Five Leagues from the Borderlands: Solo Campaign Setup and Tips
By Modiphius US | Published: 2026-09-14
Category: How-to Guides
Set up a Five Leagues from the Borderlands solo campaign step by step, from warband building to your first battle, plus tips to keep the story moving.
Quick answer
Start by choosing a region and rolling or picking a warband, then run one campaign turn at a time: travel, encounter, battle, and aftermath. Keep a written log and let the random tables drive the story. The biggest mistake new players make is trying to plan the whole campaign before playing. Set up a small warband, play the first turn, and let the narrative grow from there.
Five Leagues from the Borderlands is a solo-friendly fantasy wargame where your warband grows through a campaign of linked battles, random events, and hard choices. If you have played skirmish games before, the core loop will feel familiar, but the campaign layer is what makes it sing. This guide walks you through setting up a campaign and running your first few turns without getting bogged down.

You do not need a huge collection to start. A handful of miniatures, some terrain, and a notebook are enough. The rules are built around random tables, so the setup itself becomes part of the game. The steps below focus on the decisions that matter most and the checkpoints that keep a solo campaign from stalling.
What you need before your first turn
You need the Five Leagues from the Borderlands rulebook, a warband of miniatures, dice, a tape measure or grid, and some terrain. The game supports both grid and free movement, so use whatever you already own. A notebook or spreadsheet is essential for tracking your warband, resources, and campaign events. Without a log, you will lose track of injuries and rewards between sessions.
If you are short on miniatures, you can use paper standees or tokens for the first few games. The rules do not require official figures, and many players start with whatever fantasy models they have. That said, a dedicated warband of 6 to 10 figures makes the campaign feel more personal. You can always upgrade later.
- Keep a one-page campaign log with warband name, members, and current resources.
- Use a dice tray or a clear table area so scattered terrain does not slow play.
Step 1: Choose your region and campaign type
The rulebook offers different regions, each with its own encounter tables and threats. Pick one that matches the terrain you own and the tone you want. A borderland region with ruins and forests is a classic starting point because it supports a mix of enemies and objectives. If you are unsure, choose the default region and do not overthink it.
Your campaign type sets the overall goal, such as surviving a set number of turns or completing a specific objective. For a first campaign, pick a short one. A ten-turn campaign gives you a complete arc without demanding months of play. You can always start a longer campaign later.
- Checkpoint: write down your region and campaign length before you roll your first warband member.
Step 2: Build your starting warband
Warband building is where Five Leagues from the Borderlands shines. You typically start with a leader and a few followers, each with stats and equipment. You can roll randomly or choose from a list, but random rolls create memorable characters. Give each member a name and a one-line personality note. That small detail makes the aftermath phase more engaging.
Balance matters less than you think in solo play. The game is designed to be swingy, and a weak start can become a comeback story. Do not restart just because your first roll looks bad. Play a few turns and see what happens. If a member dies, the campaign continues, and that loss becomes part of the narrative.
- Common mistake: spending an hour optimizing a warband before playing a single turn.
- Aim for a warband of 5 to 8 figures so you can finish a battle in under an hour.
Step 3: Set up the table and terrain
A standard game uses a 3x3 foot area or a grid of similar size. Scatter terrain in a way that blocks line of sight and creates decisions. Too much open ground makes ranged attacks dominant; too much clutter slows movement. A good rule of thumb is to cover about a quarter of the table with terrain pieces.
You do not need elaborate scenery. Books, boxes, and simple walls work fine. If you want to add flavor, a few themed pieces like ruins or a campsite can inspire the story. Just make sure you can tell what is cover and what is not. Ambiguous terrain leads to arguments with yourself, which is the worst kind.
- Checkpoint: place at least three line-of-sight blockers before deploying your warband.
Step 4: Run the campaign turn sequence
Each campaign turn follows a sequence: travel, encounter, battle, and aftermath. Travel determines where you go and what you find. The encounter table tells you what you face, which might be a battle, a roleplay event, or a resource opportunity. Battles use the core skirmish rules. Aftermath covers injuries, rewards, and warband progression.
The most common mistake is skipping the travel and encounter phases to get to the battle. Those phases are where the campaign story lives. A random event might give you a new ally or a grudge that shapes the next fight. Treat them as essential, not optional. If you are short on time, play one full turn rather than three battles.
- Use a simple checklist for each turn so you do not forget a phase.
- If a rule is unclear, make a ruling and move on. You can look it up after the session.
Step 5: Keep the story moving between sessions
Solo campaigns often stall when life gets busy. To avoid that, end each session at a natural break point, such as after the aftermath phase. Write one sentence about what your warband plans to do next. That note gives you an easy entry point when you return. It also builds anticipation.
Another tip is to use a simple journal or a voice memo to record key events. You do not need a novel, but a few lines per turn will help you remember names, rivalries, and goals. Over time, that log becomes a unique record of your campaign. It is one of the most rewarding parts of solo wargaming.
- Checkpoint: before packing up, write the next objective for your warband.
Your first campaign turn checklist
- Roll for travel: Determine where your warband moves and whether anything happens on the way. Use the region's travel table and apply any modifiers from your warband's state. Checkpoint: note the new location and any resources spent.
- Resolve the encounter: Roll on the encounter table for your region. This may lead to a battle, a special event, or a choice. Read the result and decide how your warband reacts. Common mistake: ignoring non-battle encounters. They often provide the best story hooks.
- Fight the battle: Set up the table according to the encounter, deploy your warband and the enemy, and play the skirmish. Use the core rules for movement, shooting, and melee. Checkpoint: play to the scenario's objective, not just to wipe out the enemy.
- Complete the aftermath: Apply injuries, rewards, and any progression. Update your warband roster and resources. This is also when you can recruit new members or buy equipment. Checkpoint: write one sentence about what happens next before you pack up.
Miniatures and accessories that fit a solo campaign
- Five Parsecs From Home: Titan Forge Krag - STL: These official Five Parsecs From Home 3D print products were previously only available from Titan Forge's Patreon. Krag are short, stocky humanoids, and the product includes files for home printing. If you already own a 3D printer, these STL files let you add a distinct alien species to your collection. They are designed for Five Parsecs From Home, but the models can stand in for fantasy warband members in other skirmish games with a little creativity.
- Escape from Stalingrad Z - Advanced Zombies Miniatures Set: Includes six high quality plastic miniatures at 35mm: 3 Armoured Zombies, 2 Kugelfisch Zombies, and 1 Alpha Zombie, plus a magnetic miniatures carrying case with foam insert. Miniatures are supplied unpainted and no assembly is required. Zombie or mutant enemies can serve as generic monsters in a fantasy campaign, especially if you want a darker borderland region. The carrying case and pre-assembled figures make them easy to store and transport, which matters if you play at a friend's house or a local club.
Five Leagues from the Borderlands rewards players who embrace the random and the personal. Set up a small warband, pick a region, and play one full turn. The campaign will build itself from there. Keep a log, make rulings, and let the story surprise you.


