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Print & Play

Print & Play

Print & Play

Welcome, brave adventurers, to Grimpath! A world teeming with heroes, villains and the relentless echoes of unyielding warfare! 


Yet, amidst the peril, you’ll find a diverse array of characters, creatures, and citizens, ready to offer their aid while you forge your path through this extraordinary land.


At the heart of Grimpath lies a power struggle among five spheres of influence: each seeking dominance over the realm. 


It is within these spheres of influence that you’ll find allies who align with your unique playstyle. Choose wisely, as the companions you select will shape your journey and ultimately determine your success on the battlefield!


This rulebook contains everything you need to begin your adventure with the Print & Play Demo of Grimpath: The Feral Battalion vs the Nightcrawlers Web.


Prepare to embark on an epic journey filled with thrilling challenges, powerful magic, and unforgettable encounters. 


The fate of Grimpath lies in your hands!

The Grimpath Print & Play Demo is a convenient and accessible way to experience the game. All you need to start playing is to print out and assemble the game elements and you're ready to go! To do that first you’ll need a few things:


Computer & Printer


Tape (or glue)

2x D10 fantasy dice (or pencil & notepad)

Recommended, but optional:

60 Standard Trading Card Sleeves 

60 Trading Cards (to use as support in your card sleeves)


After you’ve gathered the necessary materials, download the proxy minis, cards, and battlefield from the links below:

Now it’s time to get crafty! There’s three things to build before you can start playing, the cards & decks, the mini’s that make up your warband, and a battlefield to battle on.

Deck Assembly 


If everything prints correctly each card should be 2.5x3.5 inches (63.5×88.9mm) and fit nicely inside your favorite standard trading card sleeves.


Warband Assembly 


After assembling your decks, it’s time to build your warband! We recommend assembling them with a little bit of tape or glue. Cut along the dotted outer lines, and fold along solid inner ones to create a pyramid.


Battlefield Assembly 


The final component to assemble is the Battlefield. Cut out each of the 4 corners of the battlefield and use some tape to attach them to create a 10x10 unit grid.


After completing the print and play setup you should have everything you need to play, but if you’d like to use your own custom fantasy miniatures, you'll want to make sure you have everything listed below.

Print & Play Components

2x 30 card decks

2x d10 dice counters (or a notepad to keep track of each players power)

One 10x10 unit battleground

16x unique proxy minis & 7 alternates

Proxy Minis Fury

3x Pack Goblins
1x Rocket Rider
1x Demolitions Expert
2x Dropgoblin

2x Summoned Giant
1x Skullcrusher

1x Warlord Mercenary
1x Knicknacker
1x Red Barrel

Proxy Minis Shadow

2x Slickterror
2x Venomdancer
1x Severed Servant
1x Shadowed Ass
2x Servant of Shadow
2x Golem

Proxy Minis Terrain

4x Cube
4x Block
2x Mountain
1x Altar of S

Grimpath is a trading card & fantasy wargame where two or more players assume the roles of powerful warlords, leading warbands into strategic battles for supremacy.

Each player positions themselves at opposite ends of a 10x10 unit battlefield and brings a deck of 30-40 cards, a D10 dice counter, and some fantasy miniatures to represent their warbands. Each player's territory spans half of their side of the battlefield.

Players determine initiative by having a roll-off and then shape the battlefield by strategically positioning terrain and accessories on their territory, filling any number of spaces as they rolled initiative. ​

After setting the stage for the epic confrontation to come, players set their dice counters to 10, draw 7 cards, and wait for the attacker to signal the start of the game. ​

During a match players take turns drawing cards and putting them into play, moving their minis around the battlefield and attacking each other, until they have beaten their opponent into submission.


In Grimpath the point of the game is to use the cards and fantasy miniatures you bring to the battlefield to attack each other - until only one warlord (player) is left standing!

Winning the game

In a standard match of Grimpath each player starts the game with 10 Power.

