The Siege of Shaddis Horne
The Siege of Shaddis Horne at your next game night?
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- Designer Paul Stapleton
- Publisher Bedsit Games
- Illustration Paul Stapleton
The description, FAQ and assessments for this game were generated with the help of artificial intelligence from the game data and reviewed editorially. Spotted a mistake? Let us know.
What to Expect
You play as Hawkguard defending Shaddis Horne against crazed fairies and malfunctioning golems, gathering resources and inspiring villagers. The design merges cooperative resource management with tower‑defense pacing and a dash of push‑your‑luck dungeon crawling. Games unfold through Action/Event triggers and Area Movement, making teamwork and timely risk‑taking central to success.
Who Is This Game For?
For players who enjoy cooperative fantasy titles and tactical short games. With a recommended age of 10+ and playtime around 40 minutes, it fits solo players and groups up to four. Expect a game for experienced families or hobby players rather than absolute beginners.
How It Works
The Siege of Shaddis Horne uses cooperative play, Action/Event cards, Area Movement and Dice Rolling. Players move units across the map, respond to events, and collect resources to shore up defenses. The game includes Minimap Resolution and Sudden Death Ending elements, meaning critical moments can end the scenario quickly. Push‑Your‑Luck moments reward risk while keeping tension high.
What Makes It Special
Designed by Paul Stapleton and published by Bedsit Games (2026). The title blends tower‑defense mechanics with cooperative resource gathering and push‑your‑luck dice interactions. Its setting is explicitly Brighthelm, centering on the besieged town of Shaddis Horne.
Pro
- Cooperative tower‑defense concept with dungeon‑crawl elements
- Short playtime (~40 minutes) enables quick sessions
- Supports solo play up to 4 players — flexible player count
- Clear fantasy setting (Brighthelm / Shaddis Horne)
Contra
- Requires solid team coordination despite short rounds
- Dice and push‑your‑luck elements increase luck factor
Setting & atmosphere
Set in the Brighthelm fantasy setting: the small town of Shaddis Horne and its elemental college are under siege by fairies and golems. This scenario is taken from the designer's description.
Tips for beginners
Coordinate actions with your teammates and use the short rounds to take calculated risks; focus on shared resource priorities.
Frequently asked questions
Can I play this solo?
Yes. The player count starts at 1, so solo play is supported.
How long does a game really take?
A typical game lasts about 40 minutes; setup and discussion may add a bit of time.
What prior experience do I need?
Some experience with cooperative games helps; it targets hobby players and experienced families.
How does this compare to similar games?
It combines tower‑defense-style resource management with cooperative play and push‑your‑luck dice, emphasizing teamwork and risky choices.
Is this suitable for families?
Yes, for ages 10+; best for families who already play cooperative or tactical games.
What mechanic makes it special?
The mix of Action/Event triggers, Area Movement and Dice Rolling shapes its tense, adaptive gameplay.
Fazit
A compact cooperative fantasy experience for 1–4 players that combines tower defense and push‑your‑luck. Good choice if you want short, tactical cooperative sessions with strong team communication.
The Siege of Shaddis Horne at your next game night?
Add The Siege of Shaddis Horne to your collection, let your group vote on what to play, and keep track of winners and scores. Free, no credit card.
Add The Siege of Shaddis Horne to my collectionAlready have an account? Log in