Marching Order Quickstart Guide
Marching Order Quickstart Guide
Rogues Effects
Poisoned
An effect looks like this:
On page 5 you have four Rogues. Decide
on which one is going to be first, which one When an ability gives a creature
will be second, etc. and put them in a line. an effect, it’ll read like so:
When it’s a Rogues turn, they can do one
action. Effect: Poisoned (3)
They have two options: switch places
with an adjacent Rogue in the marching That means the creature suffers the poisoned effect for 3 turns.
order or use one of the actions listed on This is handled a lot like cooldown- put a die next to them with
their sheet. Simple, yeah? the number showing. Effects are handled at the beginning of
Rolls
the creature’s turn. Resolve the effect and then reduce its die
by 1. When the die ticks zero, the effect stops. It is a good idea
to take notes of what these effects are. These do not reset after
an encounter.
When it says make a roll, roll a standard 6 sided dice and add See page 17 for a list of effects.
the stat it mentions. Compare the result to the Target Num-
Bullshit
ber (TN) or the stat mentioned (i.e. “vs Defense” means use
the targets Defense stat as the target number.) If it meets or
exceeds this value, it succeeds. If it says it’s an attack roll, it
might do damage. For instance:
Make a Physical Attack roll VS target’s defense At the end of every creature’s turn, be they Rogue or enemy,
This means you roll a dice and add your physical trait. Sub- they roll a bullshit dice. Look at their sheet. If it rolls a 1, do
tract the targets defense and that’s how much health they what it says. If it rolls a 6, do that instead. Into every Rogue’s
lose. With me so far? life, some bullshit must fall.
2 3
Marching Order Quickstart Guide
Enemies Wait, this doesn’t make sense.
Enemies don’t get a choice in what they do like Rogue’s do. Hey, I only had a few pages to explain the rules. What do you
Resolve any effects at the beginning of their turn and then roll want from me? Get ahold of Crumbling Keep on social media
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the 6 sided dice to see what action they take. Don’t forget to or email us at [email protected]. Better yet, just get
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Available
You put your Rogues in order, right? The first one is the one
farthest to the right. For the enemies, it’s reversed. The enemy
farthest to the left is at the head of their marching order. Each
creature takes up one space. If a creature dies, the space goes
away - there are no blank spaces in the order. That’ll be im-
portant when you start using actions. When counting spaces
Alchemist
for actions, each creature, be it friend or foe, counts as one
space. Acid Basic Attack
This attack targets two crea-
For example: The archer’s basic attack targets an enemy 5-6
tures in the middle of the ene-
spaces away. To figure out that distance, count each creature
Turn Order
my’s marching order. If there
in front of them, including the other Rogues. When you reach
Physical: -1
are not two creatures in the
the 5th creature, that’s the first one that may be targeted. middle (i.e. if they have less
Defense: 2
than four creatures), you may
target any two adjacent crea-
tures. Make a Physical Attack
Health: 8
At the beginning of an encounter, roll a dice for each side:
Roll vs each creature’s De-
Rogues and Enemies. Whichever side rolls high goes first.
fense.
Awareness: +1
When determining whose turn it is, find the creature closest
to the front of the marching order who hasn’t gone yet. That’s A little pick me up. Cooldown: 5
Bullshit
the one whose up. When the first side is done, switch to the
other. Repeat until one side is dead or everyone is crying. That creature gains the effect:
Speedy
Speedy (2).
4 5
an area, you don’t have to deal with it again.
Tricked
receives the effect : Tricked (3).
Awareness: +2
attack.
Awareness: +1
Bullshit
1. This hangover is killing me. For your next two dice rolls, roll
twice and take the worst result.
Bullshit
1. If we make it out alive, I swear, I’ll kill you for this. Make a basic attack
6. Here, let me help. Reduce an ally’s cooldown dice by 1. against a random adjacent Rogue.
6. It’s only a scratch. An adjacent Rogue of your choice regains 1d6/2
health.