When you reduce your opponents power to 0 you take control of the battlefield and Win the Game!

Tactics: How to put pressure on your opponent

On the battlefield your objective is to outmaneuver and attack an enemy players minis, forcing them to spend valuable power reinforcing them.

You may also strategically advance onto enemy territory, gradually chipping away at your opponents resources from behind enemy lines by ransacking their territory.

Demo Strategies

Grimpath is the ultimate test of wits or might! To get you started here’s some good ideas to think about while playing a match of the Grimpath Demo.

The Feral Battalion

The Feral Battalion are a gang of roaming goblins, orcs, and barbarians. They don't value their own safety and like to head into combat face first!

Goblins rely on each other to deal damage but that can also be their weakness, a strong early offense is their favorite tactic.

When things start to get scary, pull out the big guns like Orctillary to deal damage from long range to continue the fight, but from a safe distance!

The Nightcrawlers Web

The ruins of a once powerful empire are now covered in the Nightcrawler’s web creating a hive of spiderlings and necromancer priests looking to sever their ties with the living realm.

This deck is all about sacrificing your minis and preparing powerful traps for your enemy. Lay in wait in the safety of your territory for foolhardy adventurers to enter your domain, then strike!

By employing defensive tactics you'll skillfully weave the trap, patiently awaiting the perfect moment to ensnare and consume your unsuspecting prey.

How you win the game is ultimately up to you and your strategy may need to change based on the cards you draw or your opponents behavior, so always keep your wits about you! 


You are a powerful warlord! You've forged a mighty warband with a deck of cards, imbued with minis, munitions and magical powers.


Your warband is your army that you command during play. It’s usually a gang of around 10 unique monsters or heroes that all share a common goal: to serve you on the battlefield!


Power is the lifeblood of your ability to command your army. Each player begins the match with 10 and you’ll spend or lose it reinforcing your minis, or by having an enemy mini occupy & ransack your territory.


Influence allows you to control your warband. It comes in the form of cards you put in your deck and every turn you may increase your influence by 1, gradually increasing your strength as a match rages on!

Action Costs

To recruit a mini, perform an action, or take a step you must pay an action cost. Action costs on cards appear as a value that indicates how much influence must be spent for you to put it into play.

Cards & decks

Each player has a deck of 30-40 cards carefully constructed before a match. It’s full of approximately 10-13 mini’s, and other cards like magic items, spells & feats that offer fun ways to influence play.

Mini cards

Mini cards (minis) form the backbone of your warband. Each mini card corresponds to a fantasy miniature that represents it on the battlefield.

Fantasy Miniatures

Fantasy miniatures are fun small figurines that you can use to represent your minis on the battlefield. Grimpath allows you to use any type of fantasy miniature you like to bring your own flare to a game.

Offense & Defense

A Mini card has an offense and defense value that determines its ability to deal and withstand damage during combat.

Readying & Exhausting Cards

Readied cards can be exhausted to provide you with influence or a variety of other abilities. Ready cards appear vertically in your play area in front of you. To exhaust one, turn it 90 degrees onto its side.

Note: At the start of your turn players each ready their cards, unless otherwise stated.

Battlefield & Territory

In Grimpath the area your minis fight on is called the battlefield, and your territory is the area that makes up your half of the battlefield.

Goal of the Game

The goal of the game is to reduce your enemies power to 0. You can accomplish this a few different ways!

1. By attacking their minis directly forcing them to spend power reinforcing them.

2. You may occupy and ransack enemy territory, damaging their troops morale.

3. And cards in your deck may offer other fun and unique goals for you to accomplish during a match allowing you to win the game in various ways.


As a warlord you have the power to reinforce your minis when they are killed, keeping them on their feet and on the battlefield.

When a mini is killed it is moved to your discard pile, unless that mini’s warlord spends power equal to the killed minis innate influence, if they do they keep that mini in play instead of moving it to the discard pile.

