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Vassal League Season 2 Kicks Off!

Vassal League Season 2 Kicks Off!

The Season 2 Vassal league has kicked off involving 16 players representing the USA, Canada, The Netherlands, England and Australia. It is fantastic to see the league grow and we are really looking forward to some epic battles over the coming weeks.

Season 2 has seen us expand the format with a 7 round group stage, followed by an 8 player play-off series. For the group stage, players are divided into 2 pools of 8 and are scheduled to play each other once using the 3v3 pick & ban format on both the cobblestone and swamp map. Warbands are locked in for the entire group stage forcing the players to pick 5 heroes that can navigate their way through a variety of maps and monsters.

The top 4 from each pool will then progress to the play-offs where the game are stepped up to 5v5 with pick & ban, before the 5v5 final is played using a full 30 hero draft! You can view the standings, entire draw, and each player's Warband on the season 2 page.


We all love statistics so here are some Warband numbers! First of all, 28 of the 30 heroes are represented with only Barnascus and Loribela not getting selected in any player's Warbands.

  1. Skoll (6)
  2. Zhonyja (6)
  3. Brok (5)
  4. Thorgar (5)
  5. Marcus (5)
  6. Skye (4)
  7. Bastian (4)
  8. Jaegar (4)
  9. Saiyin (3)
  10. Haksa (3)
  11. Fazeal (3)
  12. Gendris (3)
  13. Rakkir (3)
  14. Svetlana (3)
  15. Thrommel (2)
  16. Viktor (2)
  17. Xyvera (2)
  18. Doenrakkar (2)
  19. Allandir (2)
  20. Kvarto (2)
  21. Nephenee (2)
  22. Piper (2)
  23. Zaron (2)
  24. Kogan
  25. Kruul
  26. Istariel
  27. Styx
  28. Zaffen

Class Breakdown

Class Breakdown

Race Breakdown

Race Breakdown

The Season 2 Vassal League page will be updated as the results come in and we look forward to seeing who will be crowned the season 2 champion!



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Judgement Patch Notes #6

Judgement Patch Notes #6

Herein lies the sixth clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of April 2019.

Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website. Both our Android and iOS apps will also be updated to reflect changes from this patch.

If you want to discuss the patch notes, or anything at all about Judgement, please join our Discord channel!


Clarifications are provided for rules that are normally played a certain way, however the rules as written do not necessarily support that. Clarifications can also be  quality of life changes that do not necessarily change rules. 

New Monster Cards Icon

Monster Icon

This is a general quality of life change. Up to this point, the monsters and hybrid class heroes have shared the same icon on their cards, the paw print. We have created a new icon for Monsters, and therefore updated all their cards to include the icon.

  • Updated the icon on all monster cards

Soul Spawn Pits (p28)

With maps that have multiple Soul spawning pits, it was not clear where the 1st Soul spawns.

  • The "Step 4: Spawn Soul and Monsters Rule" step of the Communion Phase has been updated to state that on maps with multiple Soul pits, you randomly determine where the 1st Soul spawns in the game.

Combat Manoeuvres (p16)

General clarifications for the two generic combat manoeuvres.

  • Push combat manoeuvre changed to say "up to 1 inch".
  • Knocked Down combat manoeuvre clarified so that the hero that suffers knocked down as part of the triple J combat manoeuvre also suffers a critical hit.

Active Abilities (p18)

As the interactions between an increasing number of heroes becomes more complicated, unforeseen issues may arise that require clarification. This is one of those times.

  • Following text added: "Active abilities can only be executed during the owning hero’s activation."

Aiming Bonus (p17)

The aiming bonus can become complicated with various timings of events. This is an attempt to make it clearer.

  • Following text added: "A model must declare they are claiming the aiming bonus at the start of their activation."

Soul Harvesting (p24)

Another few clarifications that cropped up due to the increasing permutations of interactions between our heroes.

  • Clarified that regardless of the method used to Harvest a Soul, the hero gains a level and has the Soul bound to them.
  • Clarified that "gains Soul" is different to "harvests Soul", the former not affording the hero a level.
  • Specified that a hero must be alive to successfully harvest or gain a Soul.

Attack Process (p16)

We often see players calculating their attack dice pools in various orders, however the sequence to generate the attack dice pool can make a significant difference to the final number of dice you roll. Therefore, we have added a few more clarifications to assist in this area.

