Equipment
- Damage core
- Scout Tower
- Support cards
- Blacksmith, Farm; optional Beacon or Quarry
- Enchantments / tome actions
- Steel Coat on the screen
- Board state
- Developed plan; adjust to actual draws
Skills
- Card access
- Scout Tower, Paladin, Farm and Blacksmith are Nothing cards. Beacon requires Greed rewards; Quarry requires Stone rewards and is optional.
- Effect condition
- Do not apply troop-only enchantments to the tower. Farm at A3 touches the Paladin screen at A2; Blacksmith at B3 touches Scout Tower at B2.
Best for
A tower branch when a troop can hold contact but needs help finishing enemies.
Avoid if
The screen vanishes before sufficient attacks, or projectiles do not finish the enemy threat in time.
How it works
The frontline buys repeated tower attacks. Scout Tower gains projectiles with plot levels under the current rework, so upgrade one active tower before filling unused tiles with fresh towers.
Equipment priority
| Priority | Equipment | Instruction |
|---|---|---|
| 1 · Stabilize | Scout Tower | Get a troop onto the board before treating Scout Tower as the complete army. Paladin is the illustrated screen, but Soldier can bridge that role. A hand with only Archer needs a working protection decision; the ranged troop is not automatically the same screen as Paladin. |
| 2 · Connect | Blacksmith, Farm; optional Beacon or Quarry | Once the troop buys useful firing time, connect Blacksmith to Scout Tower and upgrade the tower that is already attacking. Add Farm beside the screen, not beside the tower. The two support jobs use different recipients, so a placement that maximizes one connection may miss the other. |
| 3 · Develop | Steel Coat on the screen | A2 Paladin receives Farm at A3 while B2 Scout Tower receives Blacksmith at B3. Keep the tower as the main repeated-attack commitment. Scout Tower levels add projectiles under the rework; judge whether those extra attacks defeat the target before choosing a second fresh tower. |
Build order
- Get a troop onto the board before treating Scout Tower as the complete army. Paladin is the illustrated screen, but Soldier can bridge that role. A hand with only Archer needs a working protection decision; the ranged troop is not automatically the same screen as Paladin.
- Once the troop buys useful firing time, connect Blacksmith to Scout Tower and upgrade the tower that is already attacking. Add Farm beside the screen, not beside the tower. The two support jobs use different recipients, so a placement that maximizes one connection may miss the other.
- A2 Paladin receives Farm at A3 while B2 Scout Tower receives Blacksmith at B3. Keep the tower as the main repeated-attack commitment. Scout Tower levels add projectiles under the rework; judge whether those extra attacks defeat the target before choosing a second fresh tower.
How to play
Do not spend several rewards building a faster tower while enemies reach the base almost immediately. Repair contact time first. Conversely, repeatedly improving a screen that already lasts can delay the tower damage needed to finish the fight.
What can break the build
A Farm at C2 is below the tower but two rows away from the A2 screen. That location does not grow Paladin. Moving Farm to A3 fixes the connection; leveling the C2 Farm would leave the original error intact.
Evidence limit
Mechanics checked against the official card reference and developer Patch #29, #30 and #31 notes on 2026-10-13. Layouts and priorities are editorial recommendations for 0.9.8; no fresh-run clears, win rates, damage benchmarks or universal difficulty guarantees are claimed.