Advanced Search



Selected Option:
Watermarked PDF
Softcover, Premium Color Book
Watermarked PDF + Softcover, Premium Color Book

The MAYHEM Battle Chest edition contains both the core rules and the STRONGHOLD expansion.

MAYHEM is a 'fantasy mass battle' combat game played on the grand scale. Here generals lead armies of their own creation on the field of battle in search of victory and glory. Not just for wargamers, MAYHEM is perfect for roleplayers looking to integrate a customizable set of mass combat rules into their campaigns and adventures.

Core game features overview:

  • custom points based army construction
  • uses d4, d6, d8, d10, d12, and d20 dice
  • rules for war machines
  • sorcery system featuring spells like blink, magic missile, summons, and time stop
  • VERSUS game engine [including Deadlocks and Overdrive]
  • play at any scale including 6mm, 10mm, 15mm, and 28mm
  • players can use armies based for other systems
  • no casualty removal
  • includes quick reference sheets, army construction worksheet, and General’s Compendium
  • official support from popular miniature manufacturers

MAYHEM gives you complete control over building your army from the ground up. After creating core profiles and heroes, you have over 60 options at your disposal that can be used equip and upgrade. These include unit designations, weapons, armor, standards, traits, abilities, and gear.

The VERSUS game engine layers mechanics and interactions in such a way as to provide a truly innovative and unique gaming experience. To begin with, stats in the game are not based on fixed numbers but on die types instead. Anytime that you are called upon to roll dice, you may instead choose to take the default; this is equal to half the value of the die. This choice of risk versus reward is behind every decision in the game.  These die types can be improved in steps depending on which weapons a unit is equipped with and what type of unit it is combating. This system of soft and hard counters means no complicated tables or stat lines are needed, yet it rewards the application of both tactics and strategy.

The game can be played at any scale, and players may use armies already based for other popular mass battle systems. Speaking of basing, there is no individual casualty removal in the game so hobbyists are free to make each unit a mini diorama. And, after you've mastered the basics of battle, the STRONGHOLD expansion awaits!

The STRONGHOLD expansion includes rules for:

  • advanced terrain options including the garrisoning, attacking, and burning of structures
  • new designations like scout, skirmisher, and heroic skirmisher
  • heroes to engage one another in epic challenges
  • battle sorcerers that can focus their magical powers to control hulking mechanical constructs or harness the fury of bound behemoths
  • new spells, traits, abilities, and gear
  • building your own strongholds and keeps including over 15 upgrades to create the ultimate fortress
  • siege engines and laying siege to enemy strongholds and keeps
  • new scenarios including border keeps and a unique mass battle multiplayer mode
  • campaigns and linked games with unit progression, multiple paths to victory, and seasonal weather effects

The expansion has been set-up as a toolbox that will allow you to pick and choose the rules that best fit your group and the gaming experience you're looking for. It also means that the core rules will grow and evolve along with your tactical and strategic abilities.

The download includes the General’s Compendium. This is a living document that gives would-be generals example unit profiles, advice on tactics and army building, and designer’s notes, musings, and meta-game discussions. This document will be updated periodically and be used as a FAQ as needed.

The MAYHEM core rules are found on pages 1-26 with the STRONGHOLD expansion on pages 27-44. The PDF version of the rules are fully bookmarked and searchable.

Have fun storming the castle!

MAYHEM is officially supported by some great partners including Demonworld, Eureka, Litko, Microworld, Pendraken, and Rebel Minis.


 Customers Who Bought this Title also Purchased
Reviews (5)
Discussions (11)
Customer avatar
George Z January 28, 2020 7:32 am UTC
Maybe this is just me, but I have had the hardest time reading through the rules. It's really difficult for me to flip from page to page trying to find answers to questions. Can ranged units fire a ranged weapon when engaged in melee combat? Flipping from melee, to harm, to ranged, then to combat effects seemed backwards. Why not put melee and ranged together, then harm and effects? Without an appendix I was lost.
Customer avatar
Brent S January 28, 2020 9:41 pm UTC
Sorry about that George! Let's see if I can answer your questions.

