Play Guide

How Ironhold actually plays — what each unit is for, what to build and in what order, how the economy feeds your army, and the systems that decide matches but are easy to miss.

Ironhold is pre-alpha. Everything here is generated from or checked against the current build, and all of it is subject to change.

Units

The full roster by role, with a plain-language read on what each one is good at and where it is trained.

Buildings

What each building does, what it unlocks, and the production chains that turn raw resources into equipped soldiers.

Economy

Resources, workers, population, and the tax and rations loop that decides whether your people stay.

Combat

How damage resolves, what siege does to walls, why high ground helps, and fighting in first person.

Match Dynamics

Wells and the barracks limit, continuous training, night, and the two ways a match ends.

A first match

Wood first, then food and housing. Add a fletcher or blacksmith before a barracks — troops need equipment, not just a building to train in.

Your kingdom, your colours

Choose a colour and crest in the War Room. Pick from eight colours and eight crests to give your kingdom its own identity.

Actual Archer units and Stag flags in Navy, Red, Green, Gold, Grey, Purple, Teal and Orange.
Eight kingdom colours, shown on an Archer and a flag.
The eight selectable crests: Lion, Stag, Raven, Boar, Tower, Axes, Sun and Oak.