Original painting: a host of footmen and riders with plain oxblood and cream standards advancing along the bank of a slate river toward a stone bridge, a grey stone stronghold flying rival pennants on the rising ground beyond the crossing, woodsmoke drifting over the hazed valley, the low sun at right and the left of the panorama in storm shadow.

A realm divided. A crown contested.

Crowns of the March

Raise House Calder. Outmarch rival houses. Take their crowns before they take yours.

Choose your war

Two campaigns are ready today. Both hand you the banners of House Calder — where you take the war is your choice.

Authored campaign · Recommended first campaign

The March

A hand-built war against House Vane — five strongholds, one river, and Karnhold's gates to break. Made to be won in a single sitting.

Original painting: a host of footmen and riders with plain oxblood and cream standards advancing along the bank of a slate river toward a stone bridge, a grey stone stronghold flying rival pennants on the rising ground beyond the crossing, woodsmoke drifting over the hazed valley, the low sun at right and the left of the panorama in storm shadow. Framed for the March campaign's setting plate.
Setting illustration — the war begins at the crossings.

Generated campaign

A generated realm

A deterministic realm drawn from your choices and a seed you can reroll, copy, and share — fought against one to three rival houses.

Original painting: three riders seen from behind on a ridge at sunset, surveying a valley below — a winding river, a stone bridge, a walled town with its church spire, and small plain pennants of rival castles on the far hills. Framed for a generated realm's setting plate.
Setting illustration — rivals across one valley.
A generated realm on its first turn: a many-settled world with three houses' banners across it, the round-one briefing open beside the map naming You — House Calder against House Vane and House Rowan with their crests and personas, the crown chip reading one crown of two, and the End turn dock below.
Actual gameplay — a generated realm's first turn.

The rival houses

  • House Vane · The Iron Warden

    Patient, territorial, and severe; Vane answers slights slowly and remembers every border.

  • House Rowan · The Red Fox

    Restless and probing; Rowan's riders are seen on distant roads long before they are expected.

  • House Ashcombe · The Crownless

    Watchful and politically hungry; Ashcombe counts every crown and waits for its neighbours to stumble.

Generated realms field these houses in turn order — one, two, or all three.

The shape of the war

Manoeuvre, supply, and the fight for ground — captured straight from the current game.

A House Calder company mid-march on the March campaign map: selected in the forest west of the river, its standing order aimed at enemy-held Stoneford across the water, and the company panel open beside the map reading Marching to Stoneford — the march continues when you end your turn, with a Cancel march command.

Commit the March

Every march is a wager.

Order a company down a distant road and the order stands — visible on the map, cancellable all turn. End your turn and the march goes on without another word, leg by leg, to the gates you sent it against.

Greywatch, the House Calder capital, selected on the campaign map with its command panel open — domain income, defence, securing, and local reserve readings above the Recruit and Manage commands, and the stakes line beneath the name warning that if this city falls, the campaign is lost.

Hold the Roads

An army without roads is already dying.

Take towns. Guard the crossings. Cut a rival force from its roads and it drags — while your own supply holds, every castle you secure pays the war and rebuilds its muster.

The Battle of Stoneford Bridge: House Calder's companies drawn up on the west bank, the river's bridge and Stoneford's gate ahead of them, with walls and keep manned by House Vane's defenders.

Fight for Every Stronghold

The ground remembers where the war began.

Rivers become chokepoints. Walls become killing grounds. Every survivor returns to the campaign carrying the cost of victory.

The world, armies, and art of war

The War Book is the game's illustrated manual and encyclopedia — every unit and house in depth, every rule the current build runs, written to be read before your first march or between campaigns. Know your armies. Master the realm.

Original painting: footmen forming ranks on a morning muster field, a mounted sergeant in a red cloak before them, plain crimson and gold standards rising overhead, the low sun at left, and a walled town beyond the haze.
From the War Book — the muster field at first light.

The March · Recommended first campaign

Five strongholds. Two houses. One river between them.

House Calder holds Greywatch. House Vane rules from Karnhold beyond the river Mor. Break their armies, secure the crossings, and take their seat before they take yours.

House Calder

Greywatch

The river Mor

House Vane

Karnhold

Greywatch stands behind you. Karnhold waits beyond the river. Everything between them must be won.

Take command

The War Ahead

Last updated 10 October 2026

Crowns of the March is playable now—and still being forged. Here is what is on the field, what comes next, and what remains beyond the horizon.

On the field

Now · active work

  • Polish the playable solo campaign

    Sharper clarity, pacing, and feedback, so a first session ends in confidence rather than confusion.

Marching next

Next · intended, not scheduled

  • Broaden campaign variety

    More authored situations, and stronger distinctions between strategic regions and the battles fought over them.

Beyond the horizon

Exploring · questions, not promises

  • Deeper campaign storytelling

    A campaign that remembers what its houses, settlements, and veteran formations have lived through.

Won and held

Recently shipped · already in the game

  • Multi-house crown-claim wars

    Generated realms against one to three rival houses, won by holding a stable majority of crowns.

  • Marches committed at End turn

    Standing orders stay visible and cancellable, then continue the moment you end the turn.

  • The branded campaign entry

    A first-run landing that explains the game and recommends where to begin.

  • Deterministic random worlds

    Generated campaigns rebuilt exactly from a seed you can reroll, copy, and share.

  • Contested control and tactical battles

    Armies live and die by their roads, and field battles decide the campaign's fights.