KICKSTARTER COMING SOON

> THE IRON PIT: SIEGE

A cooperative castle defense board game based on the novel The Iron Pit: The Wall. Quest in the arena. Upgrade your castle. Hold the wall when the Hunger's forces come.

1-4 players co-op (up to 8 in Full Ensemble) · 90-120 minutes · Ages 14+ · Medium complexity

QUEST → UPGRADE → DEFEND
9 PLAYABLE HEROES
376 CARDS
SOLO-FRIENDLY
4V4 PVP WITH TWO COPIES

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> THE ARENA WAS NEVER JUST AN ARENA

The Iron Pit is a prison, and the blood spilled on its sands feeds the seals holding something ancient below. The games are the lock. Every drop spilled on the sand keeps it turning.

You play the gladiators of the novel, broken people who chose each other over blood, defending the castle they bought with pooled arena winnings. Between raids by the Hunger's twisted forces, venture out to the arena and the surrounding regions for gold, loot, and resources. Then get back behind the wall before the horns sound.

Because the seals are failing. And the Hunger knows all your names.

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> QUEST. UPGRADE. DEFEND. REPEAT.

1. QUEST

Heroes quest simultaneously across four canon regions: no quarterbacking, everyone plays at once. Pay HP to reroll with Grit: blood buys second chances.

2. UPGRADE

Spend resources together on 8 castle buildings (walls, barracks, ballista, healing shrine) and forge gear up to Level 5 at the shops.

3. DEFEND

Raids hit the wall on a tactical grid. Enemies arrive in two waves. You can hear the second rank out there. You just can't reach them yet.

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> NINE HEROES. ONE FOUND FAMILY.

The eight gladiators of The Wall, plus Juro, the blade from The Tenth Son. Heroes level 1-5, unlock Ultimates, and grant Garrison bonuses even when they sit a raid out. The whole family is in every game.

Stone

The Juggernaut · Tank

"Behind me."

A seven-foot armored mystery. Absorbs damage, protects allies, and has never shown his face.

Sister Mira

The War Priest · Support

"Get up. You're not done yet."

A battlefield medic sold into the arena. Every swing of her mace buys time for a heal.

Cael

The Berserker · Melee DPS

"COME ON THEN!"

Rage-fueled Bleed-into-Execute combos. When the rage flows, he doesn’t feel pain or fear.

Vex

The Cryomancer · Control

"Fascinating."

The strategist. Slows the battlefield, then shatters it. The ice doesn’t judge. Neither does she.

Ember

The Pyromancer · Ranged DPS

"Fire answers. Fire always answers."

Spreading burn damage from a mage who learned the hard way what fire costs.

Silas

The Huntsman · Ranged DPS

"People talk too much."

Precision shots alongside Scraps, his wolf. Some say the wolf is the brains. He’s never corrected them.

Marcus Vorn

The Gladiator · Off-Tank

"ARE YOU NOT ENTERTAINED?!"

Third-generation arena royalty. Carries a book with 847 names: one for every kill. He remembers all of them.

Lord Aldric Nobel III

The Nobel · Summoner

"Why would I dirty my own hands when I have people for that?"

Commands retainers and Jenkins, his butler. Starting to care whether they live. This is a problem.

Juro

The Wanderer · Mobile DPS

"I've been losing this fight longer than any of you have been alive. I got better at it."

The blade from The Tenth Son. An iaijutsu executioner two thousand years old. He cannot be corrupted.

Plus companions: Scraps the wolf and Jenkins the butler.

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THE HUNGER WHISPERS

At any moment, any hero can listen to the whispers: +2 dice on a roll or +2 damage on an attack, and one Corruption token. Each hero hears exactly what they want most. Stone is offered his name back. Mira is told her god abandoned her. Ember is offered forgetting.

Stack too much Corruption and the Hunger starts moving your hands. The novel's central bargain (we need the power now, we pay for it later) is the game's sharpest decision.

> FIVE WAYS TO PLAY

CAMPAIGN

Survive 10 raids across 3-5 sessions and reseal the Hunger Below. Follows the novel’s arc with persistent heroes, castle upgrades, and story progression.

SKIRMISH

Survive 5 raids in a single ~90-minute session. Perfect for learning the game or quick play.

ENDLESS

Unlocked after Campaign. No raid limit. See how long your wall holds.

FULL ENSEMBLE (5-8 PLAYERS)

All eight heroes at once on a joined double-width battlefield with four gates. All eight heroes. One found family. One very long wall.

SIEGE WARS PVP (UP TO 4V4)

Join two copies together and split the found family down the middle. Quest for resources, recruit raiders, duel in the arena, and assault each other’s castles. One copy: cooperative survival. Two copies: total war.

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> WHAT'S IN THE BOX

STANDARD EDITION

  • 376 cards: quests, traits, enemies, events, skills, lore deck, and hero story quests
  • 9 double-sided hero boards plus castle, quest map, and raid track boards
  • ~520 tokens: gold, resources, damage, XP, status effects, and Corruption
  • 8 custom combat dice, loot d20, event d6
  • 32-page rulebook, campaign book, and quick start guide

DELUXE EDITION

  • Everything in the Standard Edition
  • 19 miniatures: all 9 heroes, Scraps, Jenkins, raiders, and the Shepherd boss
  • 3D castle token and metal coins
  • Premium storage insert

Editions and pricing locked in at Kickstarter launch.

WHERE IT'S AT

Design ~98% complete: every card has final text and flavor
10,000+ Monte Carlo simulated campaigns, all balance issues closed
Print-and-play prototype in final preparation
Art generation underway
Physical playtesting next, then manufacturing quotes
Kickstarter launch to follow. Join the list above
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> DON'T MISS THE LAUNCH

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THE IRON PIT™ is a trade mark of Wasted My Ult Limited. The Wall, The Tenth Son, The Iron Pit: Siege and the Iron Pit digital game and soundtrack are works by G.W. Lockett, published by Wasted My Ult Limited, Auckland, New Zealand.