Marching Order: Curse and Coin Edition
Par Crumbling Keep
Statut actuel
Fonds récoltés : 80 838 €
Screen Reader Friendly Version at bottom of page!
The Game
The Rogues
Book 1: The Gallows
Book 2: Neck Deep
Book 3: Rogues Life
Rewards
Pledge Levels
Retail
Add-Ons
Stretch Goals
Reviews, Playthroughs, and Testimonials
The Team
Video Music by Ward
You can find their stuff here!
Video Art by Smurrell
You can find their stuff here!
Shipping
Who Are We
Risks & Challenges
SCREEN READER FRIENDLY
Dungeon delving? You don’t want to go dungeon delving. You’d be better off turning back the way you came than going any further.
Let me talk to ya for a sec. I remember when I was young like you, thinkin’ I’d go down into some godforsaken hole in the ground and come back out with enough coin to drink myself into an early grave. I’ll save you some pain and heartbreak, you filthy scum; if yer getting into this work for fame or fortune, yer wastin’ yer time. This ain’t a job for those that seek glory. This is a job for the desperate or the dangerous. You best decide which you are before you go on your first delve.
Who am I? I forgot my real name decades ago—it ain’t important anyhow. You can call me “Grizzle.” I’ve been a thief, a mercenary, a grave robber, and a killer for coin. I’ve delved dungeons from Rotbottom to Crumbhaven. My left pinky finger is wasting away in a vulture’s gut somewhere around the Red Field. My right eye was taken by goblins in the Dusk Gloom Wood. I’ve been all around, Rogue, and I can tell you that this world ain’t pretty. But I reckon if yer fixin’ to make all the same mistakes I’ve made, I can at least show ya the ropes before you head out.
But for now, get in line. Rule #1 is never ever mix up your...
Marching Order: Curse and Coin Edition
Crumbling Keep is excited (perhaps a little TOO excited) to bring you Marching Order: Curse and Coin Edition. It’s a tongue-in-cheek, dark fantasy game of desperate Rogues delving into forgotten places for coin. Hey, ale ain’t cheap, and they need some way to forget the terrors they’ve seen.
The first edition was originally released in 2021, during the peak of the pandemic. A lot of us learned about solo gaming at this time, and Marching Order was quite a few folks’ first foray into that world. It has been, and always will be, focused on solo play, though it does play cooperatively rather well with up to four players. Whether you’re hosting a beer-and-pretzel night with a few friends, or you want to pop on some tunes, dim the lights, and get into some immersive, story-driven dungeon-delving by yourself, Marching Order is gonna scratch that itch.
The Game
Calm your horses there, Rogue. I can see you’re chompin’ at the bit to get down there, but you’ll be in the dungeon for all of five minutes before something’s chompin’ on you. So let’s talk about what it’s gonna take to get you set up.
You start by buying a team of four Rogues. You ain’t got a lot of coin to begin with, but them’s the breaks. So buy whatever ne’er-do-wells you can afford, and then outfit them with gear. Once you’ve got ‘em all dressed up, slap their asses and send ‘em to the dungeon. You’ll work your way through a choose-your-own-path type of book, killing monsters, disarming traps, and deciding if you want to eat the food you found on the floor.
I told you this dungeon life is thrilling.
In Marching Order: Curse and Coin Edition, there are two modes of play.
First, there’s the classic story mode that players of the first edition know so well. You’ll take your Rogues through a campaign book which tells a story, make decisions, and roll dice. For RPG players, it’s a satisfying and accessible way to get that group-play experience all by yourself, since the books take care of the GMing.
Do you want to threaten the bandit or try to woo them? Is it worth trying to sneak up on the goblin, or is brute force called for? There’s a light coming from that crawl space—you’d be insane to go down there to see what it is, right? But what if it’s treasure? The choices are yours.
And now, for the first time ever, you can also play in the sewers! What doesn’t sound fun about that? (Our marketing people told us no one would want to spend hours slogging around in sewage and getting bitten by giant rats, but we know better.)
The Sewers introduces random dungeon-generation to Marching Order, with a good few unique mechanisms. Like the escalation tracker, which gives every room you go into the potential to be ever more dangerous—but the rewards will be greater, too! This push-your-luck element adds a lot of tension and anxiety to the game—another thing Chad from Marketing told me people don’t want. Shows what they know. 🙄
The Sewers will take you through rooms full of monsters, traps, treasure, and special encounters, for a dungeon that goes on for as long as you’re brave enough to delve it.
The core concept of the game is the physical marching order. Most of the places your Rogues will fight are narrow tunnels, claustrophobic dungeons, and tight forest paths, where there isn’t much room for them to spread out. Fortunately, they specialize in fighting in a single line.
You’ll have to decide what order to place your Rogues in...and choose carefully. There’'s no guarantee you’'ll get out alive, but you might as well stack the odds in your favor. Who’s tough enough to place in front? Where’s a safe place for the Necromancer to prepare their spells? And who should be closest to the Doctor when the blood starts to flow?
Enemies you meet will likewise be in a line. A Rogue’s attack range is determined by how many people stand between them and their target. The Sellsword can handle the big brutes up front, sure, but it might take the archer to shoot that enemy caster hiding in the back.
Try as you might, however, chaos tends to come to call.
After each Rogue’s turn, you’ll roll what we affectionately call “the Bullshit dice.” This roll simulates the chaos of battle. Rarely do even the best plans go smoothly; outside factors are always ready to make themselves known. As such, a high roll on the Bullshit dice might give a Rogue all sorts of benefits—maybe an extra turn, or a bit more health. But a low roll often triggers their greatest flaws.
Don’t worry too much about that, though—if you make enough coin, you can pay the life coach in Rotbottom to help your Rogues get rid of their crappy habits.
But what about the baddies? You know, the creepy-crawlies lying in wait to make your Rogues’ lives miserable? Marching Order: Curse and Coin Edition will have over 40 fiends to find in the dungeons, each with their own random tables to determine what they do and when. Oh, and they have their own bullshit tables, of course.
Each one also has a card for quick stat reference, with eye-gouging art by Mustafa Bekir. Be sure to check out these tarot-sized cards for the Rogues and big bosses!
And the Curse and Coin Edition is compatible with everything that came before it. For those of you getting into Marching Order for the first time, that means you can use it to play every adventure we’ve already published!
The Quickstart lacks a lot of the depth of Marching Order, but it’ll give you an idea of the core mechanics. It’s a great first adventure—but I promise the real game is 1000% more fun. (Chad told me I should check into the legality of making a claim like that, but I told Chad that he should check into getting a new job if he doesn’t shut his mouth.)
You can download the Quickstart here.
The Rogues
Cutthroats, deserters, and layabouts—that’s who you’ve got to choose from to make your crew. I ain’t sure what you expected. You don’t go delving into dungeons because your life is going well, you hear? If you thought this was gonna get you some easy coin, then I’ve got a magical talkin’ dragon to sell ya.
Now, you have fun lookin’ at your candidates. I gotta go empty the ol’ ale sac, if you know what I mean. And if you don’t know what I mean, I mean I gotta piss. The rotgut this place sells might as well be water.
There are many different types of Rogues to choose from when building your crew. You’ll want a team that balances each other’s strengths and weaknesses, but you’ll be limited by the coin you have. So go on more delves (that’'s what we call adventures here— - delves), get more loot, and buy better Rogues. Each one has a variety of upgrades they can receive. Make enough coin to go to the life coach, and they’ll come back better than before!
A Sellsword who delves for coin and isn’t above fighting dirty.
An Alchemist who brings his strange brews with him—and samples them from time to time.
An Archer who fires upon their foes; just don’t let them get too close.
A Doctor who is, quite frankly, sick of this shit, but can heal and provide other "medicines".
A Rat-Catcher who specializes in dealing with bucktoothed little vermin—and their bigger wererat cousins.
A Necromancer who brings to bear the power of life and death. They’re pretty squishy, though.
A Swashbuckler who moves quickly and does things with their sword you’ve never seen—if you can afford them, that is...
And more!
You’ll want your Rogues to be tough, of course, but it wouldn’t hurt if they were at least a little bit clever too. Beggars can’t be choosers, though. Your Rogues won’t always work well together, but play it smart, and you might just get them back to the tavern for a celebratory drink.
The Gallows: Outlaws of Rotbottom
The Gallows? You’d stay away from there, if you have even half a brain in your head. Bein’ as that isn’t the case, I’ll give ya the rundown on what you’ll find.
If you thought that Rogues were low down, dirty, back-stabbin’ goons... well, you’re right. But the ruffians of the Gallows are even worse. Walk through the filth-ridden Thieves’ Quarter of Rotbottom at night and you’re likely to come out of it without all yer bits and bobs... only a fancy new scar to show for your trouble. Mark my words, you curs, there’s evil in the shadows of that place, and not all of it is man.
“The Gallows: The Outlaws of Rotbottom” is the new starter campaign in the boxset. Consisting of four connected delves, these scenarios push deep into the heart of the Gallows, exploring the Thieves’ Quarter of Rotbottom for the very first time. With brand-new mechanics and fresh stories, this lovely hardcover book has a lot to sink one’s teeth into, for new and old players alike. The new Devil’s Path system tracks the choices you make, and they can come back to haunt you many adventures (or even books) later!
It wouldn’t be Marching Order if you didn’t feel like doom was constantly hanging over your head, right?
(Man, I’m really selling it here. 😎)
It begins with Sigurd, renowned whoremonger and gossip, telling you he’s heard word that Batare of the 9th Ring is in the Red Dirt Wood—and he’s brought the Bent Staff of Péli with him. In that staff is a big blue gem that would go for a Headmeister’s ransom and let your Rogues live out the rest of their lives in a drunken stupor of excess, provided they could find some weirdo wizard to buy it off them.
But the quest for the gem kicks off an adventure they never could have anticipated, and gains the Rogues some powerful enemies. They’ll have to use all their resources to survive the coming storm as they move deep into The Gallows—and the ancient ruins below it.
Neck Deep: The Sewers of Rotbottom
The Sewers? Now there’s a laugh. We have the biggest sewer system in the whole world—yet, we throw our shit into the street. Ain’t that just the Rotbottom way?
We had a mad headmeister a few generations ago who was obsessed with the sewers. Rotbottom actually had a good amount of money at the time; it wasn’t always the run-down crap hole it is now. Anyway, he just kept expanding the sewers, building and building and building. No one has ever mapped them all, so no one knows where they end. And personally, I ain’t been interested in crawling around in the world’s largest outhouse to try and figure it out for myself.
Over time, Rotbottom’s good financial luck faded, and the sewers fell into disrepair, until we just stopped usin’ them altogether. Now, Headmeister Dunberger is payin’ fools like you to go down there and hunt rats to help with the city’s vermin problem.
What he’s not tellin’ his ambitious rat-hunters is that every weird cult and creepy monster that’s sprouted up in the city has eventually slithered down there to cobble together a nice, isolated lair. You ask me, the risk of disturbing ‘em isn’t worth the coin.
Finally, the book that folks have been requesting since day 1: Neck Deep: The Sewers of Rotbottom. Now, Marching Order doesn’t have to end when you finish a story campaign. Neck Deep has rules for creating random dungeons that become more dangerous the longer you’re in them. They come with higher rewards, of course.
Each room has traps, monsters, loot, or something “special”. We weren’t satisfied with just creating a random dungeon crawl; no, it had to be infused with that musky, bitter, Marching Order flavor. So you’ll find ancient eldritch entities, forbidden tomes, and questionable bottles of wine floating around in the fetid water of the sewers.
Not only that, but Neck Deep uses a new escalation tracker. This tracker advances by 1 spacein each room, adding to your next dice roll. So the monsters get tougher, the traps get more deadly, and the loot becomes even more precious.
A brave crew of Rogues could come out of the sewers with magical swords, piles of coin, and quite a few new flaws—if they manage to get out at all.
We decided the Sewers would be part of the core set because it’s an engine we’ll continue to build upon in the future, adding new challenges and variations. You’ll find some of these in our upcoming stretch goals. Just don't let the Crap Golem get you before we reach ‘em!
Rogues Life: A Guide to Rotbottom
Now do yourself a favor and listen to ol’ Grizzle. I know that lookin’ at me, it’s easy to think I must not have done that great a job at dungeon-delving. But I’ve had a lot of green gutter scum judge me, only to not make it out of their first tomb. You wanna make it through this life, ya gotta stop thinking like a hero and start thinking like a cockroach. Goal number one is survive. Any coin, ale, or kisses you earn along the way are just icing on the shitty cake of existence. You don’t get to take a bite unless you live.
By now, you’re either scared or a fool. Or maybe drunk... that’s how I did it most of the time. Don’t worry. Ol’ Uncle Grizzle is gonna teach you the ropes, and if you listen, you might just last to wake up hungover another day.
Rogue’s Life: A Guide to Rotbottomis the new core rulebook for Marching Order. Inside this tome are rules for buying and equipping your Rogues, and tips for how to go on delves, how to fight, and how to run away. For returning players, there are also new rules for allies, new equipment, new gambling games, and new Rogues. Plus, the whole thing has been given a real good edit (everyone say, "Thanks, Jen!" in the comments), coming with new formatting, and a good deal of clarification.
We’ve learned a lot since our first go-around.
The core rules are simple enough, and the adventures tell you exactly what to do and when. There isn’t a lot of guesswork involved. When the text tells you to make a roll, it’ll tell you what kind, and what you need to beat.
Example: Choose a Rogue and make an Awareness Roll vs TN 5.
You’ll simply choose which Rogue is going to attempt the task, and roll a six-sided die—one of several supplied with the game. Take the result and add the Rogue’s Awareness. If it meets or exceeds the Target Number (5, in this case), the roll succeeds! Otherwise, it fails (You can always spend a Luck point to reroll, but be careful... you might need those later). After you know your result, just do what the text tells you.
It’s impossible to live that Rogue life without getting into a few fights. When combat begins, line up your standees, and bring out your stat cards. Our dry erase board makes it easy to keep track of conditions, cooldowns, and any other notes. So hack, slash, cast spells, and fire those arrows until one side or the other has stopped moving. You can use your big abilities, too, but you’d better hope your cooldown dice get to zero before you need to use those powers again.
Combat in Marching Order is fast, tense, and deadly. Spend your Luck points wisely—and grab an extra healing potion or two, if you can afford it.
Rewards*
*Backers will get digital versions of the books as well.
Core Set
This 7 inch x 11 inch by 6 inch slipcase contains everything you need to start playing Marching Order:
- The Gallows: Outlaws of Rotbottom - The newest story campaign for Marching Order. These four delves will take you deep into the Thieves’ Quarter of Rotbottom.
- Neck Deep: The Sewers of Rotbottom - This is the source to generate endless dungeon delves in the sewers beneath Rotbottom, including numerous random tables and challenges—and a Crap Golem!
- Rogues Life: A Guide to Rotbottom - The core rulebook. It’ll tell you all you have to know for delving dungeons.
- Dry-Erase Battle Board and Marker - Keep track of your marching order and all your conditions and cooldowns.
- Player Reference Screen - Quickly reference conditions, turn order, and other important information without slowing down gameplay.
- 70+ Rogues and Rascals cards - Cards for all your friends and foes, complete with quick reference guides for their stats and actions.
- Pad of Rogue sheets - Don’t worry about making bad decisions and killing a bunch of your Rogues—you have plenty of character sheets to make more! The back is even gridded, for use in both mapping dungeons and keeping track of your Devil’s Path choices.
- Pencil - The legal team has told me I can’t suggest putting this up your nose, but hey, I ain’t your father. At least, I don’t think I am...
- 170 Standees with 16 Stands - Featuring the art of Mustafa Bekir, these standees will help you keep track of your marching order. Hell, they’re so "cute," you can use them in any dungeon game.
- Escalation Token - Keep track of how bad things are getting with this beautiful metal escalation token.
- 18 Custom Dice - These custom six-sided dice replace the number 1 with a pile of poo—because if you’re unfortunate enough to roll it, that’s exactly what your Rogue has to look forward to.
- A Lot of Bullshit - Living that Rogue Life isn’t easy. You can’t expect to go into a dungeon and not have some bullshit come to pass.
Kickstarter-Exclusive Edition
Only available during the Kickstarter: Everything listed above, but inside a larger slipcase illustrated by Mustafa Bekir! The city of Rotbottom covers the outside, while the inside features a diorama board of the sewers for your Rogues to adventure in.
The Mega Chest
This is the ultimate package: The base game and all the limited-edition extras,in an actual wooden treasure chest branded with the Marching Order logo.
- This isn’t just the core set; this is EVERYTHING.
- Everything that is included in the core game.
- Hardcover Limited Edition copy of The Master of the Onyx Tower
- Hardcover Limited Edition copy of The Delvers Guide from Mud and Blood Edition
- All six Quick and Dirty adventures
- A leather box for all your monster cards, with room for future releases.
- A leather pouch for your hero and boss monster cards, with room for future releases
- A leather dice bag to hold all your dice
- Marching Order Drink Cooler
- Three stickers: Marching Order, Dusty Balls Tavern, and Crumbling Keep
- The Kickstarter-exclusive T-Shirt
Master of the Onyx Tower - $15
Take your Rogues to a strange wizard’s tower and steal everything in sight. Ponder orbs! Deal with fecal-covered imp dens! Live your best Rogue life in this deluxe sword and sorcery delve.
Quick and Dirties $4 Each
Marching Order Quick and Dirties are short, no-nonsense delves that fold out into a six-panel poster. Get in, pillage what you can, and try to get out alive, all in a single session. From escorting a shifty knight to robbing wizards, they’re great for a quick game-night treat. Oh, and don’t worry - just like any Marching Order delve, they have plenty of bullshit.
QnD: Return to the Decaying Manse - $4
Get your gear and get ready, Rogues; we’re going back to where it all began. This adventure through the Decaying Manse will take you back down that old familiar hallway, but don’t get comfortable... a lot has changed since the last time you were here. Oh, and if you think Dunberger is telling you the whole truth, you have another thing coming.
QnD: Pendulus Pillaged - $4
The wizard Pendulus Startalker is really on a tear. He is standing in the town square, without pants on, screaming at anyone that will listen. But if he’s out here, who is at his house watching his stash? Looks like a good time to rob a wizard’s house!
QnD: Protecting Sir Grumpferd - $4
Sir Grumpferd is likely the biggest asshole in Rotbottom, but you need coin, and he’s willing to pay for your protection while taking a short walk in the woods. But there’s something he isn’t telling you...
QnD: The Priory of Red Peitor - $4
Three nights ago, around midnight, the monks of the Priory of Red Pietor came running out of the woods, screaming of demons and devils.
That doesn’t concern you, however. What does concern you is that they abandoned the priory with all its riches still inside.
Shame to let it all go to waste, innit?
QnD: Let Me Out - $4
Madame Toadlicker runs the most infamous boardinghouse in Rotbottom, the House of Fading Flowers. However, she has an unexpected tenant and needs some Rogues to rid her of it.
QnD: ‘Twas the Night Before a Hangover - $4
It’s just another night in Dusty Balls Tavern—until you hear a clattering up on the roof.
If you think it’s someone bringing you gifts… well, I’ve got some bad news for ya.
*Bring your A-game, because this is the toughest Quick and Dirty we’ve released to date.
Can Cooler - $5
Play in style and be sure to... um, hydrate with this Marching Order can cooler.
Stickers - $3 Each or $5 for All 3
Support your favorite game company by buying these stickers! Designs include Marching Order, Crumbling Keep, and Dusty Ball’s Tavern.
Limited Edition Campaign T-Shirt - $30
With art by Mustafa Bekir. Once the campaign is gone, so is this T-Shirt! Brad will probably add some spec here because he’s the designer. I dunno. I've been drinking while writing this portion of the campaign, so if you see this, sorry. 🤷
More Solo Games
For those who want to delve deeper into the solo RPG world, we’ve carefully curated a selection of excellent games from some of the top designers. These are all games we personally love!
*Only available as a bundle through the Headmeister and Half-Baked Sorcerer tiers
Four Against the Darkness, 2nd Edition
Made by Ganesha Games, Marching Order likely wouldn’t exist without this one. When it comes to random dungeon crawler generators, this one is the OG*. The second edition isn’t even out yet—but it will be by the time we fulfill this Kickstarter!
*Warning: there are enough expansions to keep you playing this game for a very, very long time.
Escape the Zone
Martin Ouellet has created a masterpiece. In the 40-page zine that is Escape the Zone, you are a stalker, facing the dangers of the Exclusion Zone. There’s a problem, though: every time you go into the zone, you forget who you are! Will you be able to gather your memories as you travel throughout the zone to try and complete your mission? More importantly, will you make it out alive?
Twelve Years Kickstarter Exclusive Boxset
I love Twelve Years. This game takes you on an epic adventure to stop the Lich King before time runs out. Great rules for hexploring and dungeon delving. Everything is randomly generated. You'll miss your dead party members as they succumb to terrible monsters and misty fae realms, but you'll build more.
This is a limited edition box set in stunning white and back, created specifically for this Kickstarter. It contains the core game, Demon Lord expansion (it's a whole new campaign!), village expansion, Hexploring expansion, and campaign journal. Did I mention that I love this game?
On the Other Side
If you don’t know who Philip Reed is, you’d better ask somebody. He’s one of the most prolific designers of our time. He and Lex Morgan bring us On the Other Side, an excellent resource for solo RPG players who go into dungeons. This zine is full of random tables for what you can find in any given room, with nested tables providing a unique and incredibly creative method for mapping out your dungeons.
Classic Dungeon Encounters
Our second offering from Philip Reed, this deck of cards is chock-full of strange and wondrous encounters for your dungeon. More than giving a simple “2d4 goblins,” each card is like a little story unto itself. You could base an entire adventure on each one! Incredibly evocative, you’ll never again be bored while going through a dungeon.
Pledge Levels
- Sneak Thief $99
Early Bird Price for the Core Set.
You get the core set for Marching Order: Curse and Coin Editionat an excellent price for backing it in the first 48 hours.
- Sellsword $125
Basic Tier for the Core Set
You get the core set for Marching Order: Curse and Coin Edition, which contains everything you need to start delving into the darkest dungeons.
- Knight $150
Kickstarter-exclusive Edition!
You get the core set for Marching Order: Curse and Coin Edition, with the Kickstarter-exclusive wraparound art! Get in that sewer!
- Hedge Mage $195
The Kickstarter-exclusive Edition Core set, with dungeon diorama, All 1E delves (adventures), KS Exclusive T-Shirt, Can Cooler, and Stickers.
- Headmeister $260
Deluxe Kickstarter-Exclusive Edition
You get the Deluxe Kickstarter-Exclusive edition of the Marching Order: Curse and Coin boxset to make your bookcase look downright sexy and all the Solo games listed above.
- Half-Baked Sorcerer $355
All-in. Every 1E adventure and more.
The Kickstarter-exclusive Edition Core set, with dungeon diorama, KS Exclusive T-Shirt, and the Solo Bundle!
The Master of the Onyx Tower
QnD: Return to the Decaying Manse
QnD: Pendulus Pillaged
QnD: Protecting Sir Grumpferd
QnD: The Priory of Red Peitor
QnD: Let Me Out!
QnD: ‘Twas the Night Before a Hangover
Marching Order Can Cooler
Three stickers: Marching Order, Dusty Balls Tavern, and Crumbling Keep designs
The Kickstarter-Exclusive T-Shirt
- High Sorcerer $650
All of the Kickstarter exclusives, hardcover reprints of the older books, deluxe storage components, and a FRICKEN’ TREASURE CHEST branded with the Marching Order logo.
It’s so beautiful... The High Sorcerer tier comes with the following:
The Mega Chest. Basically everything in the Hedge Mage tier, but with upgraded wood and leather components, hardcover books, and more. See the rewards section for the breakdown.
- Merchant - $299
For retailers looking to make some coin.
5 Standard Edition boxsets.
- High Merchant - $390
Wanna sell some copies with that sweet, sweet Kickstarter-exclusive art? Here ya go.
5 Kickstarter-Exclusive boxsets
- Merchant King - $1,200
Because you only sell the finest wares.
5 Standard Editions
5 Kickstarter-Exclusive Editions
1 High Sorcerer Tier - THE MEGA CHEST
Add-Ons
Here’s one thing they don’t tell ya at the tavern: the most important part of adventuring comes before you even get to the dungeon—it’s paying a visit to the general store. Having the right gear can make up for a lot of stupid decisions. Torches and bandages go a long way, Rogue. You’d be smart to spend some coin on certain necessities before you go balls-to-the-wall.
One of the coolest things about the Curse and Coin Edition of Marching Order is that it’ll be compatible with all previous adventures we’ve written for the game. Now is a great time to get them at a discount and have even more adventures as you get ready to delve into the dark, forgotten places of the world.
Stretch Goals
Hitting stretch goals will fund even MORE great stuff for the Curse and Coin Edition. The added rewards will be revealed and added as we hit certain benchmarks in funding. Most stretch goals will be included FOR FREE with your pledge!
We also have a second set of stretch goals related to social sharing! We have posts on Facebook and Instagram, and we’ll be closely tracking how often they are shared. When they reach certain thresholds, even more stretch goals will be unlocked! In addition, for those on our email list, we’ll be keeping an eye on our analytics. Forwarded emails will count as 50% more shares for these goals.*
*Email-sharing numbers aren’t known for being super exact, hence why they’re worth more. We can only use the numbers our platform gives us.
Funding Stretch Goals (Sewers)
- $17,000 - 6 more Sewer Challenges
Add six more challenges to Neck Deep: The Sewers of Rotbottom. These challenges give you quests to complete when delving into the random dungeons of the sewers.
- $20,000 - Give a Rogue a Home
Your Rogues can’t live in the tavern, right? Give a Rogue a Home gives you rules for constructing your own "barracks”* in Rotbottom.
* By barracks, we might mean flophouse. 🤷
- More to Come
Social Share Stretch Goals
- 10 shares - An Extra Delve!
That’s right. If our posts are shared just ten times, we’ll add a fifth stretch goal to The Gallows.
- 25 shares - Quasar Gambling Hall
At 25 shares, we’ll be bringing back the Quasar Gambling Hall, with new gambling mini-games for your Rogues to waste their hard-earned coin on.
- And More to Come!
Reviews, Playthroughs, and Testimonials - 2 columns?
Look, don’t take our word for it; we’re self-admitted liars and thieves. Here’s what other folks are saying about Marching Order:
Note: Most of the playthroughs are from the 1st edition.
Add in the rest of the testimonials here. Also embed all the YouTube videos where they like us.
JC -
"“The Dungeon Dive” put this on my radar and I instantly backed this. The Darkest Dungeon board game looked like a micromanaging nightmare-couldn’t pull the trigger on it. Marching Order is EXACTLY what I want."
Alexander J -
"Well... I have never even heard of you! What is all this Marching Order nonsense about!?
Nevertheless... Looks awesome. I went High Sorcerer and decided to plunder all your dungeons!
GIVE ME ALL YOUR GOLD AND ITEMS!!"
Marching Order is filthy, funny, and undoubtedly f*cked up. I can't recommend a better crawler to play with the reprobates I call my friends. Bonus points for being able to play this one by myself whilst naked and in blissful isolation.
With a lo-fi sensibility reminiscent of Mork Borg, Marching Order is a low rules-overhead dungeon-crawl done quite irreverently by James Crane and Co. Highly recommended for a group of friends with a six-pack or two of something frosty in tow. But also recommended for solo gamers with a healthy sense of humor.
This is the perfect game to pick up when you need some quality alone time. It's got action, humor, dice, and big damn rats!
If old school game books (Fighting Fantasy, Lone Wolf etc) were to have a tequila fueled one night stand with AD&D, the Marching Order is the unhinged baby that would greet the world 9 months later. It's solid dungeon crawling with a great sense of humor and an interesting, gritty world that takes itself JUST seriously enough that you know to be afraid of the next room you enter. Play it with friends, or play it alone because they think they're too good for it... Then go find new friends.
A boardgame / cardgame / RPG hybrid that took my heart, caressed it, and dragged it across the cesspool of Rottbottom. It's a fun, challenging, silly, and still epic adventure that made me and my family laugh heartily many times. And in the next moment, it took our cherished player characters just to swat them like a blowfly on an unbearably hot summer's day. You'll suffer a little, fellow Rogues, but you'll want more of that.
Just the right mix of action and adult humor. Perfect for group play or soloing. But make sure your vaccinations are updated.
Perfect game when I need a little solo slap and tickle (even if it’s with a rat and a dagger).
Great game for getting down and dirty by yourself.
Phrasing J.J. Come on, now.
As the father of 5 (4 of are teens) this is the ideal way for me to get a bit of solitary time. I DM for 3 groups and I am forever DM. This is my chance and means to be a player.
Absolutely love it!
The Team
James Crane - Writer, Designer, Rat Farmer
Bradley Kishbaugh - Design, Graphic Design, Goblin Tickler
Mustafa Bekir - Art, Trap Poker
Jen McDonnell - Editing, Greased Scholar Wrestler
Justin Giuliani - Videographer, Imp Greaser
Scout Torres - Final Pass Edit, Cleric Caffeinator
Shipping
We will be charging shipping (after the campaign ends) via Backerkit. We do have a secondary distribution center in the UK, which will help a bit with the costs for shipping abroad. That said, these numbers are our best estimates based on projected product weight and the current mailing system rates. We’ll do what we can to keep things close to these numbers, but ultimately, shipping charges are a bit out of our control.
What to do next?
Are you excited? We’re excited. Course, that might be because we drank whatever brew the Alchemist cooked up...
If you’re looking to figure out what to do next, I got some ideas fer ya:
Choose your tier over to the right. Once you find the one you want to back, give it a click or tap or whatever, and follow the instructions. Kickstarter will walk you through the steps. They make it pretty easy.
Tell people! We’re a small company. Like, two-people small. We’ll use all the help we can get. Steal any images you want and post about the campaign on social media. Hit up Facebook Groups, Subreddits, etc. If you share this post or this post, it might just unlock some stretch goals!
Join our Mailing List for more updates. Once this boxset is out, we’ll be distributing some free Marching Order content that way.
Give yerself a good check for rat bites, and consider going to the life coach to straighten yourself out.*
*This one is optional.
Above all, give us a follow, huh?
Who are We?
Crumbling Keep is two friends (Brad and James) who absolutely love RPGs. As you can see, we’ve had plenty of successful crowdfunding endeavors, and pride ourselves on our prompt delivery. Out of everything we’ve put out, we’re best known for Marching Order, our solo/co-op RPG.
Feel free to say hello in the comments! Or you can always get ahold of us at info@CrumblingKeep.com.
Risks and Challenges
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