Q: Can ranged units fire a ranged weapon when engaged in melee combat?
A: Only Monstrous Creatures can make ranged attacks while engaged in melee.

Q: Why not put melee and ranged together, then harm and effects?
The thought was that since the rules for melee end with causing harm, it would make sense to detail those on the opposite page. This keeps the reader from having to flip forward through the rules to find out how to resolve that. And since the rules for ranged attacks are on the very next page, and the rules for harm are the same for both, you could continue learning the ins-and-outs of combat with all the information sandwiched in one convenient place. That was the intent anyway. Once again, sorry that the flow of information didn't work for you.

Let me know if there's anything else I can do to help you get these rules to the table! I think you'll have a good time with them when you do....See more
Customer avatar
George Z January 28, 2020 11:55 pm UTC
Thank you for the response, I really appreciate it. It was late so I think the frustration was in part due to me being tired! I have reread the rules and feel a bit better after noticing the little things that I missed while playing. I think the most helpful thing for me is making my own reference sheet which has forced me to pay close attention to the rules. I know that you have one included, but this is more of an exercise for me.

I think I understand what you mean by placing all of the rules in their respective locations. The more I read the more I understand the flow.
Customer avatar
Brent S January 29, 2020 2:50 am UTC
Awesome! Don't hesitate to reach out if you have any other questions.
Customer avatar
Angel S April 04, 2019 9:29 am UTC
I've got a couple of questions:
The upgrade to General is free. But do you need to purchase the hero upgrade for him?

Also, the Leadership cost only affects the cost of standars? I don't believe you'd have to add it too to the unit profiles.
Customer avatar
Brent S April 04, 2019 7:48 pm UTC
Hi Angel!

No need to pay for the upgrade. The General is already a hero.

You are correct on the Leadership pricing. It determines the cost of adding standards to your units and which type of die you will use on Command Rolls.
Customer avatar
Peter L May 02, 2018 8:11 pm UTC
Quick question: While Heavy Armor and Behemoth don't seem to be exclusive, Behemoths operate under different damage rules then units so heavy armor wouldn't seem to do anything for them. Was Heavy Armor ever meant to do anything for them, or are Behemoths just supposed to represent creatures so freakishly tough on their own that slapping some iron plates on them would just be gilding the lily?
Customer avatar
Brent S May 03, 2018 12:25 am UTC
You have it right! Heavy Armor doesn't do anything for Behemoths.

However, you can still show the effects of armor modeled onto a Behemoth in your army if you want to. Let's say that you have two trolls in your force, and one of them is heavily armored while the other is not. I would begin by making all of their characteristic values the same. They're both trolls after all- right? Next, I would increase the BAR of the heavily armored one to what seems like a level that would match the effectiveness of the armor. This is an easy way to show the armored troll is much more resistant to being harmed at range.
Customer avatar
Mihael M October 05, 2017 8:20 am UTC
Does Mayhem have any specific basing conventions?
Could you please post them?

I would just like to know before i buy...
Customer avatar
Brent S October 06, 2017 2:47 am UTC
There are no required basing conventions. The recommend base sizes are:

- 40mm squares for 6-10mm miniatures
- 50mm squares for 15mm miniatures
- 60mm squares for 28mm miniatures

However, it you already have miniatures based for Warmaster, Warhammer, DBA, or HotT, they will work great!
Customer avatar
Mihael M October 10, 2017 10:58 am UTC
Thanks for the reply :)
my dbm bases wll fit in nicely!

