Land of the Lords is a Strategic board game for 3 to 6 players, placing each player in the shoes of a powerful Lord of their unique clan. After years of peace throughout the Land the Gods have spoken, head their call and fulfill your clans destiny. As a Lord it is up to each player to complete their clans destiny to expand all across the land, as they battle one another for Influence. Use strategy to best your opponents, Negotiate with players for your own supremacy, serve the gods for special rewards, and see if you can become the most influential leader.
Game created by designer Chris J. Colon, Land of the Lords is Creative Works' very first board game bringing you and your friends loads of fun in this call to arms adventure.
Sample rule book lower in the campaign.
Each faction in Land of the Lords has their own unique backstories bringing them to life, allowing players to choose whether they'd like to continue to rule using the traditions of their clan, or to change and rule the way they see fit.
The Draks (Red) : The oldest and most prestigious of clans, the Draks are fierce and formidable. They wore red banners in wars that predated current history and formed a proud tradition in their ranks which shows in every facet of their people to this day. It is said that the Draks were formed of a group of heroes in ancient times that strove to deliver the people around out of a time of chaos and savagery. They stood and continue to stand as beacons of might over the unknown and as long as one red banner flies they will never surrender or submit. To become a warrior in this clan you must petition from a young age and be raised through the ranks by your deeds and triumphs. The Draks are known to be fearless in combat and fight well together. The Draks will ally with other clans but are hard to deal with as they rarely offer compromise in either trade or politics. They have a strong set of rules and laws and even those of their own clan that breaks them is up for judgement. The Draks are very strong in groups, their strategies from a book of time and tested gambits, however in that lies their only weakness. They are not as adaptable as some of the younger clans and their adherence to the past can sometimes lead to folly. Even so, they are fierce opponents and in the many years since they emerged many have learned the price for letting down their guard in front of a Drak.
The Sanath (Yellow) : Early on in the tales of the lands there were far more clans than there are today. Countless groups rose and fell during these times and the mad dashes for power left only a fraction to show on the pages of history. In one of the most bloodthirsty and chaotic of these times a hero that had lost his clan had an idea. He would rally those who remained from fallen clans and create a new one, built with the strength of the strongest. This new alliance worked out very well and the group of survivors became known as the Sanath and marched under a yellow banner. The Sanath are one of the only clans that accepts outsiders to become part of their clan as well as ones that are born into it. They hold grand tournaments where anyone strong and capable can petition to join and prove themselves in full combat. These spectacles are famous throughout the land and many of the Sanath’s greatest warriors rose to prominence in this fashion. The forces of the Sanath were divided and led by famous champions, often the mere reputation of one of these famous warriors was enough to turn the tide in combat. As powerful as the champions are they rarely work well in teams. There have been battles where one took advantage of this to create confusion and chaos in the ranks. Even with this weakness they have proven to be powerful and very hard to kill. The Sanath are the clan that knows how to take a defeat and rally to victory. No matter how you deal with them they prove always to have one more trick up their sleeve.
The Tully (Blue) : Though most clans live from the resources and power of the surrounding lands there is one that draws its strength from the things beyond. This is the clan of the sea that flies the blue banner. The clan started out as simple sailors, carving out a living on the sea but rose to prominence as they began to trade with the clans of the land. Their warriors and champions were forged by protecting what was theirs and learned tactics and strategies unheard of in the lands at large. They are one of the wealthiest clans and are strong with trade and politics as much as they are in war and combat. The Tully are usually the last clan to declare war and prefer to see where the ebb and flow of a conflict will go before committing. However, once involved they descend upon a battlefield with coordination and prestige few can match. Their gear is of the best kind and their resources seem limitless. They have a strong culture of arts and storytelling and few can match a Sea clansmen in fanfare in a tavern before or after a battle. The great strength of the Tully is balanced as the further they are from the sea the more strained their forces become. There is a reason that they have not much taken lands other than the coast and that is because they are not as adaptable to other conditions as the other clans. However, they have a card to play in any conflict that they can retreat to the sea. The Sea clan’s main holdings are on islands that are only reachable through their resources. So even when the Tully risk their forces they never truly show the full extent of their power.
