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FroGames — Moments You'll Remember
Between a tournament and a quest in the Forest Sauvage, someone found a legendary treasure. Someone else lost half their crew to a giant. And nobody remembers who was winning anymore.
WHAT IT'S ABOUT
A living Arthurian world where you forge your own legend
Designed by Ivan Alexiev and Brian Saliba, with over 250 original hand-painted works by artist Jay Johnstone using authentic medieval techniques and pigments, Siege Perilous is a thematic eurogame that brings five centuries of Arthurian literature to the table. From Chrétien de Troyes to Thomas Malory, from Geoffrey of Monmouth to Edmund Spenser: every narrative element is drawn from historical British, French, German, Italian, and Dutch sources.
Choose one of eight knights — Lady Britomart, Sir Morien, Sir Wigalois, and others — each with unique stats and a personal quest. Then traverse 12 dynamic realms filled with castles, churches, markets, prisons, and the Forest Sauvage. Face tournaments, complete quests for Merlin, embark on foreign campaigns, seek legendary treasures. The map itself changes as you play: new events emerge, Merlin appears with urgent assignments, opportunities disappear. Each game writes a different legend, your own.
This is the Gamefound edition: the collector's version, with dedicated player boards for each of the eight knights, acrylic standees, foil effect on crests and the game board, and metallic dice. Components designed for those who want the legend to be visible on the table.
Every choice you make, every die you roll, weaves a tale that could not exist before this game.
The secret of Siege Perilous in one line
A breathing sandbox: you don't play a written story, but build a new one every time you open the box.
From the gameplay experience
Siege Perilous
The game is designed for solo play from the basic rules: you face tournaments, quests for Merlin, foreign campaigns, and encounters in the Forest Sauvage exactly as in multiplayer. You only lose competitive Contest Sites and direct interaction, but the richness of the sandbox remains intact. A complete experience for those who want to live their own Arthurian quest.
What you will find in the world
Four pillars of your adventure
100 Knights and Courtiers
Every castle hosts tournaments and courts: challenge knights, impress nobles, gain allies or enemies. Each has unique stats and specific rewards. Winning isn't enough: how you fight also matters.
20 Foreign Campaigns
Board a ship and set off: diplomatic missions in Rome, cursed bowers in Ireland, pilgrimages in Spain. Each campaign offers glory, resources, and stories that no one else will experience in your game.
Forest Sauvage
30 random encounters in the wild forest: faerie markets, wounded giants, the Cath Palug to hunt. Let go of the reins, follow destiny, and perhaps the Lady of the Lake will test you.
22 Legendary Treasures
Weapons, artifacts, creatures, vehicles: Lugh's spear, Morgan Mwynfawr's Chariot, Cavall the lord of hounds. Each treasure changes how you approach the world.
What makes this version special
Five collectible upgrades you won't find in the retail edition. Honest comparison, no inflated promises.
8 dedicated player boards
A specific dual-layer board for each of the eight knights, with their own art and name. Nothing to assemble: pick your character and play.
Retail: 4 generic boards where you insert image and nameAcrylic standees
The character pawns are made of premium acrylic: thick, shiny, with a striking visual presence on the table.
Retail: punchboard standees (die-cut cardboard)Foil effect crests
The heraldic crests have a brilliant foil finish that catches the light — the kind of detail that makes each house recognizable and prestigious.
Retail: standard print without foilGame board with foil details
The game board also features foil inserts: key realms and locations stand out, transforming the map into a display piece.
Retail: game board without foil effectMetallic dice
Dice with metallic color and a special effect: they feel weighty in your hand and make a difference when the fate of your quest hangs on a roll.
Retail: standard diceIn two hours, someone will have defeated a dragon. Someone else will have betrayed an oath. And the Siege Perilous still awaits its true knight.
Video a scopo dimostrativo, per mostrare il gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
The personal quest
Choose your knight and read your initial mission. Each starts with a different story: Lady Britomart seeks her kidnapped father, Sir Morien wants to prove his worth, Sir Wigalois is a lost son of Camelot. From the very first turn, paths diverge: some go north towards tournaments, some head to a church to purify themselves, some immediately aim for the Forest Sauvage.
The first tournament
Someone challenges a knight in a castle. Dice are rolled, statistics are consulted. The first won battle brings spur points, perhaps an ally, certainly a story to tell. Those who lose lick their wounds and plan revenge. But meanwhile, some have boarded a ship to Ireland.
Merlin appears
The map changes: Merlin appears with a puzzle to solve. The mystery of the Hound Knight, a ship of Solomon, a submerged city. Those who accept the mission deviate from their plan, but the rewards are too tempting. Some already regret it: they were about to complete a quest for Arthur, now they must choose.
In the Forest Sauvage
Someone lets go of the reins and enters the forest. They draw a card: a wounded giant begs for mercy. What do you do? Do you help him, finish him off, ignore him? The choice defines your Virtue. And while you discuss at the table, another player finds an enchanted market and buys an artifact no one knew existed.
The race to the Siege Perilous
Titles accumulate, stats grow, treasures shine. But who truly has the balance between Skill and Virtue to claim the seat? The last turn is a race: some complete a final quest for Arthur, some attempt a desperate tournament, some bet on a final Contest Site. The game ends, but the stories remain.
How to play
The flow of each turn
Each turn, you manage your action points to move, interact with locations, accept missions, and face challenges.
