
2026Malev Da Shinobi
From BoardGameGeek
Greathelm is a tabletop miniatures agnostic skirmish game played with dice and hand-painted miniatures. Each miniature represents a ‘knight', a heroic and heavily armored warrior ready for combat. In every game, you and your opponent each control a team of six knights who face off in intense, close-quarters fights. Rather than depicting an entire battlefield in the conventional standards of tables sized 2"x2" to 4"x6", Greathelm focuses on a much smaller play area. This represents small slices of a much larger battlefield - think of it as the camera zooming in on key moments that decide the course of a battle happening off-screen. The gameplay reflects pivotal moments like breaking through enemy lines, toppling castle gates, or seizing control of a siege weapon. Games are fast-paced, easy to learn, and deeply tactical. Game Round / Turn: Initiative Phase: activation of knights Battle Phase: use dice to perform actions Courage Phase: test courage of knights Round ends once each phase has been played through, the battle ends or goes to a new round -description from the designer
Greathelm has 2 videos from 2 creators: 1 review and 1 other video. They date from May 2026.
If you like it, try Demon Ship, also by Malev Da Shinobi, or Lost Battles: Forty Battles & Campaigns of the Ancient World, Dockfighters: The Ale Wars and Bolt Action, which share several of its mechanics.
2011Philip Sabin
1 - 4 players140 minHeavy weight
2024Markus Geiger
1 - 2 players90 - 180 minLight weight
2012Alessio Cavatore, Rick Priestley
2 - 6 players120 minMedium weight
From BoardGameGeek:
Greathelm is a tabletop miniatures agnostic skirmish game played with dice and hand-painted miniatures. Each miniature represents a ‘knight', a heroic and heavily armored warrior ready for combat. In every game, you and your opponent each control a team of six knights who face off in intense, close-quarters fights. Rather than depicting an entire battlefield in the conventional standards of tables sized 2"x2" to 4"x6", Greathelm focuses on a much smaller play area. This represents small slices of a much larger battlefield - think of it as the camera zooming in on key moments that decide the course of a battle happening off-screen. The gameplay reflects pivotal moments like breaking through enemy lines, toppling castle gates, or seizing control of a siege weapon. Games are fast-paced, easy to learn, and deeply tactical. Game Round / Turn: Initiative Phase: activation of knights Battle Phase: use dice to perform actions Courage Phase: test courage of knights Round ends once each phase has been played through, the battle ends or goes to a new round -description from the designer
Designer
Malev Da Shinobi
Artist
Sean Sutter
Publisher
Self-published
Categories
Mechanics