Karsolyd is a 28mm dark fantasy wargame set in the titular world of Karsolyd. Players take the role of one of the many mercenary captains, spellcasters or warring knights which wage battles across the world, hiring men and monster alike into their forces.


This game is played with six-sided dice which is abbreviated to d6. If there is a case where more than one die needs to be rolled it is abbreviated to Xd6 where X is the number of dice that need to be rolled.

For example if you need to roll two six-sided dice then it is abbreviated to 2d6.

The game also occasionally uses three-sided dice (a mathematical impossibility.) In cases where a d3 needs to be rolled, roll a d6 and divide the result by 2, rounding up. If you are unsure consult the table below.

d6 Result

d3 Result

1, 2 1
3, 4 2
5, 6 3


The many men and monsters of Karsoyld are represented on the battlefield as miniatures. Each model is mounted on a round base which varies in size from 30mm to 50mm. In a models profile it specifically mentions on what size of base a model should be mounted on.

Whilst it is not necessary, it is good practice to mark a models base to denote its front arc. A model's front arc is denoted using its shoulder orientation. Karsoyld involves rules where it becomes advantageous to attack a model from behind.


Each model in the game has a profile of statistics which denotes how good it is at various aspects of war.


A model's cost is used to represent how much a model must be paid for it to march to war, whether it is gold, food or glory on the battlefield is up to your imagination. Typically the more powerful a model is then the more it costs. This statistic is further expanded upon in the Before the Game Begins section.

Hit Points (HP)

Hit points or HP represents how much damage a model must take before it is no longer able to fight. Most human-sized models only have 1 HP.

Movement (M)

Movement refers to how far a model can move across the battlefield in a single turn, this statistic interacts with terrain and the various forms of movement present in the game.

Melee (Me)

Melee represents a model's skill with melee weapons whether they be swords, claws or more exotic melee weaponry.

Shooting (Sh)

Shooting represents a model's accuracy with ranged weapons like bows and gunpowder weapons.

Agility (Ag)

Agility determines how dexterous and difficult a model is to hit, typically the larger models, such as monsters are easier to hit than smaller models, like infantry.

Armour (Ar)

Armour is used to show how well defended and as a result how difficult it is to damage the model. Models in heavy plate mail or large monsters typically have high Armour statistics.

Morale (Mo)

Morale is a critical stat in Karsolyd, it represents a model's willingness to fight and is actually more of a threshold than a traditional statistic, it is mainly used in the Rally phase which is detailed later.

Magic (Ma)

Only some models in Karsolyd are capable of casting magic and as a result this statistic does not appear on many model profiles.

Before the Game Begins

Before the game begins the two players should discuss what size of game they will be playing which is determined using a points limit. Small games normally only involve a number of soldiers and perhaps a monster or two whilst larger games might involve large regiments of infantry supported by cavalry, monsters and spellcasters. To represent this smaller games have smaller points limits than larger games.

Once a points limit has been agreed upon the two players must create an Army List which represents all of your forces on the battlefield.

All army lists, regardless of size involve at least one Leader model and a number of Infantry models. A Leader is a model who represents a someone on the ground issuing orders to the army, they can be a famous hero or any old mercenary captain. Infantry such as Foot Soldiers are the backbone of most armies and as a result it is mandatory to select a number of Infantry models to any army list.

Consult the table below to determine which size of game you should play based on the time you have and the amount of models required to play such a game.

Points Limit Estimated Time Number of Leaders Number of Infantry
x a x a
y b y b
z c z c


Before a game can begin both player's armies must be set up. In order to set up a game of Karsolyd follow the following steps.

  1. Determine who will have the first turn. - This is typically done by each player rolling a d6, with the player who got the higher result going first. Alternative methods include Rock-Paper-Scissors or Flipping a Coin.
  2. Decide which scenario you are playing. - Karsolyd has a number of scenarios to play in order to mix up gameplay.
  3. Deploy armies. - The player who is going first can place his models anywhere within a "deployment zone" depending on the area on which the game is played and the scenario being played.
  4. Perform any actions that occur before the game begins. - Some models have special abilities which occur before the game begins.

Rounds & Turns

A game of Karsoyld is split into several "Rounds" during each round every player gets a "Turn" which is split into two "Phases" the Rally Phase and the Order Phase.

Rally Phase

The Rally Phase is when your army attempts to compose itself to continue fighting.

Morale Checks

At the beginning of your Rally phase, each model in your army makes a Morale check. In order to perform a Morale check you roll a d6 and add any modifiers imposed from the abilities of both enemy and allied models.

If the result is less than the Morale statistic of the model making the Morale check then the model pass its Morale check and can continue fighting as normal. If the result of the Morale check was greater than the Morale statistic of the model making the Morale check then the model must use its action in the Order phase to run towards the nearest friendly model.

Other Effects

Some other actions and effects resolve themselves in the rally phase.

Order Phase

In the Order phase you select a model and perform Movement and then an Action (normally attacking with weapons). Models must perform their Movement before they perform their action.


Movement is where a model moves a number of inches based on its Movement statistic, there are various movement types.

Types of Movement

  • Advancing - The mode can move up to a number of inches based on its Movement statistic. The model does not need to move in a straight line and can change its facing at any time during this movement.
  • Aiming - Some models would rather take a moment to line up shots with their ranged weapons rather than moving. The model does not move and instead gains a +1 bonus to Shooting attack rolls.
  • Charging - Models with melee weapons often rush headlong into battle using the momentum of thier charge to increase the potency of their weapons. A charging model gains +3 to its Movement statistic but must move in a straight line, In addition to this if the model moved at least 3 inches it gains a +1 modifier to Strength statistic(s) of its Melee weapon(s).
  • Running - A model which runs can move up to double its Movement statistic, however it must move in a straight line and cannot perform an action this turn.


Terrain on the battlefield represents, forests, hills and barricades, If a model wishes to move through an area of terrain then it can only move 1 inch per 2 of its Movement statistic.


When a model makes an attack they must decide if they will make a melee attack this turn or a shooting attack. A model which is engaged (within the range of an enemy model's melee weapon) cannot make a shooting attack. A model that makes a melee attack can use all of its melee weapons and a model that makes a shooting attack can use all of its shooting weapons.

Declaring Targets

Models can declare an attack against any model in its line of sight and within the range of the weapons it is using to attack.


When hitting a target you roll a d6 and add either the model's Melee statistic (if the model is making a melee attack) or the model's Shooting statistic (if the model is making a shooting attack). If this result is equal to or greater than the Agility statistic of the target then the model suffers a hit.


Once a model is hit there is the possibility that it will suffer damage. To damage a target you roll a d6 and add the strength of the model's weapon. If this result is greater than or equal to the model's Armour statistic then the target suffers 1 point of damage. If the target no longer has any Hit Points then the model is removed from the table.

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