I just have a small request for you: how would a unit profile for some (dark ages) irish javelinman look?
Customer avatar
Brent S October 13, 2017 12:59 pm UTC

For the Dark Age Irish Javelinmen, I would probably start with something like this:

MOV d6
CQ d10
BAR d10
Javelin [use the blowgun profile]

You could then consider improving the the MOV or CQ by a die type depending on what other units in the game look like.
Customer avatar
Ken F September 09, 2017 8:36 pm UTC
Hello. I am very much looking forward to playing my first game of this at my FLGS Monday night. I have a few questions though after reading through the rules a couple of times. I am sorry if this gets lengthy, but I know my group, and I know things like this will likely come up!

1. Does 'squared up' also mean corner-to-corner? The rules only mention placing edges flush to one another. Can you 'square up' to an edge that is partial blocked by something, like another unit or piece of impassible terrain?

2. How do you maneuver a block of friendly units that are 'squared up'? It seems they can only use the Advance action, which is described as forward movement. Is this movement straight forward only, or does it allow the 90 degree pivot of a base move?

3. Does the prohibition on unit interpenetration disallow you of Reforming a unit that is in base contact with another, since turning it in place will cause the corner of the base to cross that of the unit it is next...See more
Customer avatar
Brent S September 10, 2017 1:52 am UTC
Awesome! Let's get you ready to play with your group.

1. 'Squared up' does not mean corner-to-corner. It means that the flat edges are flush. You can square up to a unit that is partially blocked. If you move into contact with it, both units would pivot/flex until the units were flush. Think of as the partially blocked unit responding to the charge or engagement.

2. Units using the advance action may only march straight ahead. Individual units can later 'break off' from the larger formation to maneuver.

3. If you want to reform a unit that is in base contact with a another friendly unit, you can use the reform to 'square up'. This means that you don't break the interpenetration rule. The interpenetration rule would stop you from pivoting in the other case. You would have to move one of the units first.

4. You may pivot before charging and may only charge directly ahead. Cp cost apply as normal to charges.

5. No. Only Monstrous Creatures can make...See more
Customer avatar
Ken F September 10, 2017 2:57 am UTC
Hello Brent. Thank you for the responses. I only just noticed that some of what I asked was already answered on BoardGameGeek. Sorry to repeat things.

Concerning my question #1 I should have been more specific. I meant to ask if 'squared up' means that the edges are flush AND aligned so that the corners of the bases match to each other, not that the bases are only touching at the corners. Is that correct, that the entire edge of the base has to be flush to the entire edge of the other? No over hanging lip?

6. I was referring to the situations that give you extra dice in melee, i.e. additional friendly units engaging, disordered tokens on the target, attacking a flank, etc. I see missile fire specifically does not get the extra die for initiating, but what about the other circumstances?

9. So the Magic Points are indeed a common pool, but that pool can never contain more than 4x the number of casters your army has?

If I may, I have a question about a...See more
Customer avatar
Brent S September 13, 2017 12:58 am UTC
No worries!

Squared-up does mean flush AND aligned.

6. You would get the bonuses for disordered tokens and attacking the flank but not for friendly units engaging the enemy. The only units that you may attack at range while they are engaged in melee is Monstrous Creatures, and that carries a penalty for each friendly unit engaging.

9. Correct!

Unlike HoTT, here contact is contact. This means that forward movement would indeed cause the flanks to touch/make contact and the units would need to square-up. Either of the two side units could move sideways or backwards without penalty.
Customer avatar
Ken F September 13, 2017 2:57 am UTC
Thank you for clearing those things up. The game didn't happen last night by the way. Our D&D game ran late. Maybe next week as game time for the rest of this week will be taken up with battles for a 28mm fantasy campaign I am in. I suspect I will have more questions once I do get the game in and will try to post a short battle report.
Customer avatar
Michael S January 27, 2017 7:33 pm UTC
Newbie Question. Harm rules state that "Any successful attack on a unit that has a disordered token on it ....causes the unit to be removed from play" Rallying then talks about an additional 1 Cp cost for each disorder token on the unit to be rallied??????
Customer avatar
Brent S January 27, 2017 8:38 pm UTC
Correct! The rule is written that way to account for heavy armor [page 16]. Instead of being eliminated when successfully attacked while a disordered token is on it, a unit with the heavy armor trait gains another disordered token. This means that a unit with heavy armor might have two disordered tokens on it when you attempt to rally it.
Customer avatar
Schyler H November 08, 2016 2:18 pm UTC
Quick question, it looks like blow guns are better than short bows (they have all the same stats but can also be used with shields) but they cost 1 crown less. Am I missing something??
Customer avatar
Brent S November 12, 2016 2:12 pm UTC
Thanks for the question, and sorry for the delay in my reply!

