Fiction in the world of Kings of World

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Post History

Recent Additions

Lists of Infamy

Goblins- Jeff Oneal
Herd - Tim Smith
Kingdoms of Men- Keith Randall
Romans- Shawn Williams
Goblins- Cyle Pool
Undead- Chris Murphey
Ratkin- Erich Trowbridge
​Undead/Trident Realms- KVF & Swann

Other Rules

Historical to Fantasy FAQ
TNT Manager Rules
BGM Supplement
Portal Wars Rules
Big Game Rules
Tower Scenario
Mawbeast Roundup
Mawbeast Madness
Blood on Bluegrass - Campaign
Mighty Empires -Campaign​
Souldrinker- Campaign
Campaign by Leon Chapman

Events and Competitive Play

Updated US Standings (6/19)
The Colonel's Cup- Updates


Peace Talks
By International Campaign Day

Before deploying armies, place d4+2 tokens on the field as described in the Pillage scenario described in the rulebook, then deploy armies as normal with the following exception.
Withhold up to three Heroes. When both sides have fully deployed, roll off again to see who deploys their Heroes first. These characters must be deployed within 8” of the center of the table and on their own side of the center line.
The Commander and other Heroes at the center of the table may not attack enemy units, nor be attacked, during the first turn.
Calculate victory points based on the Kill and Pillage scenario in the main rule book.

By International Campaign Day

After deployment each player places a token on three units to nominate those units as being “it”.  When an “it” unit charges an enemy unit, they choose to “Tag” the unit or attack normally.  If they choose to Tag a unit, they cause no damage, but instead transfer their token to the unit they charged and then bounce back 6 inches which will push back any units behind them.  After a Tag, units must be 6” apart even if the unit Tagged is pushed back due to the inability for the tagging unit to move back.  That unit is now “it”.  A unit that is tagged “it” may not tag the unit back that originally tagged it.  The only way for a unit to remove the “it” token is to tag an enemy unit.  If a unit is destroyed while carrying the “it” token, the token is destroyed along with the unit.  At the end of the game, the army with the least tokens held by their units wins the game.

Save the Princess
By International Campaign Day

Setup: Terrain is deployed as normal for any scenario, but once all terrain has been placed a princess model (Height 1 infantry model or 20 mm square base if nothing else) will be placed in the exact center of the board. Players will then deploy their forces as if for a normal scenario.
Gameplay: A unit can take control of the princess by ending any phase in base contact with her, so long as she is not already controlled by an enemy unit (units cannot move over her or pivot through her unless they are flying, for all intents an purposes she is treated as impassable terrain). When a unit takes control of the princess, she will immediately slide to the center point of whatever facing the unit uses to make contact with the princess (corner to side counts). So, for example, if a unit touches her with their right flank, she will slide over to be flush with the center of that flank and will stay with that unit until it is destroyed.

A unit who controls the princess has their Speed changed to D6 and the unit loses Fly, Nimble, Strider, and Pathfinder if they had any of those rules. The unit can also not be targeted by the Surge or Windblast spells.
If an opponent charges the unit in possession of the Princess in the flank where the Princess is located they will suffer a hindered charge as neither side wants to hurt the princess and so all fighting that takes place around her will be done extremely cautiously.
If the unit controlling the Princess is routed, then the princess also takes a route test with a nerve score of -/12 (factoring in Brutal if the attacking unit had it). If she routes the attacking player gets -300 Victory points. If she doesn't route but she takes a wound that cannot be healed. The princess does not move from where she was left when the unit controlling her was routed, which means that a unit will not automatically be in base to base contact with her unless they charged the flank she was attached to.
Victory conditions: At the end of the game the player who is in possession of the princess is considered the winner. If neither player controls the Princess, or if the Princess was routed off the battlefield, then victory is decided as though this were a Kill scenario, with the exception of the player who routed the Princess receiving a -300 point penalty.