Occupying Enemy territory

Whenever you have a mini on enemy territory that does not have an enemy mini next to it, your mini is considered to be Occupying that player's territory.

Ransacking Enemy Territory

At the start of your turn, ready a mini that is occupying enemy territory, if you do that mini begins ransacking the enemy territory! Reduce a player's power by 1 for each mini that ransacks their territory at the start of another player's turn.


A keyword is a specific term or ability that has a predefined set of rules associated with it. These keywords are used to simplify the card text and make it easier to understand and play the game.

Starting a match


To start a match follow these steps, in order:

1. Place the battlefield between 2 or more players.

2. Each player sets their deck to the side of the battlefield.

3. Roll for initiative with your D10 dice counters.

4. Shape the battlefield by placing terrain on your territory up to your initiative roll

5. When both players are ready, the player with initiative signals the start of the game.

6. Both players draw 7 cards and the game begins!

7. See Turns & Phases to follow the turn order.

Note: During the first turn the player that goes first does not draw a card.

Turns & Phases

In Grimpath, each player's turn consists of a series of well-defined phases, which are carried out in a specific order. It is essential to understand these phases to play the game effectively. The turn structure in Grimpath is as follows:

1.      Beginning Phase

a. Ready Step: Ready all of your exhausted cards (e.g., Influence, minis, magic items, etc.).

b. Refresh Step: Perform any necessary upkeep actions or triggers.

c. Draw Step: Draw one card from your deck.

2.     First Action Phase:

During this phase, you may play one Influence card from your hand (if you have one), perform actions, move minis around the battlefield, and activate abilities and magic items.

3.     Combat Phase:

a. Attack Declaration Step: Declare that you are entering combat by clearly indicating which mini is being attacked, which minis are doing the attacking, and how much their total offensive value of the attack is.

b. Defenders Reaction Step: Defending minis controller responds by choosing to reinforce their mini or perform actions, if the mini survives this round of combat it deals damage to the attacker.

c. Attackers Reaction Step:  The attacker is given the opportunity to perform any additional actions,  or reinforce their mini if the responding player's response damage exceeds their blockers defense.

e. End of Combat Step: Perform any end-of-combat actions or triggers and remove all “until the end of combat” and “this round” effects and damage from minis.

4.     Second Action Phase:

Similar to the First Action Phase, you may play one Influence from your hand (if you haven't played one this turn), cast spells, move minis and activate abilities.

5.     Ending Phase:

a. End Step: Perform any end-of-turn actions or triggers.

b. Cleanup Step: Discard cards from your hand if you have more than your maximum hand size (usually seven cards). Simultaneously, remove all "until end of turn" and "this turn" effects and damage from minis.

After the Ending Phase, the turn passes to the next player in turn order, and they proceed through the same sequence of phases. The game continues until a player wins, either by reducing their opponents' power totals to zero, or fulfilling an alternative win condition provided by a card in play.


In Grimpath, you'll command fantasy miniatures on a battlefield. Your influence determines their movements, guiding them into combat or steering them away from it.

A "Step" defines a unit or space on the battlefield in which a miniature can move. Think of the battlefield as a grid of these units. For instance, a battlefield consists of a 10x10 grid, each unit being a "Step."

The flexibility of Grimpath allows your miniatures to take as many steps as you permit during a turn. The movement of a mini can vary, here are a few examples:

Influence points

A mini can always take 1 step for every influence you spend on movement. You may exhaust any cards that provide influence during your action phases to move a mini in any direction.

Influence Cards

Influence often offers you abilities to move your minis. They provide fun and exciting ways to move your minis.

Mini Abilities

Sometimes mini’s have abilities that they can use during a match to help other minis move, either by throwing a smaller one, or using magical spells to aid an ally

Straight Line

Moving in a straight line on a grid of squares can be described as maintaining a fixed step pattern, such as moving three squares in one direction and then one square in a perpendicular direction, or moving two squares in one direction and two squares in another, repeated consistently.


