The Shattered Crown: The Fantasy War Game Reinvigorated
The Shattered Crown: The Fantasy War Game Reinvigorated
An epic fantasy war game with strong historical influences, original tactical play and awesome miniatures (28mm "to the eye").
An epic fantasy war game with strong historical influences, original tactical play and awesome miniatures (28mm "to the eye"). Read more
Inspired equally by the historical conflicts and political intrigues of Britain in the 13th-16th centuries and the magic, mystery and adventure of Arthurian legend, The Shattered Crown combines the feel of fielding historical armies with none of the restrictions. Want to create your own Lord, Coat of Arms and Liveries? Go ahead! Want to add a little cinematic heroism with characters of legendary skill and bravery? Get stuck in! Want to outsmart your opponent, leading him to think you're attacking on one flank when actually you're about to unleash a lightning storm against his cavalry?
The Shattered Crown's unique activation system, utilising cards and bluffing, plus the extensive spell book, will allow you to do this and much more. Best of all, there's no need to spend hundreds of pounds and hours putting together an epic force that needs a table fit for Arthur to play across, as The Shattered Crown allows you to field any size force from only a few units upwards - with a rich backstory of unfolding civil war to embed it in.
Like our flagship game, Across the Dead Earth, The Shattered Crown also focuses on campaign play, allowing the advancement and complete personalisation not just of your leaders and heroes, but of every unit in your army!
Watch Rich explain a little about the turn sequence and combat here:
Please remember, all miniatures are supplied unpainted and will require some assembly. These are not toys and are not recommended for under 14s.
The Shattered Crown is a fantasy wargame influenced by history. The intention in the writing of the game mechanics was to create a game in which historial tactics and strategies could be used, and fearsome looking armies ranked up, without any of the restrictions of history. The Shattered Crown is not a game in which the players recreate real battles, nor is it a game in which 90% of the units will be made up of identical rank and file units. There is no “correct” uniform for the miniatures – players may paint whichever miniatures they like in whatever scheme they like. There is also a little more cinematic or legendry flair and heroism in The Shattered Crown. Oh, and magic. Of course there’s magic… Armies A typical army in The Shattered Crown will consist of a Leader, a Hero, a Mage, 1-3 standard infantry units, an elite infantry unit and perhaps a cavalry or special cavalry unit (special cavalry units are, for example, the Khra stag riders and Hellesburne Warbears). A standard infantry unit will consist of 12 miniatures. Elite Units will be made up of 6 miniatures, as will cavalry and some special cavalry (whilst larger special cavalry, like the bears, will be 3 miniatures). Leaders, Hero’s and Mages will each be represented by single miniatures.
A Turn Sequence Like No Other
One of the biggest problems with recreating large battles on the tabletop is that the need for a turn sequence almost always leaves one player with either a pretty good idea or the absolute certainty of what their opponent is about to do – or at least which unit they are to act with. This all but eliminates any element of surprise from games, a tactical element of many true battles. It also makes certain manoeuvres, such as flanking an enemy unit, very difficult to achieve. The aim of The Shattered Crown’s turn sequence is to completely remove the idea of knowing what your opponent is going to do next UNLESS you can surmise it yourself. More than any other tabletop wargame we know of, The Shattered Crown makes you the general – it is not just your tactics which are put to the test, but your ability to anticipate the enemies! Each unit in your army is represented by a card ( a standard playing card is perfectly usable) which the player keeps unseen from their opponent (on the table units can be identified either by a flag with the card number on it, or a simple marker or token). Both players place face down the card representing the unit they wish to act with next. The players then attempt to guess which unit their opponent has selected and roll a dice. They then turn over their cards. If a player correctly guesses what unit their opponent selected, he adds 3 to his dice roll. The higher scorer then acts with whichever unit he selected and the card is discarded. This means that it is entirely possible for one army to fully mobilise whilst the other is left standing gawping, representing exactly how the tides of war can change on the battlefield through communication and the relaying or orders, the grasping of opportunity, or the simple morale and motivation of the troops in the army! This system has been thoroughly play tested and so far has been incredibly popular with all. Not only does it allow for some serious tactical manoeuvring, outmanoeuvring, bluffing and double bluffing, but also gives rise to many of the unexpected and exciting moments we all remember in our favourite games. It also gives rise to the occasional bout of cursing.
Know your Army – Strengths and Weaknesses
Every unit in the Shattered Crown attacks other units with a certain number of dice (see more on the combat mechanic below) as an example, most standard infantry units have 3, but every unit also has a certain circumstance or set of circumstances under which this number is DOUBLED. For example, Sword units get DD (double dice) against Spear units, whilst the Spears themselves get Double Dice against Cavalry. It is therefore very important to manoeuvre your units so that their effectiveness is maximised and their weaknesses minimised. Movement itself has been kept as simple as can be – the advantage can be achieved by the cunning and well timed use of your Leader, who is able to give one Unit per turn a specific and special manoeuvre. These can really upset the
apple cart – but they are far from guaranteed!