  • Add all dice from abilities that affect the attacking model in a positive way. E.g. Bastian’s Heroic Ballad.
  • Subtract all dice from abilities that affect the attacking model in a negative way.
  • Apply effects that specify “after all other modifiers”. If multiple effects, of this type, are present, the active player gets to choose their order of application.
  • For magic (MAG) and ranged (RNG) attacks we added a clarification so the attacking model does not deduct a dice from its own attack pool when it is engaging a model it is shooting.

Shrines (p23)

  • Added the point that they are non-hero models.

Summoned Models (p31)

There have been questions around what happens when a summoned model kills an enemy hero or monster.

  • The following paragraph was added: "If a summoned model inflicts the killing blow on an enemy hero the summoner harvests the enemy hero’s Soul. Similarly, if a summoned model inflicts the killing blow on a monster the summoner will gain a level and is eligible to collect the monster’s bounty assuming the summoned model, or the summoner, are within 2” of the monster when it is slain."

Frequently Asked Questions (p34)

We have added a Frequently Asked Questions section at the end of the rulebook.



Errata are changes to the rules that we believe improve the player experience, close loop holes or are simply just kick-ass changes that make Judgement even better.

Purchase a Magical Artefact (p14)

We love magical artefacts and what they bring to the game. Being able to change up the way your Warband plays, mid-game, is a unique element of Judgement and something that stands it apart from a lot of other table-top miniature games. We often look for ways to promote magical artefact use and make them more accessible to players, so in this patch we have introduced a number of changes to the way magical artefacts work, including a significant change where you are allowed to sell items back for the Fate you spent to buy them originally.

  • Title changed to "Buy/Sell/Trade Magical Artefacts".
  • Heroes can now purchase more than 1 artefact during their activation and it still costs only 1 action.
  • Clarified rules around trading in magical artefacts.
  • Added rule where heroes can sell magical artefacts back for their original fate cost (fate gets added to their Warband's pool).

Monster Bounty (p21)

  • Added clarification that heroes can buy/trade/sell magical artefacts when collecting a monster's bounty, just like they were in base-to-base with their Effigy.

Magical Artefacts (p26)

  • Added "Selling Magical Artefacts" section.
  • Clarified the entire section to reflect the fact heroes can now purchase/trade/sell/pass on more than one artefact at a time.
  • Added the "One Use Only" section. Artefacts that have the  "One Use Only" keyword phrase are removed from play once they are used.
  • Added the "Active Component" section (p27) which specifies they must be used within the activation of the hero that possesses them.

Fate (p25)

This is something that has been discussed among the design team for about 6 months. A player getting an early advantage and then snowballing the game to victory, with little counter play from their opponent. Similarly, artificially boosting the fortunes of a player losing a game is also not great. However, we do feel that having a single turn where one player is shut out of generating Fate is a difficult thing to comeback from. Therefore, after much deliberation, we have decided to make the following option available for players that find themselves in that position.

  • If a Warband has zero Fate in its Fate pool, after the completion of the “Step 3: Generate Fate” step of the Communion Phase, one hero, that is alive and not suffering the curse condition, can be dealt 1/3 (rounded up) of its maximum health or 5 health (whichever is greater), in True Damage, to add one Fate to the Fate pool. Any temporary health will count towards the “maximum health” when working out how much health to be dealt. If both Warbands have zero Fate, the player who is going 1st this turn will decide whether to take advantage of this rule followed by the player who is going 2nd.


Hero Updates

As the game continues to grow, the adding of heroes, different maps, magical artefacts and monsters creates many options for players. We continually revisit various elements to ensure they are balanced and players are faced with legitimate and interesting challenges while designing their Warbands. All the changes are carefully measured and, as is always the case, we will continue to monitor things over the next three months  as we march towards the next patch.


There has been some concern about the lack of counter-play for Taunt. In isolation, Taunt is in a decent place, however the way that Viktor is able to get to it, at level 1, via Al'garath, meant we feel it can lead to poor player experiences. We like Taunt, and what it brings to a battle, however we wanted to balance the risk/reward journey that Viktor goes through when summoning his favourite demon.

  • Reduced Taunt range to 4".
  • Al'garath must be in taunted model's LoS at the start of their next activation or Taunt is ignored.
  • Increased Eldritch Discharge damage to d3+1 from d3.
  • Eldritch Discharge changed so that if it kills Viktor, his soul is harvested.