Grimpath simplifies combat so you can focus on tactics & cardplay, as well as combat to win the day. 

Once per turn a warband is able to attack a single target. After combat the attacking player finishes their turn.

Combat: how to

The attacking players turn in Grimpath consists of 3 major phases

First Action Phase

The attacking player will position their warband in range of a target to maximize the attack's damage.

Combat Phase

The attacking player declares which mini(s) attack which enemy mini, and with how much damage!

Combat is resolved, killed minis are removed from play.

Second Action Phase

After combat is resolved the attacking player is able to move their warband or perform any other actions before ending the turn.

Move, attack, prepare, those are the tactics a warlord should master if they want to rule the battlefield!

Damage: Attacker

Add up the total offense of every mini you are attacking with to determine how much damage you are “dealing” to that target.

If the damage exceeds that mini’s defense, it will be killed unless its warlord Reinforces it.

Damage: Defender

A mini that is not reinforced is killed and deals no damage in response to its attacker(s). Move it directly to your discard pile and remove the mini from play.

If reinforced the defending mini will hit the defending players mini with damage equal to its offense. The attacking player gets to determine which of their active minis takes the incoming damage.

If a player attacks with more than one mini that deals damage in response, the attacking player gets to determine which of the attacking minis takes it, this allows them to attack with a Tank (high defense) mini and a DPS (high offense) one.

Note: Experiment with how you attack, and position your minis afterwards to maximize your strategies!


To reinforce a mini simply reduce the amount of power from your total power, equal to the innate influence of that mini.

Killing a Mini

If a mini is not reinforced after being dealt damage equal to its defense it is killed. Remove from the battlefield and move its card into your discard pile.


A unique difference between Grimpath and other TCGs is that you do not exhaust your minis to perform attacks! This allows you to be able to defend after making an attack and adds a tactical edge to combat.

Your tactics, your positioning, and your influence determines if a mini is able to engage in combat on your turn.

It also means that mini’s are always able to respond in battle if their warlord can afford to reinforce them!

So be mindful when facing off with a mini capable of killing yours, if the enemy warlord can keep it in play, you might not be able to say the same for yours!


In Grimpath, all attacks are by default Melee. Only miniatures with the "Ranged" keyword have the capacity to attack from a distance.

For a standard melee attack, your miniature needs to be directly adjacent to an enemy. However, if your miniature is endowed with the "Ranged" ability, it can target enemies within its line of sight, regardless of adjacency.

Note: On the battlefield Minis can see anything that doesn't have Cover (even if there’s a wall between you!) so when a ranged mini is in play watchout for things falling from the sky! 

Print & Play

Print & Play

Print & Play

Note: if you have your own battleground, or minis, feel free to use them instead and skip to the Components section after assembling the decks.

Print & Play Assembly

Print & Play Assembly

Print & Play Assembly


Note If you print your cards on standard paper they can be a little flimsy! You can slide a card from any TCG behind your printed Grimpath card to give it some heft!


Print & Play Assembly

Print & Play Assembly

Print & Play Assembly

Game Overview

Game Overview

Game Overview

Winning the game

Winning the game

Winning the game




Key concepts & strategies

Key concepts & strategies

Key concepts & strategies

Combat Phase breakdown


Note: During Action performance steps players may exhaust minis & influence to perform actions.

Attack Declaration

1. Declare attackers step

2. Declare target step

3. Action performance step

Defenders Reaction

1. Action performance step

2. If damage exceeds mini defense, choose to Reinforce or let the mini die

a.  If reinforced (or survived attack)

i.    Reduce defending players power equal to the minis innate influence

ii.   Action performance step

iii.  Declare response damage dealt to attacking player

b. If killed

i.    Declare that the mini will take the damage

ii.   Action performance step

Attackers Reaction

1. Declare a blocker (one of the attacking minis that will take incoming response damage)

2.  Action performance step

3.  If response damage exceeds an attacking mini defense, choose to Reinforce or let iti die

a.  If reinforced

i.    Reduce attacking players power equal to minis innate influence

b.  If killed

i.    Action performance step

ii.   Remove miniature(s) from battlefield

iii.  Move mini card(s) to discard pile

End of Combat

Perform any end-of-combat actions or triggers and remove all “until the end of combat” and “this round” effects and damage from minis.


