It is late in the year 1490.

The ground has begun to rot.

The Creeping Death is at your door.

Do you remain, or do you climb?

or

Welcome to the dying world of

1490 DOOM

It is 1490 in the Low Countries. It began as a smell, a foulness rising out of the earth that spoiled the harvest in the ground. The livestock fell and rotted where they lay. With the thaw came the Creeping Death, low at first, pooling in the hollows, then rising inch by inch.

Whole cities went under. The forests stand black and skeletal and the rivers run thick as sludge. Weapons rust in their scabbards, and the air turns against the lungs that draw it.

Only the high places hold.

Castles, ruins and old watchtowers still stand above it, and there is not enough room in them for everyone.

1490 DOOM is a tabletop skirmish game for two or more players, each leading three warriors in a fight for one tower.

Three doom warriors standing before a burning castle

Every castle was raised to keep death outside. None of them were built tall enough.

The 1490 DOOM Modular Castle, fully built, with painted doom warriors on its walls and towers as mist rolls past the gate

How it plays

Two doom companies fight over one tower. You and your opponent take turns moving, fighting and climbing, scavenging for what little is left and taking the high ground before the other side can.

Early turns are about position. Later turns are about survival. The Creeping Death waits patiently below to claim the fallen.

Two players or more, three warriors each, a 24 inch board, and thirty to forty-five minutes until someone falls.

Watch a game unfold in the official gameplay reveal.
  1. I

    Choose three

    Pick any three doom warriors. Together they are your doom company.

  2. II

    Raise the ruins

    Build towers, walls and ruins on a 24 inch circle. Everything worth having is up high.

  3. III

    Climb, fight, scavenge

    Take turns moving, climbing, fighting and prying open resource caches. A push from a ledge kills as surely as a blade.

  4. IV

    Survive seven rounds

    When the seventh round ends, the company with the most victory points wins. Be the last company standing and you win outright.

How you win

2

High Ground

For the company with the most warriors furthest from the ground.

1

Attrition

For the company with the most warriors still alive.

1

Resourceful

For the company that opened the most resource caches.

Tied after seven rounds? Fight to the death. There is no round limit, and the next company to lose a warrior loses the game.

Playing alone? Solo and co-op play come with the campaign expansion books. Their FOCUS system runs your enemies, so one or two players can walk the road together.

Whoever holds the tower holds the road.

What you need to play

The full game asks little of you. Gather these and begin.

  • The rules, in the Core Rulebook
  • Three doom warriors per player
  • Two six-sided dice
  • A measuring tool
  • A 24 inch circular play area
  • Some terrain to climb on

Just starting? The Outpost at Meerbridge starter set is a smaller version of the full game. Four warriors split between two players, an 18 inch battle mat, MDF terrain, dice and rules, all in one box.

See the starter set
A doom warrior throws a rival from the top of a timber scaffold above the Creeping Death

The marsh remembers the Company of the Drowned Road. It keeps most of them still. The few it gave back crawled out hating each other.

Two companies now, and one tower worth dying for. The Outpost at Meerbridge is the complete starting point for 1490 DOOM. Raise the tower, choose your side, and fight for the only high ground the marsh has left.

Start here

Everything two players need for their first night in the marsh.

$75
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The story of Meerbridge

The Outpost

MDF terrain that builds into three scaffold towers rising in stages above the mire. Build the full outpost, or break them out as standalone terrain on any 1490 DOOM table.

The Garrison

Four resin miniatures: Dirk van Aelst, Kateline van der Meer, Klaas Koster and Cornelis Vink. With them, a ladder, a resource cache, and a pile of the dead the marsh has not yet claimed.

The Drowned Ground

A battle mat of black water, fog, and the mud between. Lay it down and Meerbridge is on your table.

The Word and the Bones

The rules booklet, character cards for all four survivors, a measuring tool, and two dice to decide who the marsh takes next.

