Sunfield Knights
Armoured knights of the golden fields. The Sunfield Knights start with Chivalry and a Knight, the land unit with the most health, and their hero, the Paladin (a holy knight in heavy armour), can leap across rhombus tiles.

Play style
Strong from the first turn. A Knight can take villages and hold them, so the Sunfield Knights snowball early.
Starting unit: Knight
Knight: 6 stars, 15 HP, attack 3, defence 1, 5 damage, moves 2, range 1.
Hero: Paladin
The Paladin is a holy knight in heavy armour. Very tough. Jumps from rhombus to rhombus over the pentagon between them for 1 movement each, and can step straight into a city next to it.
24 HP, attack 3, defence 4, 5 damage, moves 3, range 1. A city recruits the hero for free when it reaches level 5, and again at level 10.
Sunfield Knights strategy
- The Knight (15 HP, 5 damage, moves 2) has the most health of any starting unit. Use it to take villages and to pressure weak neighbours early, but mind its 1 defence.
- Knights cost 6 stars, so mix in cheap Warriors for scouting and to fill out city unit caps.
- The Paladin crosses rhombus tiles for 1 movement each and can step straight into an adjacent city, so it can reach cities other units can't.
- Plains are open; protect your capital with City Walls once you have Fortifications.
More tips in the strategy guide.
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