A fox, a badger, two rabbits and a mouse look out from a hilltop over a sea of mist towards a glowing city
Coming soon

Thornbound Realms

The Gloaming

Survive together. Crown a champion.

Each of you plays one of five animal heroes in a land buried under fog. Explore it hex by hex, rebuild its ruined towns, recruit an army, take on the noble houses’ quests, and finally storm the Rat King’s fortress, ideally before the mist swallows everything you’ve just rebuilt.

players
1–4
players
heroes
5
heroes
hex tiles
61
hex tiles
figures
76
figures

Solo mode included. Advanced Mode adds a fifth player as the rats.

How it plays

Everyone can lose. Only one can win.

You cooperate to survive, because if the Rat King wins, everyone loses together. You compete for renown, because when the kingdom is saved, only one of you gets to be the hero of the story.

  1. Move

    Cross the hex map. Stepping into the fog costs 2 movement and flips the tile: wheat, woods, a cave, a ruin, or worse.

  2. Act

    One action: harvest, buy gear, recruit, rebuild a town, quest, trade, rest, cleanse corruption, or assault the castle.

  3. The wilds

    Outside a town, roll for an encounter. Traders, robbers, treasure. The wilds are rarely empty.

  4. Feed the army

    One food per soldier, two per cavalry. A bigger army hits harder, and eats more.

When the last player finishes, the rats take their turn.

The Terror Track

It only goes up

A shared clock from 0 to 10, and it never goes down. Rat events, fallen towns and fallen heroes push it on. At 3, 6 and 8 the mist surges back over ground you’ve cleared. At 10, the mist swallows the land.

  1. 0
  2. 1
  3. 2
  4. 3Mist surge: the wilds go dark again
  5. 4
  6. 5
  7. 6Mist surge: the frontier too
  8. 7The Rat Castle is revealed
  9. 8Mist surge: everywhere. The Lumenhall can be attacked
  10. 9
  11. 10The mist swallows the land. Everyone loses
  • Terror 0–3

    Early game

    Explore the green zone, gather resources and rebuild the ruined towns. The world feels safe. It isn’t: corruption is already seeping in at the edges.

  • Terror 4–6

    Mid game

    Push into the frontier. Fight over crystal, build your army, finish quests. Rat scouts probe your defences and the mist surges back over ground you’d cleared.

  • Terror 7–9

    Late game

    The Rat Castle is revealed and armies pour out of it. Towns fall under siege. Now it’s a race: march on the castle before Terror reaches 10.

To battle

When the talking stops

Sooner or later somebody draws steel. When your army meets the rats, the fight leaves the hex map for a battle map built from the ground you’re standing on: open field, forest, rocky pass, cavern, crystal clearing, the city walls and, at the very end, the Rat Castle. Your hero and every unit you’ve hired take the field as miniatures.

Mid-battle on a forest hex map: a fox hero, rabbit spearmen and a hare archer on one side, rats, wolves and a shaman pouring from a cave on the other, a river and stone bridge between them
A battle on the forest, river and cave map.
  1. Deploy

    The attacker sets up first. The defender watches every enemy unit hit the field, then commits. Enjoy it: the game hands out very few free advantages.

  2. Initiative

    Every unit on both sides acts in initiative order, highest first. No “your turn, my turn”: you’re never more than one activation from a decision.

  3. Move and act

    Each activation is one move and one action: strike, shoot, channel a spell, use an item, or try to disengage.

  4. Roll

    Attack dice against defence dice, rolled together. 3–5 hits or blocks; a 6 is a critical, and a critical block can even break the attacker’s weapon.

“If you want to shield your backline, put it behind a rock, not behind a friend.”

Units never block line of sight. Terrain does.

  • Top-down forest battle map on a hex grid, dense trees and a rocky outcrop

    Forest

    Trees give +1 defence and block line of sight.

  • Top-down battle map with a river and a single wooden bridge on a hex grid

    River crossing

    Water is impassable. Hold the bridge.

  • Top-down cave-mouth battle map with boulders on a hex grid

    Cavern

    Narrow passages, choke points and ambushes.

  • Top-down battle map of the dark keep of the Rat Castle on a hex grid

    The Rat Castle

    The final assault, against everything that’s left.

Heroes are beaten, never killed. Fall in battle and you limp back to the Lumenhall with 1 health, your army routs, and the Terror Track climbs. You keep your perks and your quests; you lose your kit and your soldiers. The rats, for their part, never retreat.

Raise an army

Gold up front. Food every turn.

A fox captain on a platform beneath a Defend the Kingdom banner in a busy market square, rallying rabbit spearmen and mouse archers while a recruit is paid in gold

Spend your action in a rebuilt town, or at the Lumenhall, to hire a soldier: one unit per action, so an army is raised one recruit at a time. The gold is paid up front. The food bill arrives every turn after, and keeps arriving until the unit doesn’t.

  • Spearman

    2 gold1 food/turn

    HP 2 · ATK 1 · DEF 1. Range 2: strikes over the heads of friendly troops.

  • Archer

    3 gold1 food/turn

    HP 1 · ATK 2 · DEF 0. Range 4 with line of sight. Only 1 die once the fight turns to melee.

  • Cavalry

    5 gold2 food/turn

    HP 3 · ATK 3 · DEF 1. Charge: +1 attack after moving 3+ hexes. Can’t deploy on mountain maps.

  • Six army slots, and your hero takes one of them.
  • Leave troops behind to garrison a town as you march on: two per town, four at the Lumenhall.
  • Cavalry can only be hired at the Lumenhall or a garrison town.
  • Dismiss a unit at any time to stop feeding it.

Tales of the Gloaming

Every hero has a story

Six illustrated novellas: one for each hero, and one for the enemy. Read how they came to the Lumenhall, and what the mist took from each of them on the way.

  • The Fastest Thing Alive, cover
  • The Fox Who Stayed, cover
  • The Arrow and the Silence, cover
  • The Mouth of the Mountain, cover
  • The Mouse Who Remembered, cover
  • The King Below, cover

Planned contents

What’s in the box

The back of the Thornbound Realms box: a narrative adventure of exploration, tactical battles and heroic decisions, with the box contents and player count
The back of the box. The counts below are the latest from the rulebook.
61 hex tiles
Double-sided: terrain on the front, fog on the back
76 figures
5 heroes, 44 soldiers in four colours, and 27 rats, wolves, spiders, trolls, shamans and their king
About 150 cards
Rat events and missions, encounters, caves, quests, perks, equipment and spell scrolls
18 custom dice
Attack, defence and resource dice, all engraved
Boards
5 hero boards, battle maps for 7 terrain layouts, the Terror Track and the Rat Player board
Tokens
Gold, apples, wood, crystal, corruption, mist, siege and renown. Thirty of the components are apples

The Standard Edition uses standees for every unit; the Premium Edition swaps them for resin miniatures. Thornbound Realms is still in development, so counts may shift a little before release.

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