tabletop tactical wargame

World(s) End

Overcome. Rise. Conquer.

When you find yourself at the World(s) End. Will you overcome, or will you be hopeless? The choice is yours. An immersive campaign to captivate your imagination and sharpen your strategic thinking.

Coming at Kickstarter at Q1 2027

Season 1 - The Lands of Vestering

Like a slow flame eating away at the candle through the darkness of night, the Lands of Vestering were swept by wars and unrest.

Although history may label some actions as justified, they often arise from the greed, ambitions, and desires of individuals or small groups seeking power and control. Amid this turmoil, a dynasty clings to the last remnants of its long-standing reign.

Your House, Your Story

Choose a faction and personalize the characters who will lead your house. Assemble your retinue and prepare for battle.

Cloaked in the deep stillness of the night, a lone figure navigated the silhouettes of his recent acquisitions. While the estate may seem like a forgotten relic to the untrained eye, he saw beyond its weathered façade and recognized the incredible potential it held. In recent events, unforeseen circumstances weakened your forces and diminished your house's political standing, placing you in the lower echelons of your faction. You must navigate through rising hostilities and dangers to reclaim your path to power, starting from a struggling underdog to become the most dominant force within the Faction, or perish trying.

From House to a Domain

The Escalation Campaign

Dive into the Escalation Campaign, set in the dark and cruel World(s)End Universe! Players must navigate a challenging landscape where the battle for survival ignites fierce competition. Start as an underdog and, with clever strategies, raw tenacity, and a touch of luck, rise to become a powerful force that can conquer the known lands. The Campaign consists of three distinct phases, each playable as a standalone campaign.

Phase I
Hostilities
OVercome

Your journey begins as you carve out your House identity and rise to prominence, becoming a formidable power within your Faction.

You command: Your House
Phase II
Conflict
Rise

Your growth has attracted attention and challenging foes. As you command your faction's forces, you must bring rival factions to heel and consolidate your hold over the Domain.

You command: Your Faction
Phase III
Conquest
Conquer

Through sheer determination and perseverance, you consolidated your power and united all factions in your domain under your command. Now venture out and conquer the rest of the known lands.

You command: The Domain
You will break the world

Isometric Law

By using their own life force, models can harness powerful abilities to change the course of battle. However, this power comes at a cost: every failed attempt strains reality's fragile fabric, causing temporary, localized, or permanent consequences.

Fracture Thresholds
0
1
2
3
4
5
6
7
8
9
10
11
12
At 3 and 7, the player who triggers the threshold rolls for an effect. At 12, both players roll, and the counter resets. Each Fracture can disrupt models, equipment, or the flow of battle and can alter conditions across the battlefield. Effects may be temporary or leave lasting consequences for the Game.
between games

Manage your House

You can invest battle rewards in developing potent new units and equipment. After each match, you can construct new facilities or upgrade and expand existing ones, increasing the limits of your House's forces.

01

Facilities, Upgrades, Expansions

The units and abilities you can develop depend on the facilities, upgrades, and expansions you have available. Each stage of your House Holdings has limited capacity, which you use to build them, so making thoughtful choices about what to build is essential to expanding your force and overcoming your opponents.

Facilities · Capacity · Recruitment
02

Personalization & Unit Development

Character Models offer several narrative options with different in-game benefits and abilities, making each character unique and never feeling the same, while other powerful units must be developed from existing ones, giving you various tactical options for the campaign.

Personalization· Lineage · legacy · Unit Development
03

Units Ranking, Physical and Psychological Trauma

Your House Retinue earns rank points with each game, letting them choose a trait with each new advancement. At the same time, those incapacitated during battle can be lost or carry physical and psychological trauma, changing how they play for the rest of the campaign.

Ranking · Traits · Trauma
04

Mutation & Evolution

Some models, instead of relying on ranking advancement, can use points to progress along their evolution paths. This lets them unlock powerful mutations, which may be non-stackable or stackable. Once they collect enough evolution points, they can evolve into even more formidable creatures, making them increasingly challenging opponents. However, tread carefully! Without the right facilities to contain them, they will easily escape and vanish into the wild.

Mutations · Evolution · stackable
shape your house campaign's outcome.

reputation

During the campaign, shape your House's reputation by choosing between Authority, Doctrine, and Infamy. Each Reputation option unlocks different equipment choices and affects the narrative's Campaign Phase Ending Outcome.

The fate of your prisoners
Infamy
Execute them.
Authority
Hand them to the Syndicate.
Doctrine
Give them to the Keepers.

Holding prisoners boosts your income after each game, while releasing them improves your reputation, opening up access to equipment and different campaign outcomes.

Choose your future

Campaign Outcomes & Gear

With 16 Hidden Outcomes, Reputation is more than a system score; it’s the narrative you use to shape your House's and Character's future across other Campaign Phases.

How you distribute your battle-earned reputation plays a key role in improving your limited armory.

Season 1 The Lands of Vestering

Act 1: Gods Are Dead

Domain: The Bloodsyndicate · Six factions

Beneath the shallow pride of false kings and deceitful self-proclaimed saviors, deep in the area spared by battle and conflict, a House once thought to be a sanctuary for all Syndicates was discovered one day, reduced to ashes, with no witnesses or survivors to tell the tale. The House's position and ties to other major Houses made it a hub for information and exchange between Syndicates. The collapse of this network spawned a surge of misinformation and rumors. Shadows of doubt quickly spread through every house's halls. Long-standing distrust and resentment emerged, providing Houses the perfect excuse to openly engage in violence against one another. What began as a blame game rapidly escalated into a struggle for power and control, one that threatens to shatter the centuries-old foundations upon which the hidden Syndicates were built. While a new threat rises in the east, Houses, old and new, perish with each passing day as hostilities continue to mount. Will you emerge victorious, or will you simply become another record?

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