Doctor
Staff. Basic Attack
Target one creature 1-2 spac-
es away. Make a Physical
Attack roll vs their Defense.
Let me patch that up. Physical: -2
Defense: 2
Cooldown: 3
Select a creature adjacent to
Health: 12
you and roll a dice. Divide the
result by 2, rounding up. The
Awareness: +2
creature regains that amount
Bullshit
of health.
6 7
2. There. You should feel better. Remove an effect from any ally.
Marching Order Quickstart Guide
G reat. I hope you’re ready for your first delve.
Start by reading passage #10 on page 14.
1 The floor of this room is littered with filth. Where the wood
shows through, it is stained a dark crimson. The beasts that
advance toward you are a hint as to what caused the blemish.
Each Rogue may choose to eat the food. If they do, roll a die
and abide by the results below.
1-3: This wasn’t a good idea... Roll a die and divide by half,
rounding up. The Rogue loses that much health.
8 9
Marching Order Quickstart Guide
3 The hallway stretches out before you, dirt collected in
heaps on the floor. A hole leads to a burrowed passageway to
5 A nice, safe, empty hallway. Nothing to see here, yessiree.
You haven’t felt this safe since you were suckling on your
the north. mother’s teat.
6 You crawl
through the low
passage way, the
scent of death
filling your n o s t r i l s .
The air tastes humid and
you feel the occasion-
al drip of cold water on
your skin. You come to
10 11
Marching Order Quickstart Guide
a hallowed out chamber of bones and webs that cling to your seen elsewhere in this place. It seems like a safe place to rest.
skin like a paper thin embrace. The sounds of scuttles reach If you wish to rest, roll a die and divide by 2, rounded up. Each
your ears, seemingly coming from all directions at once. Rogue regains that much health. You may do this one time
during this delve.
Make an Awareness roll vs TN 3. If you fail, the enemy auto-
matically goes first in the fight. If you succeed, roll as usual to Do you wish to look through the books? If so, go to #13.
see which side acts first.
Fight these: 8 It seems this bedroom has not been used in a long time.
Venom Spider - Venom Spider - Trap Spider - Giant Spider The bed sprouts mushrooms from its decaying mattress. A
host of critters rushes forward to greet you.
If you’re still alive, congratulations - you killed what you were
sent here to kill. Now if you can get out alive...
12 13
useful and may leave this room.
Doped Up
The merchant wrings his fingers together anxiously. Return to #5.
Beads of sweat collect on the man’s brow and you can smell
his nervousness from here. He’s taken the liberty of buying
you a round, so you’re somewhat obligated to see what he has
to say. You have a feeling there might be some coin at the end
of it.
You know he didn’t kill the driver - you saw Hendrix leaving Decide which Rogue has the rotgut. For an action, they may
town in the middle of the night, laughing as he fingered a sack take a swig or administer it to an adjacent creature. A creature
of coin. At least you know it means the merchant is good for who drinks the rotgut regains 2 health. It may be used 3 times
the money. You weren’t doing anything better anyway. It’s time before the bottle is empty.
to round up your gear and go on a delve.”
Go to #1. Return to #8.
14 15
Marching Order Quickstart Guide
Effects
List
15 Nothing like a good romp through a book of forbidden
arcane lore to set your mind right, non-euclidean illustrations
not withstanding.
Roll a die and consult the table below to see what happens to
the Rogue.
Armored
Batshit
Batshit
2-3. The silver crown will bring the end of all things! ... The
Rogue in question goes mad. When
Doped Up
Hungover
4-5. I understand the will of the gods... When this Rogue rolls
a dice and they do not like the result, they may automatically
Roll a die. On a roll of 1-2, the Rogue
skips the rest of their turn this round. When rolling to perform any actions
change it to a 6. They may do it three times before this ability
worse result.
Magical Tingles
6. Ahh. That’s how magic works... This Rogue gains the fol-
Poisoned
lowing ability:
Speedy
much health but the enemy loses twice that
Tricked
amount.