We feel Gendris is in a decent place and she has a very interesting, and diverse, kit of abilities. We just felt she could do with a slight buff, to keep her on par with other heroes that fill a similar role. This change increases her viability and also provides greater incentive to get her to level 2.

  • Added Steady to her Root ability.


Piper inherits the same change to Taunt, although being a level 3 ability, it is seen less and it not so much a problem. Piper is simply collateral damage.

  • Reduced Taunt range to 4".
  • Piper must be in taunted model's LoS at the start of their next activation or Taunt is ignored.


Skye has been a difficult hero to balance from the start, as his version number attests. We feel that currently he is under the power curve and a little too niche to get the best use out of. With the changes, we have given him a significant boost at level 1 and also introduced a cool power at level 2, which we believe will see Skye compared much more favourably with other defenders.

  • Heroic Stand updated so it cannot be used on himself. Note that you can Heroic Stand friendly defender models.
  • Diversion updated so that damage can be redistributed between any friend models within 2" of Skye. It used to be 2" of the target of the original attack.
  • Spirit Strike moved to level 1 and changed from 2S to 1J.
  • Added the Dimension Warp innate ability at level 2.


Svetlana has been on our radar for a little while, and we feel she is in a good place. One of the core tenets of Judgement is ensuring heroes are viable, and balanced, in both forms of the game, and we feel Svetlana needs a little tempering for the 3v3 version of the game.

  • Beast Command range reduced from 6" to 5".


Thrommel is in a great place, and we feel his kit suits a dwarf warrior perfectly. In saying that, Thrommel can be one dimensional and, as a quality of life improvement, it would be nice if he had something to do with his spare action from time to time. The new ability, Fierce Challenge, also fits his character perfectly.

  • Added Fierce Challenge ability at level 1.


Similar to Skye, we feel that Zaffen is below the curve slightly, and struggles to find air time in an increasingly crowded role. As with all these changes, our main priority is to keep the flavour of the hero in tact and try to enhance his abilities within the context of how he/she currently plays. We feel we have managed to do that with this version of Zaffen.

  • Increased Giant Crossbow range from 9" to 10".
  • Changed Momentous Shot from 2J to 1S+1J.
  • Removed Stun description from his 4th card (left over from previous incarnation).


We felt a need to just temper the power of Explode, for both Zaron and his skeletons, slightly. We also are conscious of the number of damage in the game that ignores RES.

  • Explode no longer does True Damage.
  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".

Quality of Life Changes for Hero Cards

The following hero cards have been updated with minor corrections and clean ups.


  • She had an old definition of Dual Wield. This has been updated.


  • Spelling mistake on 4th card describing Back Swing.


  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".


  • Unholy Harvest terminology changed to the new "0A" notation instead of "N/A".

Magical Artefacts

Astral Stasis

We always look for opportunities to introduce meaningful magical artefacts that provide new tactical options and cool interactions with our heroes. The Astral Stasis Potion is just that. Can't wait to see what you all do with it at your disposal!

Ogre Strength

The original intention was that Ogre Strength would not work against the Effigy and monsters, however making it hero models only meant it inadvertently meant it did not work against Summoned models either. We have added Summoned models into the wording.

The following Magical Artefacts were re-worded to be consistent with the new "One use only" definition. Their functions have remained the same.

  • Healing Surge
  • Ring of Invisibility
  • Tome of Experience 



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The Shrine to Forin - Elemental Fire Character Shrine

The Shrine to Forin - Elemental Fire Character Shrine

The Shrine to Forin is the last of the elemental character shrines set to be released this year, a shrine dedicated to the god of elemental fire. Forin is the most active of the old gods, full of fury and rage against the audacity of the demigods and one who is hellbent on their destruction. It was Forin that sent Inferno, one of his most powerful generals, to the shadow plane, to thwart the demigod's attempts of intercepting souls before they completed their journey to his home plane of fire.

The release of the new 5v5 map, code named "Earth & Fire", sees the battles on Between move towards the area where the shadow plane borders on the elemental planes of Earth and Fire, hence the reason the shrines to Forin and Eldir (Earth) feature heavily. All shrines are important in games of Judgement, they reward map control and are fantastic sources of Fate, the fuel that propels Warbands to victory. The character shrines add that little bit of spice because they also provide an additional buff beyond the standard Fate, and those buffs normally have a significant impact. The Shrine to Forin provides benefit more subtly than say the air (Arden) or water (Wellin) shrines do. 