Trading Cards & Types


Grimpath is a TCG (Trading Card Game) as much as it is a Fantasy Wargame. TCGs have distinct card types. Minis, Actions, Magic Items, and Influence are examples of different card types, and each has their own border themes and artwork to help you easily identify them.

In Grimpath cards can be one of two super types:

Permanent Cards

These cards stay in play and represent ongoing resources, re-usable abilities, or your warband. Mini’s, Influence, Relics and Auras are all examples of Permanent cards.


Typically these do not remain on the battlefield after resolving. They provide instant benefits or actions and are then placed in your discard pile. Spells & Feats, are the most common types of non-permanent in Grimpath.

Along with super types there are 4 card types that you’ll use to build out your decks and warbands with:


Influence allows you to control your warband. Spend it each turn recruiting minis from your hand, performing actions, moving minis around the battlefield, and influencing play in a variety of other ways. A deck of cards will have anywhere for 10-13 influence cards in it.

Gaining Influence

At the start of each turn players will put 1 influence card from their hand into play, increasing the size of and a players ability to control their warbands.

Spheres of Influence

There are Five Spheres of Influence and the type of influence your cards provide you with is often a key element in a mini cards Recruitment cost, or a spell or feat’s action cost.

Note: When customizing your decks consider what type of influence you have vs what type of actions, relics, and minis you bring to battle!


A player is only able to have 1 quest in play with the same name at any given time. If you put an Quest card into play while you have one with the same name in play already, move them both to your discard pile instead.


The bread and butter of any warband! You’ll want to bring 10-13 minis with you in your warband to ensure your victory on the battlefield!

Innate influence

Mini’s come with an innate influence that can be spent to help you pay action or recruitment costs for cards in your hand. To use a mini’s innate influence exhaust that mini. You may spend that influence however you wish.

Note: Generating influence this way takes a mini’s full attention that turn, and it is unable to perform an action (unless that action is a bonus action) the same turn you use it to generate influence.

Offense & Defense

Minis each have an offense and a defense that they use during combat. A mini may become exhausted to deal as much damage to a target it is in rage of. If a mini takes damage equal to or greater than their Defense, then they are killed and move to the discard pile if they are not reinforced by its controller.

Recruitment cost: Spend as much influence as is required to recruit a mini by exhausting influence cards or other minis that have the required type of innate influence.


These cards represent physical objects that can be summoned onto the battlefield. They provide passive effects, re-usable abilities, or can be used while attacking.

Relics are usually held by minis in their inventory. To put a relic into a mini cards inventory simply pay the relic’s summoning cost and place it in play on top of or behind your mini card.


When a mini holds a weapon and performs an attack, you may choose a weapon card to attack with adding the effects of that card to your attack.

A weapon usually has an effect that provides value during an attack and often will have the phrase “until the end of combat” in its text. This means that after combat is resolved the effects of the weapon are no longer taken into account and your mini returns to the state it was in before attacking with that weapon.

Mini’s can hold any number of relics, but may only attack with one weapon unless otherwise stated.

Keyword: Battleground

Sometimes a relic card will have a keyword on it called battleground. If it does, that relic may not be held in a minis inventory, instead you will drop it on your territory only (unless otherwise stated). The number of spaces a relic that has battleground takes up is equal to the number next to the keyword. If there is no number you may assume it takes up 1 space.

Dropping a Relic

The phrase “drop a relic” means to put it onto the battlefield. When a mini is killed it drops all relics it had equipped onto the space where it stood, set the card to the side of your play area, exhausted.

