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Fyrebrand_Gareth

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A member registered Jan 21, 2023 · View creator page →

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Palisades community · Created a new topic Comments Section

Here's where you can leave a kind word! :P

Palisades community · Created a new topic Announcements!

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(1 edit)

Ran into an issue? Encountered a bug, perhaps?

Report your concerns here, so I can get around to fixing!

(13 edits)

Welcome to Palisades, a 2 player medieval strategy war game.

It is played with a board that represents the battlefield, tokens to represent your armies, & dice to simulate random outcomes.

Your objective is to surround or capture the enemy Commander. To achieve this, you will expand your army, set up defenses, & lay siege upon the enemy.

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GAMEPLAY: TURN ORDER

At the start of every turn, both players contest dice to determine who goes 1st.

The winner of the dice contest gets to go 1st & move thrice (×3) on that turn, then the other player goes 2nd & moves only twice (×2), before starting the next turn.

The match concludes when one of the Commanders is defeated.

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GAMEPLAY: MOVES

Here are the moves you can perform on the board:

•  Deploy

Select an empty tile within reach to deploy a unit there.

•  Attack

Select an enemy within reach to attack him, as long as it’s a valid move.

•  Replace

Select a linked allied Officer to replace him.

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UNITS: OFFICERS

Your Officers are crucial for leading your troops on the front.

Their abilities are among the following:

•  Adding to your number of Dice.

•  Shielded: Harder to kill, but can be killed by Bloodthirsty siege units.

•  Bloodthirsty: Can kill anything, including Shielded enemies.


Officers come in 4 variants:

•  The Paladin    ()

He is Shielded & Bloodthirsty, but does not contribute to contesting dice.
He thrives in the thick of the action, & is best placed in the most challenging locations.

•  The Archer    ()

Contributes the most to your dice contests, but is neither Shielded nor Bloodthirsty.
Best kept away from direct combat, to better support your troops from the rear.

•  The Knight    ()

Bloodthirsty. Contributes infrequently to your dice contests.
Best used for leading the charge, & breaking through enemy defenses.

•  The Tower    ()

Shielded. Contributes infrequently to your dice contests.
Best used for fortifying defensive objectives, & keeping your other units safe.


When deciding on what Officers to deploy & where to place them, you should take their abilities into consideration.

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UNITS: COMMANDER

The Commander  is your most important unit.

His role is to coordinate & relay commands to your troops. Make sure your units are always linked to your Commander, otherwise they won't be able to receive new orders.

Combat-wise, he is identical to the Tower, being Shielded () but not Bloodthirsty. Therefore he is naturally protected from most enemy threats, but is not invulnerable.

To defeat an enemy Commander, you can kill him with a Bloodthirsty ally.
Alternatively, you can surround him with Shielded allies. Since he’s not Bloodthirsty, he would be trapped & forced to surrender.

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DICE

The dice winner is determined by the dice with the highest value, rather than the sum of dice values.

Winning at dice lets you go 1st & grants you an extra move, so it’s best to maximize your chances of winning at dice by increasing your dice quantity.

This is done by fielding certain Officers on the board:

• Each Archer adds 1 dice to your Initiative Roll (approx. 50% of Rolls)

• Each Knight adds 1 dice to your Assault Roll (approx. 25%)

• Each Tower adds 1 dice to your Defense Roll (approx. 25%)


Every odd turn (1st, 3rd etc.) starts with an Initial Dice Contest, where both players roll for Initiative.

Every even turn (2nd, 4th etc.) starts with a Combat Dice Contest. Here, the winner of the previous Initial Contest rolls for Assault, whereas the other player rolls for Defense.

It is wise to keep this in mind when performing moves.

For instance, if the next turn will start with an Initial Contest, you might want to kill enemy Archers and/or deploy your own Archers this turn, to improve your odds at winning the next dice contest.

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Test your cunning against your opponent. Your mind is your weapon.

The new map & faction (v0.5) are excellent! :D

The AI can be genuinely challenging, and there's tons of variety with different factions & maps.
No 2 factions play the same, and it's honestly miraculous how well balanced the factions are, despite being asymetrical!
Paganry is highly recommended for all fans of strategy & puzzle games.

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Hey Devs! Good work on the game!

I've only just tried it recently, & messed around in the Hotseat.
I was wondering, what does the 'Auto-Defense' option do for Medium Tanks? I don't seem to notice it doing anything, other than forfeiting its turn...
I must have missed something, I'm sure, but can't seem to figure out what it is.

I've been having a blast speedrunning the game!

Here's me using Runesmiths to beat Hror's Legion, in only 46 turns. XD

I'm not sure if that's considered fast, but it's Way better than my average time of 50+ turns. :)