Shrine to Forin


First of all, the Shrine to Forin awards a hefty 2 Fate which is significant and can turn the tide of a battle on its own, however the 2nd part of the reward could, in the right situation, be even more impactful. Buying, selling, and trading magical artefacts, during the heat of battle, is not always easy to do, however Forin's shrine allows any friendly heroes, within 2", to do just that. This opens up a myriad of tactical options and has the potential to reverse the fortunes of players that are under the pump in any given battle.

The other aspect of the Shrine to Forin that has the potential to have an enormous impact is the fact any model that becomes base-to-base with it immediately gains the fire condition. When trying to secure shrines, a common tactic is to place yourself in base-to-base with it, therefore requiring your opponent to push you 3" to stop you contesting it, however that is obviously something that won't be advisable with the Shrine to Forin. Saiyin's Holy Shield will become a powerful ability on maps that contain the shrine, and once again the curse condition becomes very important as well.

We will be releasing maps 4-6, from the new 5v5 map, in the coming days and all 3 will feature the Shrine to Forin. The design team are once again very excited to release another character shrine and feel with the full set of 4 now release, there is tremendous variety in our maps that compliment the 30 heroes we have currently in the game.

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Judgement Showdown - Rules for 1v1 Battles

Judgement Showdown - Rules for 1v1 Battles

Earlier this year, at the CanCon convention, a bunch of us spent the evenings mucking around playing a series of 1v1 Judgement battles. We have had Showdown rules in draft mode for some time, however seeing how much fun it was to throw down some dice in high-stakes 1v1 combat, we decided to publish them for everyone to enjoy!

The basic premise for Showdown mode is that it follows all the normal rules of Judgement, with the exception that each Effigy has 8 health, and players field a single hero each. Showdown battles are played on the standard 3v3 Cobblestone map (the one in the Two Player Starter Box) with special measurements for where the various component are placed.

In Showdown, pretty much everything is on the table including Magical Artefacts and hero levels, while the players have to contend with neutral monsters, Soul pits and shrines at the same time as trying to kill their opponent's hero. From the games we have played, we were definitely surprised just how many heroes are viable in this format, and look forward to hearing what players come up with on their own.

If you are interested in diving into this fun and challenging format for Judgement, we have added a downloadable PDF to the Print and Play section of our website that contains all the rules and options. Let us know what you think of the Showdown format because we definitely feel it has the potential to become a seriously fun option for Judgement players.

Download the full rules for Judgement Showdown - 1v1 Battles here!

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Introducing the Shrine of Eldir - Elemental Earth Character Shrine

Introducing the Shrine of Eldir - Elemental Earth Character Shrine

The announcement of the new 5v5 neoprene mat has generated a lot of excitement, not only because there will be another beautifully illustrated shadow plane themed map, but with a new map comes new monsters, character shrines and cool rules. Today we are happy to reveal the rules and illustration for a new character shrine, the Shrine of Eldir. Astute readers of our Origins material will know that Eldir is one of the old gods, the god of elemental earth, and many of you will be familiar with two previously released character shrines in the Shrine of Arden (elemental air) and the Shrine of Wellin (elemental water).

New 5v5 Neoprene Mat

The new 5v5 neoprene mat has been generating a lot of excitement. Another wonderful illustration by Shane L Cook, the new mat depicts the juncture between the Shadow plane and the elemental planes of Earth and Fire.

The shrines of Arden and Wellin provide powerful buffs and abilities for the Warband that manages to control them. They are meant to be potent concentrations of energy on the shadow plane since the power is generated directly from the old gods themselves. With the Shrine of Eldir we have moved into an intriguing new direction, one that is still powerful but very different from the previous two. Essentially the Shrine of Eldir is an inactive earth elemental sitting on a stone throne, known in his home plane as Terra. Once controlled however, Eldir empowers Terra to come to life and join the Warband for a period of time.

 Shrine of Eldir

The unique rules of Eldir mean that when controlled it is actually removed from the board and replaced with a raging Earth Elemental called Terra! The shrine will then respawn during any Communion Phase where Terra is not alive.

