A strategy card game that changes with the seasons.
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.
Five of the ninety cards in The Fall of Hallowmere.
Up to three from the Bank in different colours, or two of the same.
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.
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.
Winter Wonderland
December to February
The Spring Summoning
March to May
The Summer Siege
June to August
The Fall of Hallowmere
Now playing
Each season brings new factions, cards, locations and art, while the strategy you've learned stays the same. Your skill carries forward.
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.
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.