16 17
Marching Order Quickstart Guide
Actions Actions
1-3. Toothy Boys. Target an adjacent 1-3.MEHAH! Target a random Rogue.
Diseased Rogue. Make a Physical Attack roll vs The Imp makes a Physical Attack roll vs
Rat their Defense. If no Rogue is adjacent, Defense. If successful, the target suffers
Imp
the Diseased Rat moves forward one damage normally and gains the effect
Poisoned
Defense: 3
fect Magical Tingles(1).
Health: 2
Rogue. Make a Physical Attack roll
Health: 3
vs their Defense. If successful, the
Rogue gains the effect Poisoned (3).
Bullshit Bullshit
If no Rogue is adjacent, the Diseased
Magic Tingles
Rat moves forward one space in the
marching order.
Poisoned
1. Wait, it was that easy? The Diseased Rat dies. 1. Unsummon. The Imp leaves the battle.
6. It moved so fast! The Deseased Rat targets a
random Rogue. Make a Physical attack roll vs 6. Gate in a Friend. An additional Imp appears at the end of the marching
their Defense. order.
Actions Actions
1-3. Toothy Boys. Target an adjacent
Giant Rat Giant
1-3. Rest. The Giant Spider does nothing.
Rogue. Make a Physical Attack roll vs 4-6. Spit Bile. Target a random Rogue
Attack -1 Spider
their Defense. If no Rogue is adjacent, in the middle of the marching order. If
there is no Rogue in the middle, target a
Defense: 2
the Diseased Rat moves forward one
Poisoned
4-6. Putrid Bite. Target an adjacent
Physical: +0
space in the marching order. random Rogue. Make a Physical Attack
Bullshit
Health: 3
roll vs their Defense.
Defense: 2
Rogue. Make a Physical Attack roll vs
Health: 10
their Defense. If successful, the Rogue
gains the effect Poisoned (3). If no
1. It can barely move! The Giant Spider
Poisoned
Rogue is adjacent, the Diseased Rat
skips its next two actions.
Bullshit
moves forward one space in the march-
6. That’s so much web! Ewwwww. Target
ing order.
2 random Rogues that are not currently
stuck in web. The Giant Spider makes a Physical Attack roll vs each
Rogue’s Defense. If successful, the rogues suffer no damage, but they
1. Wait, it was that easy? The Giant
are tangled up in the spider’s web. They can take no actions until they
Rat dies. (or an adjacent ally) uses an action to remove the web. If you run into the
6. It moved so fast! The Giant Rat targets a random Rogue. Make a unlikely scenario that all of your Rogues are stuck in the web, you can
Physical attack roll vs their Defense.
18 19
consider them all dead. It’s best not to get into the details.
Physical: +1
spider’s web. They can take no actions to fit in this small document. The full game has many more
until they (or an adjacent ally) uses an Rogues to choose from with more abilities and more bullshit.
Defense: 2
up?
action to remove the web. There are multiple monsters, bigger delves, and the whole town
5-6. Protective Webbing. The Trap Spi-
Health: 3
of Rotbottom to explore. Items, carousing, looting, leveling, and
der weaves webs around it, gaining the
Bullshit
effect Armored (2). life coaches- Marching Order has all those things.
Armored
MarchingOrderGame.com
1. Gummed up the works. The trap spider los-
es its next turn.
6. Dangling in the Rear. Target the Rogue at Come check out:
the back of the marching order. Make a Physical Attack roll vs
Actions
Defense.
Physical: +1
sitions with the Rogue behind them. If
there is no Rogue behind them, there is
Defense: 2
no effect.
Health: 3
Putrid Bite. Target an adjacent Rogue.
Make a Physical Attack roll vs their De-
fense. If successful, the Rogue gains
the effect Poisoned (3). If no Rogue is
Poisoned
adjacent, the spider moves forward one
Bullshit
space in the marching order.
20 21
The Poison Spider advances 1 space in the marching order if possible
22
Oregon 97214, USA.