Bleak Pilgrimage is a miniatures skirmish game about esoteric cults battling one another to save the dwindling power of their dying gods. Fully compatible with our other CRUX games, here are some basic features:

  • Miniatures agnostic. You can use whatever fantasy miniatures you have on hand.

  • Adaptable scope. A 3’x3’ table space works well, but you can go bigger or smaller and the rules include guidelines for using grid maps instead of the standard inch-based free measurement if you prefer. (We routinely mix this up from battle to battle for our own campaigns.)

  • All the dice. Each player uses a full set of polyhedral dice (d4, d6, d8, d10, d12, d20). Most rolls will range between d4-d10, but those “swingier” dice (d12s and d20s) may come up when stacking advantage from tactics.

  • Roll-off. At the core of the game, each unit has a “CRUX die” (between d4 and d10) that is rolled with a modifier (attribute + applicable skill). This is most often compared to a roll made by another unit (attack vs defense, for example), but can also be rolled against a scenario-based difficulty (“get a 7 or higher to climb over this wall”). Advantage and disadvantage will raise or lower the type of die rolled.

  • High crunch. Intuitive once you learn it, the game is difficult to master, with multitudes of possible builds and strategies, giving plenty of texture and ensuring that there isn’t just one way to win. In Bleak Pilgrimage, each unit is a fully developed character.

  • Dynamic initiative. Units test their Alertness skill (also used against things like stealth) at the start of the battle. These results are recorded into an initiative queue (similar to common RPG combat). The queue becomes a character in its own right, mixing up the flow of player interaction and fostering adaptive strategies.

  • Active defense. Comparative rolls and tactical abilities assure that you’re invested in the action, even when it isn’t your turn to control a unit.

  • THINGS TO COME…

    There are a number of expansions for Bleak Pilgrimage on the horizon. The following are just a few!

  • New starter cults. We’re always coming up with new pre-built cults, each with their own lore and pre-made stats. You can expect to see these kinds of sets being released in the future.

  • New unit types. From lowly wretches to powerful demigods, new character types will be introduced, giving your cults a growing range of options.

  • Expanded domains. The core rules introduce 20 godly domains (perfect for a couple of d20 rolls), but we’re working on an expansion to introduce a full d100 table, with 100 unique entries.

  • Scripted campaign paths. Dedicated campaigns will usually center on special terrain or characters, giving you a series of special scenario battles to break up the endless religious warfare or frame your narrative campaign with an ultimate goal.

  • Depthy rules manual. Clocking in just over 60 pages, the rules codex features enough material to keep you and your friends busy.

  • Build options. Build your cult to your liking or embrace a completely random build (a perfect opportunity for a modeling/kitbashing challenge). Rules for divine boons based on your deity’s domains, along with a healthy selection of skills, spells, special traits, and equipment ensure a vast array of possible themes and strategies.

  • Narrative campaigns. Explore the ruins of the City of Stairs and Doors and fight over randomized objectives with special events. Grow your cult, expand your territory, and build idols to strengthen your honored deity.

  • 3d printable miniatures. Though fully miniatures-agnostic, Bleak Pilgrimage has a full range of bespoke 3d-printable miniature and terrain STLs for those who want them.