) solo-kills every non-veteran unit in the game from beyond retaliation. It dies to a stiff breeze (DEF 0) — escort it. One catapult turns sieges from arithmetic problems into demolition.
- Knights are the finisher: ATK 3 with MOV 2 threatens two tiles of reach, catches runners, and takes ground fast. Expensive (6 food + 15 ore) and worth it in the endgame.
- A friar with any serious force — and a monk raising the line around him — quietly convert fair fights into unfair ones.
Unlocks are a war ahead of time
The good roster is gated: no iron, no spear-and-sword line; no scrolls, no ranged; no horses, no cavalry. These are tending decisions made ten turns before the war. When you scout your land, note which specials it offers, and steer a city to hold each one you'll want. Denying a rival their unlock tile is equally real: a swordsman empire that loses its only iron tile can't replace its losses.
Veterans are compound interest
Third kill promotes: +1 DEF (or +1 ATK for sentry/spearman). Because combo kills credit every stager, a disciplined army levels together — three units staged on three kills each are three veterans. An army of veterans breaks the game's clean numbers: a veteran swordsman at DEF 4 has no natural predator except a catapult or a mob, and a veteran spearman at ATK 2 is an anvil that bites. Feed kills deliberately; retire veterans to city garrisons where their bonus defends a star.