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Feuds and Fiefdoms
Feuds and Fiefdoms
by (Web published) (2023)
Player Count
2 to 5

Player Ages

Playing Time
1 hour to 2 hours, 30 minutes
  • Wargame
  • Medieval
  • Print & Play
  • Mechanisms
  • Area Movement
  • Dice Rolling
  • Auction: Sealed Bid
  • Moving Multiple Units
  • Family
  • Admin: Unreleased Games
  • Rating: 0/10 from 0 users


    Summon your vassals and choose your allies wisely. War is coming to the land!

    In Feuds and Fiefdoms, players bid for influence over the land's major Feudal Houses and command their armies to accomplish secret objectives.

    The objectives (vanquish, expansion, or trade) are accomplished by capturing specific castles.

    Each turn, players choose a campaign card to play that may raise vassals in specific Fiefs, start an influence bid, or change the weather. Then they command the armies of the houses over whom they have influence.

    Battles are fought using an innovative, quick tactical combat system.

    Players do not "own" anything, they only have temporary influence over the Noble houses who possess armies and castles. Because of this, there is no snowballing. If a noble house is vanquished, the controlling player will regain the influence spent on them and have opportunities to affect other houses.

    —description from the designer

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