Picking up a Dropped Relic

Only allies of mini that dropped a relic may pick it up. To do so simply move an ally (a mini you control) onto the space with the dropped relic and then you may put it into that minis inventory.


Action cards represent powerful, one-time magical effects mini can perform. Sorceries often have impactful abilities that can change the course of the game, like destroying creatures, drawing cards, or manipulating the battlefield. 

Performing Actions

A mini you control may perform as many actions during any action phase of your turn, or during a response phase, but it must be readied to do so.

Action Types

There are a few different types of actions, each representing a different fantasy themed abilities.


The phrase “drop a relic” means to put it onto the battlefield. When a mini is killed it drops all relics it had equipped onto the space where it stood, set the card to the side of your play area, exhausted.


Only allies of mini that dropped a relic may pick it up. To do so simply move an ally (a mini you control) onto the space with the dropped relic and then you may put it into that minis inventory.

Bonus Actions

Bonus actions are actions that a mini can perform while exhausted.

Terrain & Tactics

To truly become a master warlord you must become proficient at combat tactics. The terrain in Grimpath will offer you many challenges to overcome, but also provide you powerful ways to take advantage of your positioning to deal extra damage, if you choose!

Shaping the Battlefield

When players start a match they roll for initiative, after determining who goes first the players then get to shape their territory on the battlefield by placing fantasy terrain onto as many units as they scored on their initiative roll.


Terrain comes in the form of rocks, structures, and other objects your minis can stand on. Sometimes you may have a card that summons terrain into play, but most of the time you’ll be placing it on your territory during the shaping of the battlefield phase.


Grimpath allows players to use any scale, but suggests that you keep all your minis and terrain to be approximately the same size. The standard Grimpath unit of measurement is called 28mm Heroic.

Conditional Keywords

Some keywords that you’ll encounter during a match require conditions to be met on the battlefield (usually a card will tell you what those are) but learning them will help you become a master tactician!


Highground is a Conditional Keyword. When your mini is standing on terrain it has Highground. Often a card may call out highground, for example the Dropgoblin in the Feral Battalion deck can enter play anywhere there is Highground.

Terrain & Miniature Height

A step in Grimpath takes up 1 unit on the battlefield, and Highground it takes up that much space vertically as well. A standard 28mm Heroic miniature takes up 1 unit (step) on the battlefield, but is 2 units high.

To measure highground look at how tall it is next to a standard miniature, if it is not as tall as a miniature, it is 1 unit, if it is taller, it is 2! You can use this process to easily determine how many steps high various height terrains are on a battlefield.


Another conditional keyword that you’ll want to use to your advantage is Cover. Mini’s have Cover whenever they are next to Highground that is 2 or more units high.

Cover also offers a powerful advantage on the battlefield: Blocking line of sight. Allowing any mini to use cover to avoid taking damage from minis that could normally target them from afar. To learn more about this see the Edge Based Line of Sight section below.

Edge based line of sight

Line of sight in a wargame is an important tactical feature that helps you determine if a mini you control can or cannot target a mini on the battlefield that it is not next to.

To simplify the process of line of sight Grimpath uses a system it calls Edge Based Line of Sight.

With Edge based line of sight your minis are able to see minis anywhere on the battlefield with only one condition: If your desired target has Cover that edge travels between it and your active mini.

In the first image the ranger is able to shoot an arrow over the mountain and hit its desired target. However in the image below that one the target is not visible to the ranger: It has Cover as it’s now next to the mountain, and the edge runs between the two active minis.

With edge based line of sight you can at a glance determine if the minis in play have line of sight, allowing you to focus on positioning without requiring the use of tools like laser pointers or rulers.

Note: The rules in this book describe how to play the standard format of Grimpath, if you'd like to play the extended version and use your own system for cover, taking advantage of laser pointers and rulers, that’s ok! One step always equals one unit, in whatever system you chose to use! 

