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.


A realm divided. A crown contested.


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

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


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

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.

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 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 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.

The March · Recommended first campaign
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 commandLast 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.
Now · active work
Polish the playable solo campaign
Sharper clarity, pacing, and feedback, so a first session ends in confidence rather than confusion.
Next · intended, not scheduled
Broaden campaign variety
More authored situations, and stronger distinctions between strategic regions and the battles fought over them.
Exploring · questions, not promises
Deeper campaign storytelling
A campaign that remembers what its houses, settlements, and veteran formations have lived through.
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.