Home Forums Fantasy General Fantasy Thud & Blunder – progress report

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    Avatar photocraig cartmell

    For many years Charles and I had wondered if we could evolve the mechanics of our skirmish rules to a point where they could support a full-on medieval fantasy game. Each game we wrote moved us towards this goal.

    IHMN laid the foundations; Daisho allowed us to experiment with points based magic and lethal swordsmanship; Blood Eagle improved the magic systems, introduced heroism and grim monsters, and here we are.

    So make no mistake, Thus & Blunder is an evolution. Contributions from players across the world, dozens of shows and hundreds of games played by our friends and ourselves, have helped us refine and change the core and supporting rules.

    This will be our largest book to date. There is more of everything. More magic, more monsters, more traits, more warbands, more landscapes, scenarios and complications. New sections on magical items, and creating your own unique warbands.

    As we have said before, fantasy is our passion, so we want to get this right. This is why it is taking longer than our previous books. The Beta was released to our play-testers in the spring. At the end of October we released the Gamma to them and to our reviewers/proofreaders. This always reveals a few more tweaks, clarifications and necessary corrections.

    Then we will be gathering in the illustrations/photos, getting the layout done by Millsy of Cobalt Peak Design, and talking to our distributors about release dates.

    Thud & Blunder will be a generic, high medieval fantasy, narrative skirmish game. Like our other games, it is neither tied to a specific world nor to a specific manufacturer’s figure range. It’s intended to allow you to use the figures you have to populate either the warbands in the book or create your own.

    Being generic, you will be able to recreate scenes or stories from your favourite fantasy books, TV series and films. Adventures in Hyboria, Llankhmar, Middle Earth, Westeros, Mordheim, Melnibone, the Forgotten Realms, Albion, Lyonesse and even Narnia will be possible.

    You will be able to create a unique warband of fantasy Adventurers, perhaps replicating a party you have played in a RPG (many of the figures used in the book’s examples are just such from our own RPG games).

    The game covers all the classic fantasy settings; cities, villages, castles, ancient ruins, wilderlands and, of course, dungeons. The campaign system gives you the opportunity to create your own fantasy narrative and gives your warbands opportunities to fight for territory or to follow a quest in a simple, structured campaign system.

    Even with all this we have kept to our original design principle – KISS. Running participation games of T&B at shows this year, we have been able to get most players up and running in under ten minutes. It has been a joy to see players as young as eight years old get stuck in and hammer their parents.

    If you have played any of our previous games the core mechanics will be familiar, though there have been subtle improvements. For example, the armour bonus for helmets introduced in Blood Eagle have been ditched. This is because the range of armour in T&B is wider and adding 2 points of armour rating for a full helm would have made the best armour AR17, i.e. effectively invulnerable. So, a separate AR bonus for helmets is out.

    As the final version of the rules is about to be sent to our layout artist, I thought I’d share the list of warbands that we have included in the book.

    It should be noted that these are fairly generic, allowing you to create the warbands you want for your own chosen fantasy setting. There were quite a few more, but we felt these gave what you initially needed to get playing. Some of the extra ones will be released for free on the blog, and we shall also be sharing warbands created by the playtesters and other players as we go on.

    9.4.1 Adventurers Experienced Adventurers Inexperienced Adventurers
    9.4.2 Assassins
    9.4.3 Barbarians
    9.4.4 Brigands
    9.4.5 City Guard
    9.4.6 College of Wizards
    9.4.7 Dwarves
    9.4.8 Elves
    9.4.9 Evil Overlord
    9.4.10 Fomor Reavers (ogres)
    9.4.11 The Guardians of the Dead
    9.4.12 Gnomes
    9.4.13 Halflings
    9.4.14 Hedge Knight
    9.4.15 Necromancer
    9.4.16 Noble Knight
    9.4.17 Orcs and Goblins
    9.4.18 Thieves’ Guild

    Also, in 9.5 Creating your own Warband, we build a list for Gnoll Hunters.

    The Adventurer’s warband is of particular interest to those of you who want to replicate their favourite gangs of murder-hobos on the tabletop. It allows you to build a set of unique characters/heroes to go forth and take on fabulous quests (or dark missions).

    As we get closer to release, we shall share more about the rules to whet your appetite. In the meantime there is an active Facebook page which can be found here:  https://www.facebook.com/groups/260554421452323/?ref=bookmarks



    The Ministry of Gentlemanly Warfare

    Avatar photocmnash

    Thanks for sharing Craig – looking forward to these rules


    Avatar photoMaff Sparkes

    Hi Craig, that’s a very detailed update – thank you.

    Is that evil overlord “invincible” by any chance? I presume this is still D10 based? Armour 17 seems a stretch for a d10 system, though you do have figure and weapon factors to add to the roll and that is the top end of the armour?




    Avatar photoPrivate Snafu

    That sounds great, count me in.


    Avatar photocraig cartmell

    Is that evil overlord “invincible” by any chance? I presume this is still D10 based? Armour 17 seems a stretch for a d10 system, though you do have figure and weapon factors to add to the roll and that is the top end of the armour?

    Hi Maff,

    The Evil Overlord does not make an appearance, this is a warband led by one of their lieutenants.

    It is still D10-based. So 17 is just too far, even with all the various modifiers.


    The Ministry of Gentlemanly Warfare

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