
ABOUT THE PROJECT
Hoards of Glory is a Viking-themed dice placement game from Kerberos Productions, created first as a way to keep developing and testing a tabletop game when in-person playtesting became impossible. What began as a practical digital prototype grew into a full PC game in its own right, bringing the feel of a fast, competitive game night to Steam.
Players take on the role of Viking captains attempting to live up to their own grand boasts. Each turn represents a year of raiding, recruiting, defending, and gathering wealth, with players rolling coloured dice and deciding how best to use them: complete tasks on their Boast Card, attack another player’s dice, shield their own hoard, or earn coins to buy more dice for future turns. Rarely can a player do everything at once, so the game is built around quick tactical decisions, risk, and the shifting fortunes of the dice.
Designed for one to four players, Hoards of Glory supports both multiplayer and solo play against Viking AI opponents. Its short playtime, accessible rules, and colourful tabletop presentation make it easy to learn, while the mix of dice luck, player attacks, defensive choices, and economy management gives each match a different rhythm. It sits alongside Planetary Control as part of Kerberos’ “game night” approach: compact strategy games with clear rules, strong themes, and room for replay.
The PC version also became a bridge back toward the physical tabletop design. By translating the dice, boast cards, player interaction, and turn structure into a playable digital format, the project gave Kerberos a practical way to test pacing, balance, and presentation before continuing development on the board game version.
My work on Hoards of Glory included supporting the project across its digital and tabletop forms: helping with production coordination, presentation, publishing materials, and the practical work of moving the concept between prototype, PC release, and board game development. It was another Kerberos project where the job was not just making a game, but helping shape how that game could exist across formats.