Anchorfall

Split your forces across three lanes. Read your opponent. Strike where they're thinnest. Free to play, no pay-to-win.

The art of war

How battles are decided

Preview

I
I

Three Fronts

Your forces split across three lanes. Destroy two anchors—or obliterate one lane entirely.

Each lane has an anchor. Break it, and an essence emerges. Break that too, and the lane falls forever.

Preview

II
II

Initiative

Play a card, lose priority. Pass, and keep it. Every action is a gamble.

The player with initiative acts first. Passing forces your opponent to reveal their move—or end the round.

Preview

III
III

Position Combat

Units clash at matching positions. Leave a gap, they hit your anchor.

Slot 0 fights slot 0. Slot 3 fights slot 3. An empty slot means direct damage to your objective.

The world of Helm

A continent ringed by three seas

Helm stretches from frozen Aliathon to the sunken Wastes. Its seas are arteries of war, commerce, and rumor. Every coastline hides a new anchor and a new version of the past.

Nord Sea

Ice floes choke the harbors of Aliathon. Normark longships are the only law.

West Sea

Every cargo moves with Varenth's blessing. Or it doesn't move.

South Sea

Warm currents to the Hundred Isles. Varenth claims them all.

Map of Helm

The Known World

Four factions

Keepers of competing truths

They cannot all be right. Perhaps none of them are.

Normark

The Frozen North

Normark

They passed the test others failed. Now they hold the frozen line.

Irina

Irina

Hero
38

Round Start: Pull every enemy one slot toward her, then deal 1 damage to each.

Featured Cards
Frostbinder3
unit2/4

Play Effect: Freeze an enemy. Frozen units skip their next attack — and take double damage until thawed.

Blizzard2
spell

Deal 3 damage to an enemy unit. If it survives, it enters Frozen.

Ostland

The Ruined Kingdoms

Ostland

Every Ostlander carries two things: a blade and a grudge.

Zara al-Sayf

Zara al-Sayf

Hero
46

Stealth. First Strike. On Kill: Scavenge 1 gold. The slot she stands in is poisoned for 2 rounds.

Featured Cards
Sand Stalker3
unit3/2

Stealth. Play Effect: Apply 2 Poison. Each round, poisoned enemies lose 1 additional health.

Scorpion's Kiss2
spell

Apply 3 Poison. If the target dies before its next action, spread 1 Poison to both neighbors.

Varenth

Masters of the Sea Lanes

Varenth

They don't conquer. They make you dependent, then dictate terms.

Captain Thorne

Captain Thorne

Hero
38🛡1

Round Start: Enemies in lane lose 1 Attack and cannot retreat. Your units gain 1 Armor while Thorne holds the line.

Featured Cards
Blockade Runner4
unit2/4

Play Effect: Draw a card. If no enemy occupies this lane, draw 2 and gain 1 Dominion instead.

Tidal Surge3
spell

Deal 2 damage to every enemy in the lane, then push each to the farthest free slot. Weakened units take double.

Karness

The Golden Garden

Karness

The smiling courtiers are more dangerous than any raider.

Queen Celestine

Queen Celestine

Hero
27

Round Start: Allies in lane gain +1 Attack and become Shielded. When a shield breaks, set an enemy Burning.

Featured Cards
Rose Knight3
unit2/3/1

Play Effect: Grant Shielded to an ally. If that ally is already Shielded, set the nearest enemy Burning instead.

Sovereign's Favor2
spell

Allies in lane gain +1/+1 and Flourish. Any Burning enemy in lane takes 2 damage.

Art direction

Dark fantasy, painted by hand

Deep shadow, charged atmosphere, and a single moment of light on something that matters. Four factions, four moods: Normark's cold dread, Ostland's predatory stillness, Varenth's weathered authority, Karness's beautiful danger.

The Accord

The four kingdoms shared one truth. The Anchors held the world together.

The Silence

No one remembers what shattered it. The histories contradict themselves.

The Vigil

Each faction guards the Anchors now. Each believes only they understand them.

Anchorfall

When an anchor falls, reality shifts. Whoever controls that moment controls what comes next.

Harbour Master
Masked Courtier
Ilya

Normark

Blockade Captain

Varenth

Idris the Dreamer

Ostland

Darius the Exiled

Ostland

Garden Duelist

Karness

Bahir the Deathless

“The anchors remember what we choose to forget.”

— Keeper's Proverb

The anchors are falling

Build your deck. Pick your lane. See what survives.

Free to play. No pay-to-win.

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