You aren't missing anything. The pricing for the blow guns takes into account several factors that includes things outside of simple heuristics. You can always raise the cost to make them the same price if you want, and you shouldn't notice any difference in game balance.
Customer avatar
September 17, 2016 7:08 pm UTC
First off I would highly recommend this rule set to anyone considering a purchase.

That said I have a few rule questions that are unclear to me.

First, if a 2 units are engaged in combat and on the next turn neither player activates the engaged combatants are they still considered in combat? Does combat continue with neither getting an initiator roll? If not does either unit have to pay the activation cost to disengage since no combat is occurring?

Second, in the range section of the rules it states that the range attack come purely from the weapons profile, but there are ways to improve these values based on race/faction traits. I don't see any traits other than drive back that helps with range attack. Am I missing something?

Third, Great Weapons appear to be their own weapon type, but the Battlescibe army builder list them as an upgrade. Are Great Weapons a single choose or must it be paired, great swords, great axes, etc. which gain both traits but are only...See more
Customer avatar
Brent S September 18, 2016 1:07 am UTC
Glad that you're enjoying the game!

If 2 units are engaged in combat, they remain in combat until either one unit eliminates the other, causes it to flee, or disengages from the combat. Actions [like attacking another unit] only occur when you spend Cp. They also wouldn't have to pay to disengage due to no combat occurring. Technically and thematically speaking, the units are still locked in combat. It simply hasn't come to its conclusion yet.

The statement about changing and improving the characteristics for ranged weapons is there for agreement with future supplements.

Think of the weapons listed as types and/or traits that a weapon possesses. As a general rule, you can combine as many [or few] traits onto a single weapon to properly describe it as long as there isn't a restriction prohibiting it in the rules. So, you could use Great by itself or combine it with another weapon type exactly as you described above. You can also use various weapon types/traits to build specific...See more
Customer avatar
September 19, 2016 3:27 am UTC
Thanks for the reply!

That really clears up the only questions I have had about the rules. The rule book and game are excellent.

I am really excited to experiment with the combined weapons rules now that I know how that works. I have been wanting to use Macedonian Phalanxes and now I think I can come up with a worthy profile for them.

Also I am thrilled to here that more expansions are on the way. Any hints as towards the content or an ETA?
Customer avatar
Daniel Ellingsen L May 01, 2016 10:57 am UTC
Regarding spells:

Are the Magic Points a common poll or seperate for each caster?

Do Unbound and Time Tear fall under the "If there is a specific bad thing..." category that the opponent may choose ONE of?

Thinkering on a Healing spell (to gain a way to remove damage tokens):
- Choose a target within casting range
- Roll for casting as normal
- For each magic points spent remove one damage token (rate of 1:1)

Feedback (bad effect):
The opponent may instead distribute damage/disorder tokens for each each magic points spent (opponents or casters magic points spent, or total?) to the target unit or casting Sorcerer.

Thoughts, tips, :)
Customer avatar
Brent S May 01, 2016 3:30 pm UTC
Magic Points are in a common pool. This means that some casters can focus on generating Magic Points for the army while others channel it for the actual casting of spells. Combine a Wizard's Tower with multiple casters in your army for something truly 'magical'! ;)

You are correct. Unbound and Time Tear are examples of specific complications that are the product of a 'bad things' result.