Spend action points to move between realms and locations. Each space offers different interactions: tournaments in castles, blessings in churches, equipment in markets, random encounters in the Forest Sauvage.
Face knights, court nobles, solve intrigues. Roll dice modified by your stats (Skill, Virtue). Success brings rewards, failures wound or dishonor.
Complete missions to earn resources, increase stats, gain titles. Visit markets to buy assets (weapons, horses, tools), training towers to improve skills, churches to purify virtue.
The map evolves: Merlin appears with new intrigues, foreign campaigns become available, events modify locations. End of turn: choose where to stop (fountain, prison, contest site).
Why it's different from others
Six mechanics that make the difference
250 original medieval paintings
Jay Johnstone hand-painted every card using authentic medieval techniques, pigments, and gold leaf. Not digital illustrations: artworks that could belong in a 13th-century manuscript. Every component is a piece of art that tells hidden details of history.
Five centuries of Arthurian literature
Every knight, every treasure, every encounter comes from historical texts: from the Breton cycles to Malory, from Geoffrey of Monmouth to Spenser. It's not generic fantasy: it's a philological journey into British, French, German, Italian myths. Those who know the sources will recognize forgotten characters.
Living and dynamic map
12 realms that change during the game: new events emerge, Merlin appears in different places, foreign campaigns open and close. You never play the same configuration. The map breathes with collective choices.
Eight asymmetrical characters
Lady Britomart daughter of a king, Sir Morien African warrior, Sir Priamus descendant of Hector, Lady Marfisa Queen of the East: each starts with unique stats, quests, and abilities. In the Gamefound edition, each has their dedicated dual-layer board.
Sandbox with heuristic structure
The freedom of a narrative sandbox within a solid eurogame framework: action points, resource management, path optimization. It's not a ruleless role-playing game, nor an abstract euro without a story. It's the balance between the two.
Six expandable Legendary Tales
Campaign mode introducing cooperative or competitive challenges: defending the realm during rebellions, invading Rome, stopping Morgan Le Fay, facing the trials of the Queen of Faerie. Each Tale adds characters, treasures, and mechanics. The game grows with you.
How it ends
How to win and how to lose
The winner is the one who claims the Siege Perilous, the legendary seat reserved for the most virtuous and skilled knight in the realm.
Victory
- Accumulate enough Titles by completing quests for Arthur, winning prestigious tournaments, gaining the king's favor
- Balance Skill and Virtue: the Siege Perilous requires excellence in both, not just brute force
- Acquire legendary treasures and complete epic missions that strengthen your claim to the seat
Elimination or defeat
- Accumulate too many wounds in battles and encounters: without healing, you risk being out of the game
- Lose too much honor by acting as a coward or traitor: dishonor excludes you from the Siege Perilous
- Fall behind in the race for titles: if others advance faster, you never reach the seat
Siege Perilous is for those who want to live their own Arthurian legend, written with choices, dice, and stories that emerge at the table and last forever.
Frequently asked questions
Siege Perilous FAQ
Is it a role-playing game or an eurogame?
Both. It has the structure of an eurogame (action points, resource management, clear victory conditions), but its heart is narrative: every action builds a story. No GM is needed, no impromptu dialogue, but every game writes a unique legend made of choices and random encounters.
What are the differences between the Gamefound edition and the retail edition?
The Gamefound edition is the collector's version. It features 8 dedicated dual-layer player boards (one for each knight) instead of the 4 generic customizable ones in the retail version, acrylic standees instead of punchboard, foil effect on coats of arms and the game board, and metal dice. The game and rules are identical: the quality and appearance of the components on the table differ.
How important is knowledge of Arthurian lore?
Zero for playing, very much for appreciating the details. The game works perfectly without knowing Chrétien de Troyes or Malory: the mechanics are explained in 20 minutes. But if you recognize Sir Wigalois, the Cath Palug or Solomon's ship, every card becomes a historical easter egg.
Are the Legendary Tales mandatory or optional?
Optional. The base game is complete and highly replayable. The Legendary Tales add cooperative or semi-cooperative campaign modes, with new characters, treasures, and challenges. They are expansions integrated into the box, not mandatory DLC.
Does it work well solo or is multiplayer necessary?
Solo play is an official and complete mode: you face tournaments, missions for Merlin, foreign campaigns, encounters in the Forest Sauvage. You only lose the competitive Contest Sites and direct interaction, but the sandbox remains intact. Perfect for living your personal quest.
Is it available in Italian?
No, this edition is in English. Abundant narrative texts on mission cards, encounters, and intrigues: a good understanding of the language is required. It is not a language-independent game.
Siege Perilous (Gamefound edition) is a narrative sandbox eurogame for 1-4 players, 90-180 minutes, ages 8+. Designed by Ivan Alexiev and Brian Saliba, published by Play to Z, it brings five centuries of Arthurian literature to the table through 250 original medieval paintings by Jay Johnstone. Eight asymmetrical characters, 12 dynamic realms, 100 knights to challenge, 20 foreign campaigns, 30 encounters in the Forest Sauvage, 22 legendary treasures. The Gamefound edition adds 8 dedicated dual-layer player boards, acrylic standees, foil effect on coats of arms and the game board, and metal dice. Mechanics: action points, narrative choice, variable powers, semi-cooperative. Each game builds a unique legend made of strategic choices, dice, and random encounters. Full official solo mode. Available on FroGames.it.

Siege Perilous - Gamefound Edition
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