Having an Earth Elemental join your Warband is nothing to be sneezed at, particularly when it packs the punch that Terra does. He is a tank that can hurt both in melee and from range albeit, being a lesser being, with only 2 actions per activation. In addition, the owner has the ability to keep Terra alive between turns by paying Eldir the tribute of 1 Fate each time, so theoretically, if the owning player has the Fate and the opponent does not kill him, Terra can be part of a Warband he joins for the rest of the game. We are so excited about the rules for the Shrine of Eldir, not only because we get to create two cool models for it down the track, but mainly the fact the rules add a huge layer of dynamism to any game where it becomes active, and a sharp focal point for players to fight over when not.

Terra, Earth Elemental

The rules for Terra are still version 0.9, however they will be official (v1.0) with patch #6, which comes out on April 1st. 

 We look forward to revealing the illustrations and rules for the Shrine of Forin (elemental Fire), and a brand new monster, in the coming weeks, as well as using these new models on stream during this time. Let us know what you think of the Shrine of Eldir and the mighty Terra, are you as excited as us? :)

Shrine of Eldir

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Jaegar, Goblin Hunter Sculpt Revealed.

Jaegar, Goblin Hunter Sculpt Revealed.

“Wake up! Jaegar!”

The sound of skin slapping skin echoed through the chamber as the the younger goblin desperately tried to wake the master hunter from his sudden and inexplicable slumber. Jaegar had complained of not feeling well for the last few hours of the hunt, however it was still a surprise to his offsider when Jaegar fell off his mount in a trance from which, so far, she had been unable to wake him. Chiekz nervously looked around to see if any other goblins were in the vicinity. If she returned without Jaegar, suspicions would be raised, and those suspicions could place her in real danger if one of her tribe stirred things up enough. At best, she would be grounded, unable to hunt for a period of time while investigations took place. A hunter as renowned as Jaegar didn’t just fall of his mount… well, not until now.

With panic about to set in, Chiekz was relieved to see some movement from Jaegar’s otherwise limp form. It was hard to know how long it had been since he fell unconscious; at least an hour, she surmised. With a start, Jaegar came to, instantly scrambling to get away from her. His eyes were wide and he gasped for air like someone who had been held underwater for an uncomfortable amount of time. Jaegar looked around the chamber frantically, and at the same time checked his body for, as it seemed to Chiekz, injuries. After a few moments, he seemed to calm himself down, before giving a tentative wave Chiekz’s way.

“Boss, you ok? What happened?”, Chiekz asked enquiringly.

“Yeah, I’m good I think. How long was I out?”

“About an hour”, she replied.

Jaegar’s mount walked over to him slowly, before nuzzling into the side of the goblin’s face. The beast also seemed relieved to see his master awake. A few minutes of silence passed while Chiekz gathered their things, all the while warily keeping an eye on her mentor. Goblins were not tolerant of physical or mental weakness, and a hunter collapsing while on the hunt was not something that would be viewed with anything other than derision. The physical part could be overlooked, however Chiekz could see the mental anguish across Jaegar’s face, and that is what worried her the most. She had never seen him like this, and they had been a hunting team for years. Jaegar was like an older brother to her, aside from the fact that they were also sometime lovers.

“Chiekz, I need to tell you something, however it has to stay between us.”, Jaegar said, barely above a whisper.

“Of course Jaegar”, she replied as she walked over to him.

Jaegar then relayed the details of what had happened to him from the moment he collapsed, to the time he regained consciousness. He did not leave out any details. Everything was vivid to him, etched into his consciousness forever. The cerebral cortex of his brain was alive, stimulated beyond belief, particularly for a goblin. Chiekz sat in silence and listened intently to the wondrous tale. Jaegar was lost in his story, describing mighty heroes, sentient beings, and an incredible battle that he had apparently just taken part in. His voice would range from the barest whisper to a loud booming sound that echoed off the chamber walls. He energetically moved around the chamber to physically demonstrate a particular scene. Chiekz did not stop him once, holding back the many questions that she was dying to ask.

Eventually, Jaegar stopped talking, his story told. The act of telling seemed to have calmed him, and also restored some of his former confidence and power. Chiekz did not know what to make of it all. Duty told her that she should report the fact that her mentor had lost his mind, however she was saddened about having to be the one to destroy the reputation of such a legendary goblin. All she had to do was convince Jaegar that she believed his story until they returned to their tribe. The trek back home was undertaken in relative silence. Jaegar was immersed in his own thoughts, and Chiekz was trying to keep her thoughts to herself, for fear of saying something that would tip her mentor off.


