You can fight back during their turn.

Unspent Ember does not vanish in Kindlefall. Up to two carry over as Residual Ember, and a Reaction card can spend them while the enemy is mid-swing. The Forge Wraith has 17 health left and is winding up a Wailing Strike for 12. You have 3 Ember and four cards. Put it down before the blow lands.

Wailing Strike 12

Forge Wraith

Your health
3 of 3 Ember lit, 0 of 2 banked.
Ash 0

Every faction answers the same blow in its own way.

Same Wraith, same Wailing Strike, one banked Ember. Pick a faction and see what its Reaction does with it.

Wailing Strike 12

Forge Wraith

Your health

Banked

0 of 3 Ember lit, 1 of 2 banked.

The card that won your fight goes back on the anvil.

Every card you win, buy or start with carries two temper paths, and the card that comes out belongs to your run. Pick a path and strike the anvil three times.

Choose a path.

2GuardShield WallGain 12 Block.2GuardShield WallGain 12 Block.
Choose a path first.

Put another card on the anvil

In a run, you forge your deck at the Forge Shrines.

  • 10 Forge FlameTemperTemper a card down one of its two paths, and it keeps that form for the rest of the run.

Each shrine does one temper, and then its work is done. The Flame a shrine takes is the same Forge Flame that holds the map together, and each time it falls below 75, 50 and 25, the outermost ring crumbles.

Three rivals answer every step you take.

The Kindlevault is a hex map, and you are not alone on it. The Ashen charge straight for the Forge, the Wardens step around ground the other rivals hold, the Shapers push inward and grab empty hexes on the way, and the Veilbound shadow whoever leads the race, you included. A band that ends its move beside you can cut you off and make you fight. Take a step and watch them answer.

0 of 6 steps

Forge Flame 100 of 100

Win 2 fights in the outer ring to open the middle ring.

Here, every fight you step into counts as won. Scouting costs 5 Forge Flame and shows every hex within 2 steps. The rivals move while you look.

  • WardensYou 14 hexes 6 from the Forge
  • AshenYou 14 hexes 6 from the Forge
  • ShapersYou 14 hexes 6 from the Forge
  • VeilboundYou 14 hexes 6 from the Forge
  • faction approach
  • fight
  • elite fight
  • event
  • shop
  • Forge Shrine
  • the Eternal Forge
  • you
  • a rival
Where each faction stands
FactionHexRingHexes heldDistance to the Forge
WardensWarden ApproachOuter ring146
Ashen (you)Ashen ApproachOuter ring146
ShapersShaper ApproachOuter ring146
VeilboundVeilbound ApproachOuter ring146

The Forge Wraith is waiting for a rematch.

Write to us at kindlefall@grimvane.com and we will tell you when you can play it in your browser.

Four factions want the same fire for different reasons.

Wardens

Preserve the Forge

The Forge is the heartbeat of the world. If it dies, everything dies with it. Guard the flame at any cost.

Defensive, attrition-based. Outlast your enemies through Block and healing. Retribution gains Block equal to the damage it deals.

Reaction Brace

Aegis and its surge

You gain 1 Aegis when your Block stops a whole attack and 1 when an attack gets through. At the start of your turn, if you hold 5 Aegis or more, you spend 5 to gain 10 Block.

Ashen

Destroy the Forge

The Forge is a corruption, a wound in reality that should have closed long ago. Burn it all and let the world heal.

Hyper-aggressive, self-destructive. Cards exhaust for massive effects. Health is a resource. Ash Harvest exhausts a card you choose from your hand and gains 2 Ash.

Reaction Counter Blaze

Ash and its surge

You gain 1 Ash each time you damage yourself and 1 each time a card is exhausted. At the start of your turn, if you hold 5 Ash or more, you spend 5 to deal 8 damage to all enemies.

Shapers

Build with the Forge

The Forge is a tool, the greatest ever made. Don't waste it. Build something that transcends what came before.

Scaling, construction-based. Start slow, become unstoppable. