Pilgrimage is a fantasy skirmish game. A small Oathband of believers walks a dark road, and the road makes them pay for every mile of it.
You do not play a hero. You play an Oathband, a band of Pilgrims who are collectively the protagonist of this story. Whilst none among them are irreplaceable, all of them matter.
This book is the battle engine: everything needed to found an Oathband, fight Trials against another player on a single evening’s table, and begin building an Oathband’s story through Vows, Renown, and Legacy.
Each Trial is a scenario with its own shape, stakes, and terrain, and what your Oathband earns in one battle, it carries into the next.
It is also the first stone on a longer road. Pilgrimage is being built toward a full solo campaign: an unknown road procedurally revealed as you walk it, a growing Shadow with its own nature and escalating purpose, camps between battles, and a Finale worth reaching. That campaign will follow in a dedicated release, and every rule you learn here walks into it with you.
Walk the road and redeem what was lost.
What kind of game is this?
- Narrative skirmish: Oathbands compete for objectives, not just casualties
- Trial-driven: three battles included, each with its own shape and stakes
- Fast and dense: a 3’×3’ board, 4–8 figures a side, finished in an hour
- Miniature agnostic: use whatever you own
- Scalable: core rules are simple; Advanced Combat adds depth when you want it
- Drama first: play to find out what happens, not to see who wins
What you need
- Pilgrimage Oathband and Roster sheets
- Two D12 dice: different colours helps
- 4–6 miniatures to begin: ideally 28–32mm, any setting; no special range required
- Scenery enough to fill a 3’×3’ board; the denser the better
- Something to measure inches
- This rulebook
Pilgrimage uses D12 dice only. No other dice types are needed at any point in the game.