GENERAL

Eldfall Chronicles is a strategic and engaging fantasy wargame in which unique, highly detailed 28mm scale miniatures are used to simulate dynamic skirmishes and battles in a world filled with conflict and ancient terrors.

Immerse yourself into the engaging world of Calad. Collect and assemble your parties of adventurers from the representative factions, each with a unique playstyle and looks. Clash with your opponents or terrible beasts, hone your skills in strategy and tactics and lead your troops to triumph. 

Forge your own fate, create your own story or simply learn more about the setting through various media. 

 

Read more about the gameplay below!

Playing one game (when familiar with the 

rules and played in a cheery atmosphere) 

takes about 60 minutes on average. 

 

 

Styles of Play:

The game has two main ways of play.
– The first one is against the other opposing player 1v1 .
– The second one is playing against creatures (the creatures can be operated by the game itself (an “AI system”) or manually by a player). In this mode, your party can compete against an opposing party. Or, if the threat is too great, you can also ally yourself with another party and play cooperatively against the creatures. 
The game can also be played in 2v2 mode as well. Asymmetrical play is also possible (2v1, 3v1, single-player..) 

Disclaimer: the game has been play-tested intensively, but the advanced modes of play are less explored. We hope that by building a community, we can tackle any unexposed problems with the game.

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Quick Start

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Rulebook

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Spellbook

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How would we summarize the game?

The game presents you with 4 factions to choose from. Each one is distinct not only in lore and appearances, but also in gameplay. They rely on different general strategies and favor a certain approach to win against other factions or creatures.

After you choose a faction, you then make your party, which you can tailor to your liking and preferred style of play. Every faction has a range of “models”: individuals, adventurers that represent roles or professions in the world.

However, as a commander, you have a limited number of resources and thus, can only “hire” a certain number of these individuals. In the world of Calad, there is presently no open war, yet, conflicts and turmoil are at large. The world is in need of capable commanders such as yourself, who will attain greatness and glory.

To achieve this, you will lead smaller, well-trained groups of braves on daring adventures and clandestine quests. The smaller number of adventurers you command does not make the situation any less intense; on the contrary. Each of the models in a party is different: every one of them can be considered as an individual, who has multiple skills, weapons and abilities, that make them distinct. They are indispensable party members, bringing unique elements to the table; each one is suited to different tasks, excels in different situations and allows different approaches to winning. 

Arguably, the best way to command a party might be to seek synergies amongst your adventurers while considering their strengths and weaknesses.

One individual in a party also acts as the leader, who bolsters all of them with special abilities and can thwart your opponents’ plans.

Because of this, a smaller number of models under your command allows you to know them better and guide them more efficiently, mimicking an actual skirmish or adventure scenario.

Commanders might discover different strategies and tactics or rely on their instincts. And with true resolve, the victory could be in your hands.

Gameplay – some basic rules 

When players agree to a game, they decide on a Quest they intend to undertake. First, each player assembles their party by recruiting models, individual combatants. They may choose them from a certain faction or select neutral models, available to all factions. (Factions Overview here)

Then, the players perform a so-called Initiative Check: a roll that determines their turn order and their starting position on the field.

After this is completed, players place the models onto the field in the determined turn order, and the game begins.

At the beginning of each turn, each models on the field receives a number of Activation Points, corresponding to their Stamina. The player whose turn it is may conduct their Active turn. During this, their opponent, the Reactive player, performs their Reactive turn, reacting against the Activations of the other player’s models.

(If we look at this in detail: The Active player may activate a model by spending one of its Activation points. That model may then move and perform an action. However, this may get complicated, if an opposing -reactive- model sees the activated model during its movement. The reactive model can choose to react against it by spending one of its own Activation points (eg. Dodge, Attack, etc.). The activated model must now decide whether to deal with the reacting model and adjust its action (eg. Dodge, Attack, etc.) or to continue with its original intent.)

After the Active player concludes their Active turn, the roles of players exchange: The former Active player becomes the Reactive player and vice versa.

The game ends either when players complete their 5th round or are left without alive models, or complete a certain objective of the Quest at hand. After the game ends, the players calculate the Victory Points, which they received as rewards for completing objectives. The one with more points becomes the victor.

Some sample tokens for keeping track of the situation
A sample card that will accompany every model - useful for keeping the talents of your models in mind (subject to change)

Coming soon!

Quick Start

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Rulebook

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Spellbook

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