A board game of exploration, heroes & app-assisted battles

Kaladorn

The Four Chronicles

Four peoples share a planet with two suns, a ringed moon and six black-diamond obelisks that once nearly destroyed it. Lead your race’s heroes across a hand-painted map, build a capital, and let a companion app settle every battle and tell its story.

  • 1–4 players
  • Explorer mode · 2–4 h
  • Challenger mode · 5–7 h
  • Board + phone app
Kaladorn: The Four Chronicles cover art. An elf on a unicorn, a blue-skinned Sirian mage with a glowing staff, a human lancer on horseback and a reptilian druid with an eagle stand before a black obelisk under two suns.
Four heroes, one obeliskAn Elfian, a Sirian, a Human and a Reptilian under Kaladorn’s two suns.

What is Kaladorn?

A real table, real miniatures, and a phone that does the maths

Kaladorn is a full physical board game. Your heroes stand on the map as metal knights, your realm lives in a Player’s Book with sliders and magnetic cards, and time moves as a golden sun travels around the board. The app only steps in where paper gets slow: battles, quests and timed events.

Explore a living map

A 66 × 96 cm board of deserts, swamps, lava rivers and frozen north. Terrain changes how armies fight: cavalry bogs down in swamps, archers rule the mountains.

Lead heroes, build a realm

Recruit heroes, found a capital, raise buildings and research inventions from alchemy to trebuchets. Every choice moves a slider in your Player’s Book.

Battles settled by AI

Tell the app who is fighting and where. It works out the result, the losses and the glory, then writes a short saga of the battle you can read or listen to.

The Kaladorn main board on a wooden table, with flag-bearing miniatures in pink, blue, green and red spread across deserts, lakes and a glowing lava river, and a golden sun token on the border track.
The main board in play. Coloured flags mark each race’s territory; the golden sun on the border track marks the day.

The World

Kaladorn, somewhere in the Sombrero Galaxy

An odd orbit gives Kaladorn a long cold year under one sun, broken by a few scorching days when both suns rise together.

Kaladorn seen from space: the board map on a globe, with the lava river and the frozen north, circled by dust rings under a large yellow sun and a small red sun.

Long ago its moon was struck by an asteroid. The debris settled into rings that still cross the sky. Scattered over the surface stand six obelisks of black diamond with cores of unknown metal. They are 500 to 600 feet tall, and below ground they may reach all the way to the planet’s heart.

The obelisks heal the sick and give druids and shamans strange powers. They are also the reason the world nearly ended.

2

suns, one yellow, one red

1

ringed moon

6

black-diamond obelisks

The old age

Two ancient races

Elfians live on the surface, Reptilians mostly underground. Neither knows much about the other.

The awakening

All six obelisks lit

Chasing eternal life, the Elfians activate every obelisk at once. The magnetic field shifts and apocalyptic sandstorms follow.

Crash day

Jupiter-7b12 falls

Humans, generations adrift in space, follow Sirian coordinates to a new home. The landing, led by the mysterious Master Xi, ends in a crash in Moon’s Canyon.

Now

The Four Chronicles

Four peoples, four chronicles. Alliances are fragile, the Great Zenith is coming, and the Sirians are said to be marching on the northern obelisk.

Humans and hooded Sirians around a holographic planet on a starship bridge.
The approach: Sirian guides aboard the human ship
A crashed starship smoking in a red desert under a large moon.
Crash day in Moon’s Canyon
A settlement of domes and fields beside blue lakes in the desert, seen from above.
The first human settlement
Red dunes with strange flowering trees and the ringed moon low on the horizon.
The deserts of Kaladorn

Choose your people

Four races, four Player’s Books

Each player leads one race. Every race has its own Player’s Book, its own starting lands and its own heroes. The rules are the same for all four; the story is not.

  • Reptilians
    Reptilians

    Reptilians

    Reptilians are a powerful humanoid race of reptile-like beings, built for dominance and survival. Physically imposing, they possess scaly armored skin, muscular frames, sharp claws, and cold calculating…

  • Elf / Fae
    Elf / Fae

    Elf / Fae

    Elves are an ancient humanoid race of graceful, long-lived beings deeply connected to nature and magic. Physically, they are slender and agile with sharp features, pointed ears, and…

  • Sirian
    Sirian

    Sirian

    Sirians are an ancient extraterrestrial humanoid race originating from the Sirius star system. Physically, they tend to be tall and slender with luminous skin, large eyes, and refined…

  • Human / Homo sapiens
    Human / Homo sapiens

    Human / Homo sapiens

    Humans (Homo sapiens) Humans are a highly adaptable, medium-sized bipedal species with no natural armor, claws, or exceptional physical traits. What sets them apart is their large brain — enabling…

How it plays

One roll moves the sun

The active player rolls a die and moves the golden sun around the board’s border. Each square is a day, and the day decides what happens next.

