Holdfast

HARVEST, BUILD, DEFEND

Table of Contents

What's It All About?

You are a sovereign.

Among your people, within your walls, your word is the very law of the land. But you are not the only sovereign out there. Other holds rise and fall beyond your borders in far-off lands, and their leaders want what you have. Be it for justice, greed, or sorcerous arts, they seek to drive you from your place of power and bring about their visions.

Your game is a fight between sovereign holds. Harvest bounty from the lands you rule and put it towards building your alliances and your holdfast. Unearth powerful belongings that ensure your advantage. Fortify your structures to prevent the coming assaults. Weave spells from arcane mysticisms to subvert the denizens of enemy holds. But be careful... Building is one thing, maintaining it is another.

Treat Holdfast as a role-playing game. Define your rule of law, or anarchy if that interests you more. Fashion your deck to represent your ideals. War, peace, diplomacy, and subterfuge are all viable strategies. The possibilities are truly endless.

Fantasy illustration of a sovereign hold

Core Concepts

Core gameplay concepts

Holdfast is built for 2-8 players with games anywhere from 5 minutes long to several hours. It all depends on how many cards your group plays with and how many players sit down at the table. But it only works if everyone uses the same number of cards. Each player takes turns harvesting their bounty, spending it to play their cards, and assaulting one another if so desired. The stronger your hold and the more resources you have at your disposal, the better a chance you have at winning.

Unlike other popular card games of the sort, Holdfast is unique in a few ways. Players do not have life totals. Keeping their holdfast from falling is the name of the game. Bounty doesn't go away between turns. It persists for as long as you don't use it, meaning you can stock up for sweeping plays. There is a shared discard pile called the "Middling". What you put in there, another player can try to use. Where most card games are about drawing the right hand to see your plans through, Holdfast ensures you'll almost always be able to play your entire deck.

That's great, but how do you win?

It's about being the last player standing. You win by having no more enemies. You lose in one of two ways - your hold has no more structures and you can't seem to build a new one, or your hold has no more denizens and you cannot succeed in raising more. What's a sovereign without their hold? What's a leader without their people?Losing only happens when your deck is empty.

So you might be thinking, why play anything at all until you might start losing? The game only checks if you've lost at one particular time each turn. It's designed to give you a last chance to get back on your feet. But if your enemy takes out all your structures or all your denizens, then they can assault you directly. And when they do, you lose cards from your hand. The better you defend yourself, the more opportunities you can afford on future turns.

But if that's how it works, why assault at all? The cards on your field cost you bounty each turn to maintain, and when you have no more cards in your deck that maintenance cost grows each turn without end. Eventually, the game will price you out.

How do I craft a winning strategy?

Winning is a delicate balance of building the best defenses, fielding the strongest populace, finding a unique advantage, and risking it all on the right opportunities. You can win by total defense if you can stave off the ever-growing costs. You can assault your way to victory by tearing down the enemy perimeter and removing threats from their hand. You can eliminate an enemy's army without ever stepping onto the field. Lay traps, build walls, stow away your valuables, and usher in a new dawn.

Anatomy of a Card

Each card represents one of three things: a tangible (people, places, objects), a resource (lands, commodities), or a mysticism (magics and powerful beliefs). Each card costs some of your resources to play. Typically this includes "bounty" - the primary resource of the game - but sometimes it might also require you to pitch cards from your hand or offer them up from the field.

Cards come in seven different types. Each type is a different color.

  • Structures (blue)– backbone of your holdfast.
  • Denizens (red)– your populace, able to defend, assault, and move.
  • Belongings (brown)– extraordinary treasures.
  • Fortifications (light blue)– bolster your structures.
  • Mysticisms (purple)– powerful one-time magics.
  • Traps (orange)– hidden cards that spring surprises.
  • Resources (green)– the way you gather bounty.
Illustration of Holdfast cards

Setting Up

Setting up a Holdfast game

You cannot play Holdfast alone (yet), so grab a friend! You need a 64-card deck, exactly that number, with no more copies of each card than allowed. How do you know the number of copies allowed? Check the card's "copy-count" - a badge that appears at the bottom of the image. This denotes not only how many can be in your deck but the strength of the card as well. The better it is, the fewer you can run.

Shuffle your deck thoroughly and split into two piles. Each player picks wich of the other's two piles becomes their deck, and the remainder becomes their hand. Yes, half your deck becomes your hand. Decide who goes first. The second player gains extra bounty (five in a two-player game, or two per other player in larger games) to offset the advantage the first player has by going first. Once all that is done, you can begin!

Breaking Down a Player's Turn

Draw Phase

Skip this on your first turn. On each other turn, draw exactly 8 cards. Play all resource cards from your hand immediately.

Harvest Phase

Choose whether to flush your store of bounty. Harvest bounty until you reach 20 capacity, or deplete resources for bigger gains.

Maintenance Phase

Pay upkeep for your cards. If you can’t, offer up cards until the maintenance is something you can afford. After your deck runs out, upkeep rises by 2 arbitrary bounty each turn. Eventually, your maintenance will cost more than the bounty you can hold in your stores.

Command Phase

Play cards, activate abilities, reposition denizens, and conceal cards. Each is the cornerstone of your winning strategy.

Assault Phase

Declare assaults on denizens or structures. Compare strength vs morale and fortitude. Traps may trigger. Continue until you end your assaults.

End Phase

Resolve any end-of-turn effects. Pass to the next player.

Illustration of phases in a turn

The Playing Field

Diagram of Holdfast playing field

Your field has three zones: courtyard, perimeter, and outlands. The outlands are shared and dangerous; the courtyard is safe. The perimeter separates them.

You must build your perimeter by connecting two or more structures. If breached, the perimeter collapses and courtyard merges with outlands until rebuilt. This is called "zone collapse".

One Last Rule

When a player is in zone collapse and has no denizens, they may be assaulted directly. Each 4 damage forces them to discard a card.

Direct assault in Holdfast