Determining an edgeline

When a mini has Cover the easiest way to determine an edgeline is to just follow along the gridlines across the board. If you need to cross that line to draw an imaginary one between your desired target and your mini, then your mini cannot see that target.

If both mini’s are next to the edgline that the hiding mini is getting cover from, the attacking mini will be able to see it and target it, see the below image as an example:

The ranger is able to shoot down the edgeline and target the skeleton mini as if it didn't have cover.

This line of sight rule is absolute (unless a card's text otherwise contradicts it).

Even highground does not break this rule, see the image below as an example:

In the above image the warrior is hidden from the ranger by bracing himself against the upturned wagon.

Using cover you can protect yourself from ranged attacks, so it’s important when you shape the battlefield to know your warbands strengths and weaknesses, do they want cover? Or do they want a clear view on the horizon to target mini’s from afar.

You’ll figure out your preferred playstyle as you progress as a tactician and warlord in Grimpath!

Demo Tips & Tricks: A new players Guide

Setting foot onto a battlefield for the first time can be intimidating, here’s some tips to get you started.

1. Objective 

The goal of Grimpath is to reduce your opponent's power to zero. Aim to exploit every opportunity to achieve this

2. Strategies

Strategies can vary widely based on the warband you lead, or what you see your opponents do.

a. Deck Playstyle

Look through your warband to get a feel for what type of combat it prefers. Try to figure out what cards you'll want to use at the start of your match vs the end.

b. Match Strategy

Split up the match into early, and late game strategies. Weaker disposable cards whittle down your opponents power, heavier end game cards will finish them off.

c. Defensive Strategy

Accumulate resources for a powerful combo. Use your miniatures to form a strong defensive line that can deter opponent's attacks.

d. Offensive Strategy

Depending on your warband's strength, you might also adopt an aggressive approach. Move onto their territory early, and control the battlefield by taking out their minis as quickly as you can.

Remember, your strategy should align with your warband's unique strengths and capabilities. Understanding your warband's abilities is key to formulating an effective strategy.

3. Deck-Specific Strategies

The demo comes with some starter strategies to get you started!

a. Fury Battalion Deck

Aim to control the opponent's territory by eliminating their forces early in the game. Initiate offensive actions, penetrate enemy lines, and cause disruption. Keep wizards under constant threat with your attacks.

b. Shadow Deck

Focus on building a strong army using necromancers and priests. Use zombies and other creatures to distract the opponent while building a force on your territory. Try to outlast your opponent by relying on your undead allies.

4. Game Progression

As the game begins, players are faced with numerous strategic choices. Familiarity with your warband improves decision-making. Strategies will evolve based on reactions to opponent's moves.

Remember, victory in Grimpath lies in strategic decision-making and effective command of your warband.


Best of luck, whether you're a noble hero or a scheming dark lord. May victory find you on the battlefield!

The adventure Continues…

You adventurers have come quite a ways to make it this far! Well we have quite a far way left to go! But now it’s time for you to start on your quest and to set out on your journey into Grimpath.

As gamma playtesters you will be helping us shape not just your battlefield, but also the game! We’re going to rely on your feedback during the playtesting sessions you hold at home, so we cant wait to hear what you think!

We’re going to try to host some events as we progress through this process together to help us forge the game together, and occasionally send out some google forms with Questions and requests we’d like you to stress test.

This rulebook will be evolving frequently based on your help, and your feedback. For now please discuss the rules, the game, and your experiences so far freely in the #playtesting Channel in our discord server!

Soon we’ll be adding more to the rulebook, rewording and rearranging sections based on your feedback to help us offer the most accessible start to the game we can, so make sure to join the community in discord to find out more.

Thank you for playing, good luck young warlords, may your quest to raid the nightcrawlers web end in victory, and let your spiderfang traps consume all your enemies! 


  Grimpath™ 2023 

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