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Stonewards Team Roles & Coordination: Miner vs Warrior

Stonewards team coordination: miner and warrior roles, who mines and who defends, resource ferrying, proximity chat, and revive teamwork from real gameplay.

8/19/2026 Last updated: 9/24/2026

Last verified: September 24, 2026 — Game version: Stonewards Early Access 0.2.2 hotfix on top of 0.2.0 “Later Summer” (current). Facts come from official Steam sources and verified player reports.

Stonewards is designed around clear role division between mining and defending. In co-op, success depends on players sticking to their jobs and communicating.

Core Role Split

RolePrimary JobKey Responsibilities
MinerResource gatheringDig deep, break walls, haul ore and chests back to camp
WarriorDefenseProtect the base, repair walls, hold off waves while miners work

From gameplay: “We have to protect the little miners” and “You’re the warriors. Figure it out.” The team explicitly splits into miners who go out and warriors who stay back to defend (community gameplay, 01:52).

How Coordination Works

  • Defend while mining: Warriors hold the line so miners can stay out longer. One player noted “While they do that, I’m going to go ahead and keep mining” (community gameplay, 10:01).
  • Ferry resources: Designate one player (often a warrior or flexible role) to carry chests and rare materials back while others keep digging.
  • Wave timing: When the timer or horn signals an incoming wave, everyone returns or prepares. Miners must not get caught deep when waves hit.

Communication

The game uses proximity chat. Players can talk only when close to each other. This makes coordination during mining runs and wave defense more natural and tense.

Revive Coordination

When a teammate goes down:

  • Warriors or nearby players must carry the body back to the campfire.
  • Drop the body on the carpet/rug area to trigger revive.
  • One player may need to stop mining or defending temporarily to perform the rescue.

For detailed revive steps, see the dedicated how to revive teammates page.

Coordination Tools Added Since Hotfix 0.1.5

  • Mercenaries (0.2.0) are hired in the Hub and fight for that run, which lets a small team fill a role it does not have. Since 0.2.2 their kills, and Ballista kills, drop Gold for everyone.
  • The Lobby Browser shows the current location and Wave (0.2.0), so you can see how far along a session is before joining it.
  • People can join a run in progress (0.2.0), and hosts can ban players. New joiners start at Level 1, so a late arrival is a support role rather than a replacement.
  • Rejoining restores run state (0.2.0, tightened in 0.2.2). Inventory, Health and run upgrades came back in 0.2.0; Ring Rerolls and Skips, Team Tome bonuses, bonus Max Health from kills and Run Score came back in 0.2.2.
  • Between-wave pause (0.1.8) holds the game after end-of-wave upgrades until any player presses Continue, and 0.1.7’s 60-second auto-select stops one AFK player from blocking the run.
  • Visibility improved (0.2.0): Healers can see teammates’ Health above their characters, and connect/disconnect notifications tell you when someone drops.
  • 4 players: 2 Miners + 2 Warriors (most balanced)
  • 2 players: 1 Miner + 1 Warrior (one focuses on resources, one on defense + ferrying)
  • Solo: Miner with strong self-defense upgrades (Dig Strength + Armor + Health)

For class-specific advice, read the classes comparison.

Sources


Fan-made guide. This site is not affiliated with Banana Tiger Studio, Steam, or Valve; all game content and media belong to their respective owners.

team roles miner warrior coordination co-op

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