Never tell me the Odds
Struggle to roll 6’s? Don’t worry about it, if you desperately need to hit the high numbers to get your super-secret manoeuvre to pan out, or to get your Mage to really let fly with the fireballs, there IS something you can do. Every time your loyal army causes a casualty to the enemy, their morale increases – making those difficult and daring manoeuvres more likely to be achieved, and feeding your Mages magical energies! For every successful hit against your enemy (i.e. every time an enemy unit loses Will) you receive one Morale Pip (MP) which you can then add onto your die score when giving Manoeuvre orders or attempting to cast spells.
A Fistful of D6’s
All dice rolls in the game are resolved on a number of D6. This can vary from a single die roll to determine, for example, the testing of a unit's Will to continue after it has taken casualties or a Mage attempting to cast a spell, to a dozen dice used to represent a very strong attack .But don’t worry, unlike some systems we won’t have you spending half your game time counting out 25 dice to roll for each attack, and then the other half counting how many of them were 6’s. About a dozen – or as we like to think of it- a fistful, is about the most dice you’ll ever need. In most cases between 3 and 8 dice are used to resolve combat.
Keep It Simple, Stupid (Combat Resolution)
Both close combat and ranged combat work in exactly the same way (with the exception that in close combat against a unit which has not yet acted, they may Strike Back, acting in response immediately and discarding their card). The attacking Unit rolls the number of dice specified (their AD) along with any gained from modifiers (the Unit may have Double Dice if they are facing their favoured opponent, or may receive an extra dice for charging or having a hero attached – or all three!) and must achieve a score equal to or higher than their Attack Skill (AS). This done, the enemy may roll to defend some or all of these hits (all if the battle is head on, less if they are being attacked in the flank or rear) against their Defence Skill. Any hits they are unable to negate in this manner remove 1 point from their overall Will (W). Once this reaches 5 the Unit must take a test against their remaining Will, adding it to the roll of a dice. If the total is less than 7, they rout.
Heroes, Leaders, Beasties and Magic
As discussed briefly above, Leaders and Mages can change the course of battles by giving order or casting spells. Orders often give a specific Unit an attack or movement boost, or allow them to move in a tactically challenging way (for example, to wheel to the flank of an enemy in a single manoeuvre). Spells vary in their effects. Each corresponds to one of the four spell books: Earth, Fire, Water and Air. Some cause destruction, some protect, some move units and others still stop units from moving! Used wisely, orders and spells can really put a spanner in your opponents works! Heros attach themselves to your other units an impart general and specific bonuses when they do so. The Special Cavalry units in the game largely function like other infantry and cavalry units but are always very powerful. Most have unique rules, for example, the Hellesburne Fiarcesonne (war bears) receive their double dice bonus when enraged by being shot at or wounded!
If you want to know more about the Lore of our world, click the map below. It's rather well documented.
If you are already sold....
The King is Dead. Long live the Kings.
Click the map to open www.theshatteredcrown.co.uk for all the background info on the game world!
As described, the land of Rosodtir is teetering on the verge of civil war and five great Houses fight for supremacy over her.
This Kickstarter Campaign aims to fund the creation of armies representing two of these Houses: Hellesburne and Khra. You can read much more about the houses by following the Map link in the Lore section above.
Each of the armies you can pledge for as a part of this campaign will be made up of a number of different units, depending on which pledge level you choose, bellow is some further information about the two armies
The two armies we are attempting to be fund will be made up of similar troop types. Firstly, each will feature three Character models: A Leader, a Hero and a Mage.
In addition to this each army will feature Standard Infantry Units. These 12 figure Units will make up the bulk of your battle force and may be armed with Swords, Spears or Crossbows.
If your pledge includes one Standard infantry Unit, they will be provided with the Houses’ specialism by default (swords for Hellesburne, Spears for Khra). If your pledge includes 3 Standard Infantry Units you will be sent one of each type by default, You will be given the option to specific otherwise when we send out questionnaires confirming your requirements at the end of the campaign.
Next up, each army will feature an Elite Infantry Unit of Six figures. For the Hellesburne Army this will be the Great Blades:
The Great Blades unit of 6 figures will feature 3 unique sculpts each with 2 variants (different head and pose).
and for Khra The Black Halberdiers:
The Black Halberdier unit of 6 figures will feature 3 unique sculpts each with 2 variants (different head and pose).
Finally each army will feature an Elite Cavalry Unit. In the case of Hellesburne this will consist of three large mounted figures, the Fiarcesonne: Warbears!
The three bears and riders will be in 3 different poses.
In the case of Khra the Unit will consist of 4 or more mounted cavalry figures (dependent on how big they turn out to be when we actually get the renders cast in metal!).
The Stags and their riders will be in a variety of poses, and the riders will have alternate heads - you can get an idea of what we mean by looking at the Hellesburne Infantry heads.
