Strategy

Rampart Keep

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About Rampart Keep

Rampart Keep is a siege in three phases that repeat every round. First you place catapults on the courtyard inside your walls. Then the Corsair fleet sails in and the battle starts: aim ahead of the moving ships and throw stones while their own shots knock holes in your marble wall. When the battle ends you get 25 seconds to patch the damage with the wall pieces you are dealt, shapes that come up one at a time like falling blocks.

Only one thing counts at the end of a build: a keep must be fully walled in, edge to edge. A diagonal touch between two blocks is a gap and the sea never replaces a wall. Every keep you hold earns catapults for the next round. If no keep is walled in when the clock runs out, the siege is over.

The campaign crosses three invented coasts. Cape Orthis teaches building and leading your shots against war triremes. Teloss Bay brings troop galleys that land raiders on the beaches, and the raiders march during the build and smash walls and keeps when the next battle starts. The Isle of Mireon is the final test: water on every side, beaches in all four corners and fire galleys that leave scorched ground you cannot build on for two rounds.

Each keep has a name and a lord with a portrait, from Halyon Keep on the cape to The Lantern on the isle. After each of the first two coasts you choose one boon for the rest of the run: Heavy Stones for harder hitting catapults, Quarry Blocks for bigger wall pieces, or Stonewrights who mend breached wall before every build.

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Frequently Asked Questions

Why doesn't my castle count as captured?

A keep only counts when the wall around it is closed edge to edge. Two blocks that touch only at a corner leave a diagonal gap, and the territory leaks through it. The sea does not count as wall either, so a keep on the shore needs wall along the water too. Ships and raiders can also break a block you thought was closed, so check the courtyard colour: closed ground turns to flagstones.

How many catapults do I get each round?

The first round of every coast gives you three. After that you get two for your home keep and one for each other keep that is walled in, up to ten working catapults in total. A catapult left outside your walls stops working until you enclose it again, and two hits from a ship break it into rubble.

What do the wide two-sailed galleys do?

Those are troop galleys. If one is still afloat next to a beach when the battle ends, it lands raiders. Raiders walk during the build and, when the next battle starts, smash a wall or a keep next to them. Shoot them during the battle, or wall them inside your territory and they are crushed at the count.

Why can't I build on some tiles?

Scorched ground left by fire galleys burns for two rounds, and the rubble of a broken catapult blocks its tiles for a while. You cannot build on water, on a raider, or on a tile that already holds a wall, a keep or a catapult.

What are the boons between maps?

After the first and the second coast you choose one card. Heavy Stones makes your catapult stones deal double damage over a wider area. Quarry Blocks deals bigger wall pieces more often. Stonewrights mend up to three breached wall tiles before every build. A boon lasts for the rest of the run and each can only be taken once.