Current Season: The Fall of Hallowmere

Ghosts, vampires and werewolves stirring in the long dark over Hallowmere. Credits become cards, cards become momentum. Race to twenty points, or play on until the last card is gone.

The Fall of Hallowmere

A turn takes seconds

5 0
 

Aurelia Stormborn

5 0
 

King Mortimer

5 0
 

Lord Vladric

5 0
 

The Alpha King

5 0
 

King Graveheart

Five of the ninety cards in The Fall of Hallowmere.

  1. Take credits

    Up to three from the Bank in different colours, or two of the same.

  2. Buy a card

    Spend credits on a card from the board. It scores points, and from then on it counts as a credit of its colour, so every card makes the next one cheaper.

  3. Win the races

    Be first to hold the cards a location needs and it's yours for 2 points. Hold the most bonus and the ring's 3 points are yours, until someone takes it.

A new world every season

A New World Every Season

Each season brings new factions, cards, locations and art, while the strategy you've learned stays the same. Your skill carries forward.

Strategic Depth, Simple Turns

Take credits or buy a card — one decision, a few seconds. The pressure comes from everyone else: locations fall to whoever gets there first, and the bonus ring can be stolen right out from under you.

Learn Once, Play Forever

The rules are easy to pick up, but mastery takes time. New players can jump in immediately, while experienced players discover deeper strategies, clever efficiencies, and well-timed steals.

The seasons are turning

Begin your Chronicle