Only when you buy direct. Every set bought from Buer Games includes the full 1490 DOOM rules PDF and the official soundtrack of The Outpost at Meerbridge, composed to be played while you hold the tower.

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The Menagerie

New

They kept the beasts of dead kings. When the plague scattered the great collections, three walked out of the ash together, dragging one last living creature with them. Together they hunt where nothing else will follow.

The Longbow, drawing a great bow

The Longbow

Waits at a distance and looses a single arrow of thunderous force.

The Reaver, hooded in fur with an axe in each hand

The Reaver

Knows no patience. Two axes and a hunger that ends inside your ribs.

The Beastmaster with a small creature on his shoulder

The Beastmaster

Climbs above the Creeping Death with the one animal that survived with him.

Three doom warriors, plus a Raptor, a Monkey and a Cat for the Beastmaster. Resin, unpainted. Ships November 1.

$35
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Who are you in the Creeping Death?

A hooded fighter in a ragged cloak, sword lowered

The Creeping Death does not care what you were before 1490. Only what you become.

Answer four questions and learn which doom company you would lead. Your answer takes you straight to their miniatures.

Choose your doom company

A doom company is any three doom warriors bound to one desperate goal. The companies below, like the Menagerie, are ones we built because they fight well together. Take them as suggestions, not law. Pick the three you would climb with.

I.

The Graveborn

What is left when faith dies and fury takes its place. They are not heroes. They are what the dying world deserves.

  • Brute. Breaks bodies, and doors, and anything else in the way.
  • Fighter. Holds the line when everyone else breaks.
  • Warrior Priest. Prays to a God who may have already looked away.

Lead them if you want to hold the top of the ladder and dare anyone to take it.

$35
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II.

The Silent Pact

No banners. No war drums. The Silent Pact arrives uninvited and leaves no witnesses.

  • Saboteur. Cripples defenses before the first charge. Comes with one trap.
  • Scavenger. Strips the dead and the dying of anything useful.
  • Assassin. Makes sure the right people never see morning.

Lead them if you would rather be somewhere your opponent forgot to look.

$35
Learn more

III.

The Fog Walkers

The ground is where most companies go to die. The Fog Walkers made it home, and they let the Creeping Death do the work.

  • Scout. Covers ground that should take twice as long.
  • Beekeeper. Punishes anyone who gets close. Comes with a bee swarm token.
  • Executioner. Follows the wounded, unhurried, and finishes what the Creeping Death starts.

Lead them if you are patient enough to let the others climb, and fall.

$35
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IV.

The Relic Bitten

Something called them into the ruins. Not greed, and not survival. Something older that they cannot name.

  • Blacksmith. Opens what should stay locked.
  • Doom Hunter. Tracks, waits, and fires only when the ending is decided.
  • Knight. Carries the ghost of an order that fell apart.

Lead them if you want every cache in the ruins in your hands by the end.

$35
Learn more

Or build your own

Any three doom warriors make a doom company. Put a Knight beside a Beekeeper and a Saboteur and you have one. Every warrior is sold on their own, so you can build the company that fits how you play.

Fighter$14.90
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Brute$14.90
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Warrior Priest$14.90
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Assassin$14.90
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Scavenger$14.90
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Saboteur$14.90
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Scout$14.90
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Beekeeper$14.90
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Executioner$14.90
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Blacksmith$14.90
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Doom Hunter$14.90
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Knight$14.90
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Reaver$14.90
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Longbow$14.90
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Beastmaster$14.90
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Or follow a legend

Named survivors from the 1490 DOOM stories, ready to join your table.

The Warriors of MeerbridgeThe four who crawled out of the marsh, with scatter terrain. $45
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The Gates of RennesAdrian, Simon the Mute Assassin and Father Gregor. $35
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Wilhelm and BerengarThe last knight of Rothenburg and his Great Dane. $25
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Any three can make a company. Few companies make it to spring.