Assault on the Obelisk
By International Campaign Day

Special Rules: Stretched Deployment: Players may deploy units up to 15” from their board edge.
At the end of each turn, the player who goes 2nd rolls to see if units are pushed away from the Obelisk.  All units within 2d6 inches are effected by Wind Blast (5).  Roll this once and apply it to all units within the 2d6”.  All units effected must be pushed back even if units would normally prevent that, so push preventing units as well.
At the end of the game the winner is decided by who has more Control Points.
All units with the majority of the base within 6” of the Obelisk Score x3 Control Points
All units with the majority of the base within 12” of the Obelisk Score x2 Control Points
All units with the majority of the base within 18” of the Obelisk Score x1 Control Points

By International Campaign Day

This game is played on the table lengthwise.
The side that lost the last game is the Defender and the winner of the previous game is the
The commander and a force of the Defenders choosing of up to 750 points is deployed first. The
deployment zone is 6” within the 4’ table edge along the side of the table of the Defender’s
choosing. So, this deployment zone is 6”x4 feet. Second, the Attacker deploys all of their units in
a deployment zone 12” wide centered in the middle of the table using the 4’ width. So, this
deployment zone is 12”x4 feet. Lastly, the remaining Defenders force is deployed in the 12” on
the opposite side of the table from their Commander’s force using the width like the others. So,
this deployment zone is 12”x4 feet.
Winning Conditions: If you have your Commander alive at the end of the game and your
opponent doesn’t, you win. If both Commander’s are alive, or both are dead, the winner is
dictated using the Kill scenario from the main rule book.

Face Off
By International Campaign Day

Deploy the two Commanders in the center of the table and treat them as Impassable terrain.
The Commanders do not move for the entire battle.
Place 4 Objective Markers in a diamond shape 12” from the center of the table with 2 tokens on the center line and one on the edge of each deployment zone.
At the end of each turn players roll off to see which avatar is winning.  Each player rolls 1d6 and adds 1 to their roll for each Objective marker controlled.  The player with the higher roll may choose to cast one of the following spells from their avatar targeting any unit on the table and not suffering cover penalties during their next shooting phase.
Bane Chant (1)
Heal (4)
Fireball (9)
Weakness (1)
Wind Blast (5)
Surge (5)
Winning Conditions:  The winner of the last roll off wins the game.

By International Campaign Day

Players each place an Objective Marker (Godstone markers) within 6” of the centre line, at least 12” apart, then choose sides. After choosing sides but before deploying any units, they each place another Objective Marker (the primary objective) on their opponent’s half of the board at least 9” from the long center line and 6” away from the back edge of the table.
The secondary objectives are worth one scenario point each. The primary objective you placed on your opponent’s half of the board is worth two scenario points to you. The primary objective your opponent placed on your half of the board is not worth anything.  The player with the most scenario points at the end of the game wins. Ties will be determined by Kill Points.

Blood Bath
By International Campaign Day

Place 2 Objective Markers per player as per Pillage.
The winner is determined as per the Kill and Pillage scenario in the main rule book with each Marker worth 300 Kill points.  The side with the most Kill points wins the game.
Each side is given an avatar to represent their respective Deity. Each Deity has their respective stat lines as such:
Cathius:          Large Infantry
Sp: 10 – Me: 3+ - Ra: n/a – De:6+ - At: 8 – Ne: 18/20
Fly, Pathfinder, CS(2), Heal (6), Inspiring, Regen (6+)
Urz’Rael:        Large Infantry
Sp: 10 – Me: 3+ - Ra: n/a – De:6+ - At: 8 – Ne: 18/20
Nimble, Pathfinder, Strider, CS(2), TC(1), Inspiring, Regen (6+)
Each of these Avatars respawns if routed along their owner’s long table edge, however, each time they are routed they count as 300 points worth of Victory points.

By Charlie Ryan

BOMBER:  For this scenario treat terrain the same as in the SECURE scenario.  
After deployment players mark two units to be their bombers.  Bombs can be activated at the end of movement (outside of deployment zone) and explode 1 turn later, or in combat instantly.  Bombs have 2d6 hits with piercing 2 on any unit within 6" and destroys the bomber unit.
VICTORY POINTS:  1 VP for each enemy bomber unit routed (the bomb is considered diffused), 2 VP for each hill, difficult, or impassable piece of terrain destroyed.