  1. Roll and move the sun
    Move the golden sun as many days as you rolled.
  2. Gather resources
    Collect the gold, wood, stone and iron that day brings to your cities.
  3. Draw events
    Productivity cards, player events and, on marked days, global events such as a heatwave that slows every hero.
  4. Move your heroes
    Each hero moves as far as their stamina allows. Roads let them go twice as far.
  5. Draw a hero card App
    An ambush, a quest, a stranger with a riddle. Some cards send you to the app.
  6. Build
    Found a city where a hero stands, add buildings to your capital, or research inventions.

The time track

the map start rolled 5 → day 5 shaded days = global event
The border is wipe-clean. Players write reminders straight onto it, like the day an injured hero recovers or a temporary event ends.

On the table

  • The map and the sun
  • Hero knights and castles
  • Cities, buildings, inventions
  • Resources and cards

In the app

  • Battle results and losses
  • Quests with timers and riddles
  • Starting positions and obelisks
  • Hero fame and titles

App-assisted battles

No battle tables. Just tap Fight.

Battles in Kaladorn involve hundreds of soldiers, terrain, hero skills and morale. Instead of making you add it all up, the companion app does it.

  • You enter Your hero, the opponent and the map tile you’re fighting on.
  • The AI weighs Every unit’s attack, defence, speed and range, the terrain, each hero’s strength and how likely troops are to panic and flee.
  • You get The winner, the exact units to remove from your board, experience, fame and loot, and a short saga of how it happened.

A battle can end in one of these ways:

  • Victory
  • Defeat
  • Retreat
  • Hero injured
  • Hero captured
  • Hero slain
A few of the units the app knows about. Numbers are current prototype values and will change with balancing.
Unit Races Type Hit points Speed Blows Attack I/C/F Defence I/C/F
Archer All 80 1 0.5 40 / 50 / 40 15% / 10% / 10%
Death Knight All 500 4 1 80 / 80 / 0 60% / 50% / 40%
Heavy Cavalery All 300 2 0.5 30 / 30 / 0 80% / 60% / 60%
Hussar All 100 6 1 30 / 20 / 0 50% / 30% / 20%
Macefighter All 80 1 1 30 / 40 / 0 30% / 25% / 15%
Pikeman All 80 1 1 10 / 60 / 0 10% / 60% / 10%
Red Dragon All 1,000 10 0.4 100 / 100 / 50 50% / 50% / 20%
Swordsman All 80 1 1 35 / 30 / 0 25% / 15% / 15%

Heroes

Heroes who carry their names into legend

Each hero is a metal knight on the map and a card in your Hero Board, with their face on a magnetic token you clip onto the knight’s shield. They gain experience, collect artefacts, get injured, get captured, and earn a reputation.

Four core stats

Every hero is built from four numbers, and each one also boosts the army they lead.

STR Strength. Damage the hero deals, and a bonus to every unit’s damage.

DEF Defence. The hero’s hit points and armour, and extra hit points for the army.

STA Stamina. How many tiles the hero moves per turn, on the map and the battlefield.

INT Intelligence. Mana for spells, and how many quests the hero can take at once.

The path of Order

Fame earned honourably changes how the realm speaks of your hero.

  1. 100 The notable Balron
  2. 300 The honorable Balron
  3. 500 The renowned Balron
  4. 700 The epic Balron
  5. 900 Balron the Great
  6. 1,000 The living legend Balron

The path of Rebellion

Side with the rebels and your name grows darker.

  1. 100 The loudmouth Balron
  2. 300 Balron the rebellious
  3. 500 The fearless Balron
  4. 700 The notorious Balron
  5. 900 Balron the Liberator
  6. 1,000 Balron the Overlord

Experience works separately: a hero climbs from Newbie through Skilled, Master and Grandmaster to Legendary, one level every 500 XP.

The Kaladorn: The Four Chronicles game box, with Celtic knotwork and hero medallions on the spine.

In the box

Built to be handled

Magnets, metal and wipe-clean surfaces wherever you’d otherwise need a notepad. Planned contents:

1

Main board

66 × 96 cm, wipe-clean time track

4

Player's Books

one per race, with sliders

12

Hero Boards

stand up like a laptop for privacy

12

Metal knights

with removable flags

6

Obelisks

obsidian or stone

1

Golden metal sun

the game's clock

285

Army unit tiles

magnetic

324

Event cards

global, player and hero

60

Artefacts

magnetic, in three jute bags

Follow the making of

Kaladorn is in development

The board, components and companion app are being prototyped now. Planned video diaries will follow the whole journey.

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