Every Pledge over £10 comes with a PDF of the RuleBook, but the only Pledge that contains a printed copy is The Shattered Crown softcover print Rulebook(£25). This helps you because if we created a variant of every possible collection of goodies we'd have a gazillion and 7.3 pledge options.
If you would like a soft cover printed RuleBook with your Army pledge (any pledge level over £50) simply add £20 to your pledge, and select print RuleBook Add-On in the survey we send after we're funded. To add a print RuleBook to a lower pledge level, add £25.
All Individual Units can be added to any pledge level at the following prices. Note that it is likely cheaper to buy one of the pre-designed pledge levels.
Extra Standard Infantry Unit £16
Extra Elite Infantry Unit £12
Extra Elite Cavalry Unit £16
3 Hellesburne Bears&Riders or 4 Khra Stags&Riders
Please remember to add postage IF your pledge level does not already include it - at the rate of £3 UK or £4 anywhere else. Again, remember it may well be cheaper to opt for one of our existing pledge levels.
If we don't get funded .... well then no one gets any of the add-ons, so feel free to pledge extra funds anyway, even if you don't want add-ons.
Lots of lovely pics are inter-weaved with the descriptions of the houses on our main website. Click on the image to see them!
To enable us to best test the game, and of course to be able to show all our potential backers the quality and detail of our proposed line of miniatures, we have already had a number of miniatures sculpted and cast.
In this video you can view the render of our most recently sculpted piece:
This fierce warbear should be 3D printed soon.
The Khra Stag Rider shown here:
Has now been printed:
and will be cast in metal soon!
The other completed miniatures so far are the Khra Hero Azael and the Hellesburne Basic Infantry.
The Hellesburne Infantry is not just a single sculpt of a figure. Instead, 4 different bodies, 6 different heads and a number of different arms were created and cast to allow a great variety of poses for Hellesburne armed with Swords, Spears and Crossbows.
You can see painted examples of the miniatures nearer the top of the page.
Mike and Rich used to game a lot as children. Back then playing games from smaller companies was very hard and so we - like so many of our friends - spent a lot of time making, painting and arguing over the rules from a certain big brand. It was mostly a lot of fun -even the arguing - but even back then we struggled to afford enough to have the games we wanted and... well the day Mike finished painting Rich's finally crafted Squ... er... Space Dwarf army and we found out it was no longer cannon was a landmark for us. We made a few of our own, made some comics had a lot of fun doing it and then grew up and had to get jobs and stuff.
Flash forward a few (*cough* 20) years and we're grown men with careers, life experience, commercial experience and all those lovely things but... we miss gaming. The world has changed though... the internet and crowd funding has made it much easier to get feedback, communities and funding focussed. This - we thought - this was the time to take the stuff we used to think was so much fun and share it with the world. Dead Earth Games was born.
There were two big ideas, both re-imaginings of popular gaming staples. We decided to start with the (financially) simpler one and *poof*... "Across the Dead Earth". We funded, a community spawned around it, we delivered on time (well slightly early) and on budget. All a bit unusual for a Kickstarter. Take a look: https://www.kickstarter.com/projects/chappellm/across-the-dead-earth
It's still going from strength to strength and we've plenty more lined up for it which will continue to come through the pipes, Every penny it makes goes back into creating more content for it – at the moment this usually consists of more great miniatures; the most expensive part of any project. So... whilst the AtDE community continues to grow, we don’t feel it would be right to divert any funds that have been ploughed into it in order to spawn our 2nd idea.
The Shattered Crown is more ambitious in both scale and scope and that (naturally) costs money so here we are, back on the greatest roller-coaster we've ever been on... Kickstarter. TSC needs to be able to stand on it's own two, heroic feet if it is to exist. The decision, is yours.
Is there a 2 player starter set?
All of our "Army" level pledges can be doubled to create an ideal 2 player set i.e. if you would like a Small Army each for 2 players, pledge at the Small Army level, but double the amount you pledge from £50 to £100.
(For those unfamiliar with the pledge system, once clicked, Kickstarter will ask you the AMOUNT and the REWARD separately, which allows people to pledge more than is actually required for circumstances such as this or just to help projects out)
You can find a lot of general questions which Wee Andy asked me in this podcast:
and those put to me by the Chilling Wargamer chaps at:
Risks and issues as detailed below
Risks and challenges
Not every Kickstarter delivers what it sets out to and not every project does so on time. We've done this before and we delivered on time. That doesn't mean there won't be any hiccups. What it does mean is:
We've worked with the manufacturers before and trust them.
We have a long relationship with our concept artist and consider him a vital member of the team.
We have an ability to realistically estimate unknowns.
We've picked, packed and shipped a project before and we know how long that can take and how much work it can be, and have included that time in our estimates.
We have included contingency funds.
There's a lot more going on here so the risk of slipping is still very real but we're confident anyone who backed Across the Dead Earth will vouch for our ability to deliver.Learn about accountability on Kickstarter
- (30 days)