Mechanically your spell looks good, but I would advise against having an actual healing spell. There's a reason that there isn't one in the game. :)

Damage is one of the crucial elements that balances out the strength and natural staying power of Behemoths and Monstrous Creatures. It also makes for some interesting decision points in terms of both managing your CP and taking risks when activating these units. Allowing them to be able to have damage healed would skew their value from a Crowns standpoint when constructing a force and change both their strategic value when making a list and...See more
Customer avatar
Daniel Ellingsen L May 01, 2016 7:20 pm UTC
So you can have "acolytes" (Sorceres) powering up the "Grand Master"/"Necromancer"/etc. (Battle Sorcerer)? Interesting :)

Then I will drop the healing spell :) The soak/shield/armor spell looks intresting, shall think some more on if I actually realy need it :)

Had been nice to have some more spells, or maybe minor effects, like Fire, that you may add to a spell to enhance/change/personalize it. But hard to come up with some ideas to what to add that do not already exist or make the game more fiddly.... :)
Customer avatar
Brent S May 01, 2016 7:50 pm UTC
Interesting indeed! :)
Customer avatar
Daniel Ellingsen L May 01, 2016 10:26 am UTC
Regarding designations:

Can you combine Beast, Behemoth, Cavalry/Fast Cavalry/Chariot (/ = or, so only one of the "cavalry" designations) with each other, creating a hulking... something?
Thinking of things like War Elephant (Behemoth + Chariot) or "Beat in the Wood" (Behemoth + Beast).

Or is it more you can only have one of the following types/designations Infantry (including Horde), Beast (per rules may add Fast Cavalry, Warg Riders, etc. comes to mind), Behemoth, Cavalry (including Chariot and Fast Cavalry) or Swarm. Then you may add to any of Elite (may not combine with Hero), Hero/Heroic Unit (including General, Sorcerer and Battle Sorcerer), Flyers to the one over?

Is Skirmisher a own type/designation or an "addon" to Infantry, Beat, Cavalry, etc.?

Wondering on the cost of upgrading the General to a Sorcerer:
The Heroic Skirmisher is basicly a Skirmisher with a Hero (1+6 crowns) or Sorcerer (1+8) upgrade...See more
Customer avatar
Daniel Ellingsen L May 01, 2016 12:56 pm UTC
Regarding Heroes that has joined a unit, in this post you post "In a case where a hero has joined a unit, it's literally like two unique units sharing the same space.", and in the book it says that if a unit with a hero is routed then the hero is lost.

Is it then correct to asume that if the Hero is routed the unit still stands?

Also can a Hero join a Behemoth or Monstrous Creature?
Customer avatar
Brent S May 01, 2016 2:53 pm UTC
Using the rules-as-written, you can only combine designations that are explicitly defined by the rules. This means that your second observation was correct. HOW you define a certain type of unit during creation is more about your interpretation, theme, and its role on the battlefield. Let's look at a couple of different examples for a War Elephant.

War Elephant #1
This will be a unique unit in the army, specialized, and a centerpiece from a both a modeling and tactical standpoint.
MOV d8
CQ d8
BAR d6
Designation: behemoth
Weapons: shield, spear, longbow [for troops in the howdah]
TAG: rampage and terror

War Elephant #2
This is a standard unit in the force and there will be multiples.
MOV d8 [possible upgrade to d10 depending on army composition and available points]
CQ d10
BAR d8
Designation: cavalry with chariot upgrade
Weapons: lance [to represent tusks impaling enemies on impact hits]
TAG: nothing...See more
Customer avatar
Brent S May 01, 2016 3:07 pm UTC
If a hero has joined a unit and get's killed, the unit he/she joined is routed as well. Seeing one of your heroes get slaughtered has a way of demoralizing a unit and sapping its will to fight!

