A brutal card adventure that blends tactical PvP with the feel of a co-op RPG.
Easy to learn and uncompromising in its tension.
1–3 heroes against a treacherous gamemaster.
Fight with weapons, spells and creatures against the gamemaster’s monsters to defeat the boss in the end.
No two games are ever alike.











Over 200 different cards – endless variety in every game.
All hope is lost.
In this nameless world, humans are fair game for most living creatures. Prey that is hunted not out of necessity, but out of pure hatred.
Whether our ancestors did something that turned the whole world against us, or whether it has always been this way, nobody knows or asks anymore.
For about two hundred years, people have been forced to hide in overgrown forests where death lurks in every shadow.
Yet even before that, they could only secure their survival through daily and exceedingly arduous fighting.
Building a home was utterly draining, through countless setbacks and the ever-returning assaults of the forces of nature.
Nevertheless, the forefathers managed to build imposing cities and fortresses that sheltered people all over the world for several centuries.
Because people barely left their fortresses in the face of ever more threatening dangers, they kept expanding them, and now they often tower up into the sky or reach deep into the earth.
Narrow bridges connect stone towers high above the ground, where entire quarters grow out of the walls like barnacles. Stairs wind through dark shafts into deeply buried catacombs and mines, where the only light comes from torches, molten rock or aether.
Most of these fortresses stand where nature itself served as a defence: on steep mountains, in the middle of great lakes, behind gorges, cliffs or other natural barriers.
When, in the year 888, overpowering creatures and catastrophes finally began to overcome humanity's defences all over the world, these cultures of countless thousands scattered in panic into small groups and fled aimlessly in every direction.
During these events, now known as "the Great Flight", all who stayed behind were wiped out without a trace, and the walls built by humans were seized by the powers.
Most of those already fleeing were slaughtered, until only a few groups with but a handful of members remained.
Some found shelter in ruins. Others in the crowns of the high firs. History and knowledge lie hidden in the depths of libraries now poisoned by darkness.
The number of survivors shrinks every day, while our enemies multiply and evolve relentlessly.
The only things we can defend ourselves with are weapons, armour and abilities from bygone times, found on daring expeditions or learned from one another.
These items and abilities are often tainted with remnants of light magic.
This name, like many terms for nature and creatures, is chosen very roughly, for what it truly is and how it can be made or manipulated is known only to the survivors of ancient scholar dynasties.
These scholars, reverently called "mages", are secretive and live cut off from the other survivors.
Their bodies and minds are often deformed and twisted in the most unnatural ways.
Some have succumbed to madness and turned against their own kind.
These hostile mages are called cultists and are hated, for they have pledged themselves to the same powers that shroud creatures, plagues and catastrophes.
Many suspect that experimenting with this mysterious energy is the cause.
To learn which powers drive humanity's enemies, where they spring from and how they can be stopped, the bravest and strongest fighters band together in scouting parties and push into the regions where darkness has sent out its apostles.
On these daring ventures they find weapons, equipment and creatures that shake their understanding of this world. But in most cases, they never return to tell the tale…
In this nameless world, humans are fair game for most living creatures. Prey that is hunted not out of necessity, but out of pure hatred.
Whether our ancestors did something that turned the whole world against us, or whether it has always been this way, nobody knows or asks anymore.
For about two hundred years, people have been forced to hide in overgrown forests where death lurks in every shadow.
Yet even before that, they could only secure their survival through daily and exceedingly arduous fighting.
Building a home was utterly draining, through countless setbacks and the ever-returning assaults of the forces of nature.
Nevertheless, the forefathers managed to build imposing cities and fortresses that sheltered people all over the world for several centuries.
Because people barely left their fortresses in the face of ever more threatening dangers, they kept expanding them, and now they often tower up into the sky or reach deep into the earth.
Narrow bridges connect stone towers high above the ground, where entire quarters grow out of the walls like barnacles. Stairs wind through dark shafts into deeply buried catacombs and mines, where the only light comes from torches, molten rock or aether.
Most of these fortresses stand where nature itself served as a defence: on steep mountains, in the middle of great lakes, behind gorges, cliffs or other natural barriers.
When, in the year 888, overpowering creatures and catastrophes finally began to overcome humanity's defences all over the world, these cultures of countless thousands scattered in panic into small groups and fled aimlessly in every direction.
During these events, now known as "the Great Flight", all who stayed behind were wiped out without a trace, and the walls built by humans were seized by the powers.
Most of those already fleeing were slaughtered, until only a few groups with but a handful of members remained.
Some found shelter in ruins. Others in the crowns of the high firs. History and knowledge lie hidden in the depths of libraries now poisoned by darkness.
The number of survivors shrinks every day, while our enemies multiply and evolve relentlessly.
The only things we can defend ourselves with are weapons, armour and abilities from bygone times, found on daring expeditions or learned from one another.
These items and abilities are often tainted with remnants of light magic.
This name, like many terms for nature and creatures, is chosen very roughly, for what it truly is and how it can be made or manipulated is known only to the survivors of ancient scholar dynasties.
These scholars, reverently called "mages", are secretive and live cut off from the other survivors.
Their bodies and minds are often deformed and twisted in the most unnatural ways.
Some have succumbed to madness and turned against their own kind.
These hostile mages are called cultists and are hated, for they have pledged themselves to the same powers that shroud creatures, plagues and catastrophes.
Many suspect that experimenting with this mysterious energy is the cause.
To learn which powers drive humanity's enemies, where they spring from and how they can be stopped, the bravest and strongest fighters band together in scouting parties and push into the regions where darkness has sent out its apostles.
On these daring ventures they find weapons, equipment and creatures that shake their understanding of this world. But in most cases, they never return to tell the tale…