The Wigs (White) : In the farthest reaches of the north there is a land many thought was uninhabitable. Vast frozen wastes with harsh conditions and unforgiving predators await any that would travel to these lands. These are the lands of the white bannered clan known as the Wigs. It is said that one of the clans of old, a large clan brought low by years of fighting was driven north to these lands to die. There it was assumed that they perished but years later they reemerged, stronger and different. The clan is built up of smaller tribes and the inner workings of their culture is virtually unknown to outsiders. They offer much to trade with the south but mostly try to stay out of politics and the matters of the other clans. However, one of their most sought after resource is alliance and in times of war all of the tribes unite and send a furious host of savage barbarians into the conflict. Each man and woman of this clan can be expected to have the strength of three of another and they are feared as a result. Whole armies have been sent at bands of Wigs, being repelled and leaving few men alive to tell the tale. Wigs are vicious and unwavering, never stopping a battle until it is won or they no longer draw breath. The Wigs are not known to employ tactics and gambits, usually defaulting to an “all-in” approach to battle. This has led some of the more cunning clans to outmaneuver them. However, if underestimated, if not taken seriously, the Wigs will strike back and reduce the foolish to but memories. After the conflict is won the Wigs collect the spoils promised and return to their lands, not to be heard from again until there is trade to be made or fights to be fought.
The Guardians (Pink) : The lands at large seem to many as an uncontrolled battlefield that is constantly being pushed back and forth by seemingly unpredictable forces. However, there is one clan that would bring order to the chaotic, reason to the mad. These are the Guardians, bearers of the pink banner. This clan stands as a fulcrum for political maneuvering and the rules of engagement in battle. They are slow to anger but quick to act if threatened. This is a clan of study and knowledge, who believe that sometimes a battle is won by wisdom as well as with steel and blood. Champions of this clan are more than warriors, they are scholars and templars that are expected to use every skill they have learned to help them in every facet of their clan’s life. The culture of the Pink banner is one of hard work and constant learning, even the farmers and traders under this clan can be expected to seek an education to better themselves and those around them. Many times, the Guardians have proven to be the voice of reason in heated debates in the other clans and are asked frequently to step in an offer an unbiased voice in otherwise unsolvable arguments. Once involved in war, the Guardians fight with honor and integrity, this is both their greatest strength and their greatest weakness. Many who would seek to trick or deceive them have gotten the drop of the Sword and used this to great advantage. However, the wisdom and experience of the Guardians usually prevails over such underhanded tactics and this is what led them to be of the strongest of the clans.
The Threl (Green) : In the Southwest region of the known lands rests a mighty forest that seemed untamable by any of the clans in the history of the area. However, against all odds, one such group chose not to take the forest, but to learn to live within it. The Threl clan, of the green banner had formed an intense kinship with the forest and the lands around. They strove to find a balance in all things, nature, wisdom, politics, and war, all are factors that existed on a balance that the one would need to keep in focus. This is a clan suspicious to outsiders and one that keeps its secrets closely guarded. The champions of the Threl wear little armor, few iron weapons but possess amazing physical skills in combat that none aside from the clan could ever figure out. These warriors are unpredictable in combat and very hard to gauge, leaving them to usually be wildcards that could not easily be underestimated. The Threl are active in politics but slow to ally with other clans. They find most of the others so different in tactic and behavior that they rarely even try to engage them. However, in war, when things threaten their forest or the lands around they are quick to act. Moving like a chaotic river, the tactics of the Threl are impossible to predict. They do not have any strengths that give them a set advantage nor do they have any profound weaknesses. They instead move and adapt, the forces that will happening as they may. There are countless tales of warriors coming out of the deep forest to battle, turning the tides then disappearing again, surrounded by the green and browns of the forest that sent them.
Land of the Lords plays out over a span of years, season by season, with each season representing 1 turn for the player. Each season you will gain 1 turn, and 3 action points. Action points (AP) cannot transfer between turns, and are used to perform basic game play actions during your turn. This means you can take up to 3 actions, based on the act point cost associated with it.
● March: Move one unit to a new region. Cost: 1 AP
● Sail: Move a Ship with at least 1 unit inside to new waters. Cost: 1 AP
● Tax: Collecting taxes will allow the player to gather coins from each region they occupy. Taxing more than once in a season will affect influence. Cost 1 AP
● Build: Build a Settlement or Ship at the cost of gold. Cost: 2 AP
● Upgrade: Upgrade one of your existing settlements to a Castle for additional gold. Cost: 2 AP
● Burn: Burn down an opponents settlement or castle. Cost: 1 AP
● Recruit: Create a unit at a cost of gold. Cost: 1 AP
● Conscript: Forcibly gain troops if certain requirements are met. Cost: 1 AP
● Garrison: You can garrison recruited troops inside of a settlement or castle. Cost: 1 AP
● Negotiate: This should be used in order to forge an alliance, an alliance will last for 1 full year. Cost: 1 AP
● Break Alliance: This allows you to break an alliance before the years end without losing influence at the cost of coin. Cost: 1 AP
● Battle: This allows you to do battle with another player. Cost: 0 AP
As a lord you must shield yourself while striking at your foes. For losing battles will result in loss of HP. Lose all HP and your lord has fallen, thus removing you from the game.