A hero can join a Behemoth or Monstrous Creature.
Customer avatar
Daniel Ellingsen L May 01, 2016 7:08 pm UTC
So think twice before joining a unit then or the hero may become an easier target :)
Customer avatar
Daniel Ellingsen L May 01, 2016 7:35 pm UTC
Stealing those :)

Skirmish = Infantry for counters and dead if engaged in melee. Ty :)

Had to try :) But the fact that the general is them most protected model in your army (or you loose), it is okay to tax him/her a litte to be able to cast spells that have a huge impact.

Like my brother Blinking a unit behind my lines nearly forcing my general into a unit that he afterward engaged. Luckely for me he had a little... complication on his casting :) Unluckily for me he slaughtered my army the next round (to may ones rolled and poor idea to send okay-ish units one and one against an elite army, next time I am ganging up on his units!)

That remind me... do heroes and the general count as units (and thus eligible target) for the soft (or hard) action you gain with complications on a spell?
Customer avatar
Brent S May 01, 2016 7:49 pm UTC
Speaking of skirmishers and heroes, combining Heroic Skirmisher with Scout can open up some interesting tactics.

Heroes and generals do count as units and CAN be subject to the effects of a complication due to a miscast. For spells that cause damage or directly target a unit with an attack, the unit [hero or general] would have to be a normally be a legal target.

For example, if I failed a casting roll for Blast or Magic Missile, my opponent could only target my general if the general had joined a unit. A hero in my army could be targeted as normal.

Customer avatar
Daniel Ellingsen L May 01, 2016 10:01 am UTC
Hello. Have some questions/need some clarification regarding ranged combat, as the rules regarding this are somewhat unclear.

Found some posts regarding this:, and

From this I gather:
- You cannot make ranged attack if engaged, unless Monstrous Creature (okay with this, makes sense and more tactical fun)
- You only gain 1 die on HARM (damage), as the opponent usually only gain 1-2 dices on BAR (skirmisher/shieldwall) i feel this is okay
- You gain a extra range ATTACK die if you are on higher ground (terrain or flying) or elite (that one is pretty clear)

My questions are as following:
Do you also gain extra dices on Range ATTACK for each disorder token on the target, and in flank (+1) or in rear(+2) (I think I will play this way regardless, but like to hear your mind on the matter)?...See more
Customer avatar
Daniel Ellingsen L May 01, 2016 12:49 pm UTC
Re-read a little more and see that the bonus die for ranged attack for high ground is mentioned in the terrain section and the bonus for flank/rear is a fast cavalry bonus. (A little confused that it is not set up like the melee section, listing the bonuses in one location)

So thinking I am going to play it like that :)
Customer avatar
Brent S May 01, 2016 2:04 pm UTC
Hey Daniel,

Let's see if I can clear some of this up!

A unit doesn't gain extra ranged attack dice for each of the disordered tokens on a target as a unit that is disordered might actually be harder to target effectively as its formation starts to fall apart and its troops are scattered. A disordered unit will be easier to eliminate though!

The 'add 1 inch for each unit' when making a ranged attack only applies to targets that are engaged in melee. This means that units that are allied with the target [and in the same melee] do make it harder to hit that specific target.

Smaller units provide screening to larger units if line-of-fire crosses over the smaller unit. The size difference doesn't matter. A teeming swarm kicking up a cloud of dust and distracting a unit of archers would provide screening to a behemoth or unit of knights even though the size difference would be two full categories. Make sense?

The text on Monstrous Creatures on page 19...See more
Customer avatar
Daniel Ellingsen L May 01, 2016 7:07 pm UTC
Thanks for clarifying :)
Customer avatar
Brent S May 01, 2016 7:51 pm UTC
My pleasure!
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!
 Recent History

Product Information
Platinum seller
Copy/paste disabled
File Size:
17.65 MB
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF
Watermarked PDF

These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked title:

File Last Updated:
March 16, 2014
This title was added to our catalog on January 21, 2013.