Beyond the starter set

When two players are hooked, these are the next steps into the dying world.

The 1490 DOOM Core Rulebook

The Core Rulebook

Every warrior class, the full rules for climbing, falling and dying, and the scenarios for head-to-head play.

$50
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The Core Rulebook with the Meerbridge starter set

Doom Scryer

The starter set and the Core Rulebook together, with the rules PDF included. The whole game in one order.

$112
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The complete 1490 DOOM physical collection

The Last Testament

The complete physical 1490 DOOM collection. For the ones who already know they are staying.

$742
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Already own the starter set? The Drowned Reliquary is a free bonus scenario for it. Download it free

Walk the road alone, or bring one friend to walk it with you.

Solo and co-op campaigns

The road alone

Some companies never fight for the tower. They fight to survive what is already lost.

These campaign books are built for solo and co-op play. Play them alone, or with one friend at your side, while the FOCUS system runs every enemy you meet. Each book comes with its legendary characters cast in resin.

The Fall of Rothenburg book and legendary characters
Solo and co-op campaign

The Fall of Rothenburg

A city dies slowly. Wilhelm and his dog Berengar are what is left to face it: plague in the streets, shadows that do not behave like shadows, and a fall no one is ready for.

$57
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The Gates of Rennes book and legendary characters
Solo and co-op campaign

The Gates of Rennes

Rennes is not dying. It is being ruled to death. Adrian, Father Gregor and Simon slip into a city held by the Bishop's tyranny to rescue whoever they can.

$70
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The road between castles is long, and the Creeping Death walks it with you.

The dead have voices

1490 DOOM does not end when the game does. The stories are told between games, read aloud in full, and the music was written to sit low in the room while you climb.

A Meerbridge story

The Drowned Road to Meerbridge

Told by Klaas Koster, the scout the marsh gave back. How the Company of the Drowned Road came to the outpost, and what it cost them.

Full audiobook

The Book of Adrian

Haunted, hunted and hardened by loss. The story of the man at the heart of The Gates of Rennes.

Full audiobook

Murmurs of Macroom

A full 1490 DOOM story, read aloud from the first line to the last.

Serial, chapter one

The Drowning of Mateo Sanz

Chapter one, The Quiet Harbor. The opening of a serial story from the dying world, told one chapter at a time.

1490 DOOM Official Soundtrack cover

1490 DOOM Official Soundtrack

The dirges of broken walls, the laments of shattered companies, and the last prayers whispered before the Creeping Death takes all. The deluxe edition, composed by Eric Michael Robertson.

$5
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The Outpost at Meerbridge soundtrack cover

The Outpost at Meerbridge

Five tracks of dungeon synth for the plague years, written for the walls of Meerbridge. It rolls in slowly, and you notice it only when it has already surrounded you.

$3
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Every story, soundtrack and gameplay video lives on the Buer Games YouTube channel. Visit the channel

Every fall becomes a story, told by whoever is still standing.

The ones who came back

There are very few games that center themselves on throwing your opponent from a great height to their death.

The A.V. Club

…so gloriously grimdark that it makes Trench Crusade and Warhammer 40k look practically hopeful.

WargamerTimothy Linward

The wargame version of an atmosphere game.

Touché Critique

A skirmish miniatures game that is jam packed with lore, vibes, and is ultimately accessible to anyone.

Gaming Trend

The miniatures look great and, more importantly, I love the concept.

Tabletop SentinelPaul L. Mathews

I love how utterly wild the miniatures from 1490 Doom look…

OnTableTop

Minimal setup and easy rules that allow people to just dive in and play make for an appealing prospect.

The Newest RantDavid Charles Bitterbaum

Raise the ruins on your own table, and let the Creeping Death do the rest.

Build out your table

Castles, terrain and the tools of the climb. Every warrior and book also comes as STLs and PDFs.

Join the climb

Word from the high places

New companies, new scenarios, and word when the Creeping Death moves.

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