Influence is a key element to the game. Influence is what players need to occupy certain regions throughout the map. On the board each region will have a number on it, this indicates it’s regional influence. A player must have that amount of influence to occupy the region. At the start of the game each player will start with 1 influence, and will continue to build more as they begin to occupy new settlements across the map.
As you create settlements and castles you gain access to units. Each turn you can choose to recruit new units. Units take the form of tokens in game. Each region has 2 unit types it can produce, out of 3 (shown above). The three unit types are Infantry, Cavalry and Archer. This is important since it applies a level of strategy when it comes to winning battles. It’s beneficial to have all three unit types in a battle, but to do so you will need to inhabit multiple regions and produce / move units in each.
When pitted against each other in battle, certain units have an advantage while others may be at a disadvantage.
Infantry : Ground soldiers.
● Defeats Archer.
● Loses to Cavalry.
Cavalry : Mounted Warriors.
● Defeats Infantry.
● Loses to Archer.
Archer : Ranged soldiers.
● Defeats Cavalry.
● Loses to Infantry.
All units, when pitted against same unit type under normal circumstances will suffer stalemate.
All unit tokens must be placed faced down throughout the game. This is done to prevent your foes from seeing your unit type until battle.
*All models are not yet final and are subject to change.*
Lord models represent each player, and are used to indicate which players are in an alliance or neutral.
Forming an alliance with another player can be very beneficial for each player. Allies may offer reinforcement units, coins, and even ability cards. Allies may also march troops through each others regions without battle occurring. An alliance lasts a period of 1 year and breaking an alliance prior to the years end will cost coin, or influence. Players may also negotiate with other players besides their ally, but only on certain terms.
At the end of each season players will draw an Event card. Event cards are related to randomized events that affect you or other players in various ways. For instance you may suffer troop loss within a region due to floods or fires. You may lose influence due to rumors about how you handled a diplomatic situation, and many others. Event Cards can have positive or negative effects.
In addition to Event Cards you also have Faith Cards which can affect your player in various ways. Unlike event cards these cards are only drawn each Fall and Each Spring. And represent your allegiance to the Gods. There are two types of Faith Cards; Crusade Cards, and Devotion Cards. Crusade and Devotion cards are mixed together at the start of the game and form the Faith Deck.
Crusade Cards act as directives, or secret goals, from the Gods. These must be achieved within 2 turns to gain favor with the Gods. By completing a crusade you gain ability cards. Crusade cards are not to be read aloud, they are only to be read aloud if the secret goal has been completed by a player. If the secret goal was not completed in the given time, the player simply places the card in the bottom of the faith deck. Meanwhile Devotion Cards require sacrifices to the Gods in exchange for a reward.
Abilities are a special type of card that can be used in various situations. Players will be able to keep up to 2 Ability cards at a time, being able to use those cards they possess once throughout the game. Some ability cards may even summon monsters and heroes that can help turn the tide of battle.
*All models are not yet final and are subject to change.*
*All models are not yet final and are subject to change.*
*All models are not yet final and are subject to change.*
● 30 Event Cards
● 30 Faith Cards
● 30 Ability Cards
● 4 Season Cards
● 6 Lord Models
● 2 Knight Models
● 2 Dragon Models
● 2 Griffon Models
● 12 Ships
● 180 Unit Tokens
● 30 HP Tokens
● 60 Settlement Pieces
● 60 Castle Pieces
● 30 Silver Coins
● 30 Gold Coins
● 6 Influence Markers
● 1 Year Marker
● Game Board
● Rule book
Sample Rule Book Here:
*Shipping will be free for this campaign!*
*Unfortunately we cannot ship to the following countries:
Risks and challenges
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This is out 3rd Campaign for Land of the Lords and we have no intention on giving up. We believe in ourselves as much as those who decide to back the campaign believe in us. This is our passion and we will continue to pursue it until we succeed. We appreciate everyone's support and are looking forward to delivering our game to you all.
Due to production in China there could possibly be some delays and backers in different regions of the world may receive their rewards sooner than others. We do not intend on this happening, but on the off chance that any issues do emerge, we will alarm you and act quickly to work through the issue. Our group is devoted to handle any issue that may come our direction. Delivering a top of the line item and getting it into your hands is our need.
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