“He told me that after the battle he spoke with the other heroes. He asked how he was brought to the place of shadow and what it all meant. He was told of demi-gods and their struggle for power, and a growing number of chosen that walk among the mortals of Athien. And of how the chosen are called forth at the behest of the demi-gods to do their bidding.”

Chiekz paused at this point. She fought to hold off tears.

“He has lost his mind, Jonzield. Jaegar’s insanity has consumed him. I fear for him.”

Chiekz broke down in uncontrollable sobs.

Jonzield sat, pensive, mulling over the tale that Chiekz had just told him. His impassive visage hid an underlying growing sense of excitement. If what the girl said was true, well, that held huge repercussions for goblins, and indeed for all the races of Athien. Obviously, he had to keep this turn of events secret. If the masses heard of such a tale, they would put Jaegar to the sword, or worse. Jonzield was a sage, an elder that provided a common link between several tribes, however even if he threw his support behind Jaegar, Jonzield was not convinced he could stay the tribe’s fear and anger. No, this had to go no further until he had such time to speak with Jaegar personally.

“You have told no one of this, child?”, he asked without hint of malice.

“No, master Jonzield. I came straight to you as soon as I could leave Jaegar without suspicion”, she replied hastily.

“Good.” A thin smile parted Jonzield’s lips briefly, revealing jagged yellow teeth. “Come, drink of this. It will help calm you and bring on a restful sleep.” The sage revealed a small vial from within his robes, removed its stopper and offered it to the hunter’s apprentice. Chiekz looked at the vial briefly before extending her hand.

“Thank you, my master.” She paused briefly, vial at her lips, before clearing the thought and drinking deeply. A warm sensation extended from her mouth to her throat and throughout her limbs, instantly relaxing her.

Jonzield reached to his side to grab a small bell. Holding it deftly between thumb and index finger, he rang it for a few moments. One of his goblin attendants entered the chamber. Chiekz lay writhing on the ground, froth forming on her lips, before convulsions started to wrack her body. The attendant kept her eyes on Jonzield, trying to ignore the grunting sounds coming from Chiekz.

“Lox”, Jonzield said in a commanding voice. “Fetch Jaegar for me, and be sure he speaks with no one before me.”

“Yes my master”, Lox replied.

“Oh, and Lox. Please dispose of the body”. He gestured towards Chiekz's now still and silent form. Lox grabbed Chiekz’s feet and dragged her out of the chamber, leaving the sage to his thoughts.

“Yes”, whispered Jonzield. “We have waited a long time for an event such as this. Jaegar becoming a chosen… well, what a turn of events indeed.” A wicked smile broke across the ancient goblin’s face. He sat impatiently waiting for Jaegar. They had much to discuss.


We are very pleased to reveal the sculpt of Jaegar, our 1st model in the post Kickstarter era. Excitement for Jaegar has been building steadily ever since we released his illustration and rules, however the sculpt is poised to tip the hype over the edge. Jaegar introduces goblins and mounted models to the Judgement universe, and comes equiped with an interesting kit that stands him apart from all of our existing 28 heroes.

The 54mm scale has always been front and centre for Judgement and something we have believed in from day 1. The scale is what convinced us to create the game in the 1st place. It is our belief that skirmish miniature games are made for 54mm, and by creating Judgement, we wanted to show the miniature gaming world how fantastic a 54mm scale miniatures game could be. It is great to see the number of players, painters and collectors join us in our passion for 54mm scale miniatures, the latest of which is Jaegar, and we are over the moon to be able to present him to you.

For Jaegar's sculpt, we drafted James W Cain into the fold and, as usual, James absolutely nailed it. With 32 amazing 54m scale miniatures in our range already, we are emboldened to push the boundaries further, and mounted models are the first step. Without further ado, here is Jaegar the goblin hunter.

Jaegar, Goblin Hunter

Jaegar, Goblin Hunter

As we still work through the final stages of our wave 2 Kickstarter shipping, we are exploring manufacturing options for Jaegar and hope to have prototypes of him in our hands within a few months. In the meantime we encourage players to proxy him in their games with his car already included in both our iOS and Android apps as well as being available in our Vassal module.

Jaegar, Goblin Hunter

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New North America Friendly Streaming Schedule Announced!

New North America Friendly Streaming Schedule Announced!

We are excited to announce a brand new, North America friendly, streaming schedule via the Judgement Twitch channel.

Sunday Nights - The Judgement Show

The Judgement Show will feature game creator, Andrew Galea, talking about the latest news, his thoughts on various aspects of the game and general chat with viewers. Andrew will get guests on the show from time to time however the focus will be interacting with viewers and talking about the hottest topics of the week including sneaky reveals!

Sunday Night - Stream Times

  • Los Angeles 7pm
  • Chicago 9pm
  • New York 10 pm
  • Sydney 2pm (Monday)

Thursday Nights - Battle Reports

Each Thursday night, we will stream a mixture of both 3v3 and 5v5 battles with various pick 'n' ban formats, and on different Judgement maps. This stream will normally feature Andrew vs Jeff, however we will get other people on the show to battle it out where possible. We will also play battles using user suggested Warbands so get in your requests!

Thursday Night - Stream Times

  • Los Angeles 3pm
  • Chicago 5pm
  • New York 6 pm
  • Sydney 10am (Friday)

Re-Broadcast on YouTube

Can't quite make the live stream? Don't fret! All our streams are re-broadcast on our YouTube channel 1 to 2 days later. 


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CanCon - King of the Grove Tournament Report

CanCon - King of the Grove Tournament Report

The Judgement crew ran a King of the Grove Series heat during the CanCon convention, and had a healthy 12 players fight it out over 3 rounds. Once the dust had settled, Tobias Ford emerged victorious winning all 3 games, and in the process securing his seat at the end of year KotG invitational. The format was 5v5 with Pick & Ban on maps 5, 2 & 3. 

Final Standings

  1. Tobias Ford
  2. Christopher Davies
  3. Lloyd Mirto
  4. Colin Hill
  5. Anthony Tortorici
  6. Peter Bates
  7. Byron te Velde
  8. Justin Shearer
  9. Evan Ferris
  10. Kyle Elbourne
  11. Clinton Kenn
  12. Shane Patmore

Hero and Class Spread

23 of the 28 heroes were represented with a good mix of classes and races.

Hero and class spread

Class spread



Big thanks to all the players for a great event and we look forward to running the rest of the King of the Grove heats. We will be making an announcement about the dates and locations of the heats in the coming weeks.

KotG Round 3

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Judgement @ CanCon!

Judgement @ CanCon!

CanCon will always hold a special place in the hearts of the Judgement crew since it was at that convention, back in 2017, that we launched our 1st Kickstarter. They were exciting times indeed and shortly afterwards we were funded, signalling the start of the next chapter in our journey. We returned in 2018 with one of our first events and another chance to spread the word about the game. In 2019, we return for a 3rd year in a row, this time armed with our wave 2 models and our re-designed two player starter boxes.

CanCon Map

Our stall (C-F) is in the same location at last year, sitting directly adjacent to where our 5v5 event (C-3) will be running on the Sunday. Jeff and I are really looking forward to catching up with everyone again and introducing a host of new players to the game. We are also sharing a house with two avid Judgement players in Tobias and Joffrey so that will be a blast as well.

We will be broadcasting a bunch of Facebook live feeds across the weekend along with posting updates about the tournament in the Sunday. If you are in Canberra this weekend, then drop into CanCon, have a demo of Judgement and say hello! :)

Jeff and Andrew

Pax Stall

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Name Change for our Favourite Goblin Hunter

Name Change for our Favourite Goblin Hunter

After much consideration, we have decided to rename Itchynads to a something more suited to the general tone of our game and its universe. The name Itchynads was one of historical significance for the design team and an attempt to display the lighter side of what we do. However the nature of in-jokes are that people on the outside miss the context and in that regard it simply looked like a name that just did not fit alongside the 33 other heroes and monsters we have released.

We are proud to announce that from this point forward, our favourite Goblin Hunter will be known as Jaegar, a play on the scandinavian word for hunter. Jeff and I always listen to feedback and have the best interests of Judgement at heart. Every single decision we make, on a daily basis, is made with the intent to enrich the experience of our players, and to help our game grow. The name change to Jaegar is just one of those decisions.

We appreciate everyone's feedback, both positive and negative, about our initial name and look forward to adding more goblins to our mighty hero lineup in the years to come.


Jeff & Andrew

Jaegar, Goblin Hunter

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