About the game

A game of small wars.

Morsdei is a miniature-agnostic tabletop skirmish game about small warbands operating in a world poisoned by the blood and remains of a dead God.

The shape of battle

A game of Morsdei follows individual fighters rather than blocks of troops. Players alternate activations, use terrain as a real tactical resource and pursue visible scenario objectives while protecting goals the opponent may not yet understand.

The intended scale is roughly six to twelve miniatures per side. A normal fighter is currently built around two actions in an activation. Movement, shooting, close combat, aiming, prepared reactions and scenario interactions form the working action language. The game uses six-sided dice.

A settlement cannot replace every person it sends beyond the walls. A warband is not ammunition.

What is fixed

01Alternating activations

Players take turns activating individual fighters. One side never completes an entire army phase while the other only watches.

02Meaningful terrain

The table is meant to create routes, danger and choices. Cover is not decorative dressing around a shooting gallery.

03Layered objectives

Known mission goals are combined with hidden personal objectives so that the opponent's intentions remain uncertain.

04Modular rules

A compact core is intended to support optional reactions, campaign systems and additional detail without forcing all of it into every match.

Your models, your warband

Morsdei is not being designed around a mandatory catalogue of official miniatures. A warband is assembled from archetypes, traits, equipment and other game elements. The aim is to let players use appropriate models they already own, convert their own fighters and make the history of an expedition visible on the table.

Campaigns are planned at several lengths. Fighters and settlements should be able to carry consequences from one battle to the next, but progression, injuries, mutations and campaign economy are not yet final rules.

Still in development

Reactions, stress, specific injury states, initiative choices, the exact cost of actions and the final structure of the warband limit are active design questions. They are not presented here as finished rules.

Development status

No public rules download, release date or price has been announced. This page describes confirmed direction, not a finished product.

Follow the development.

Occasional emails about lore, artwork, printable material and the future playtest.

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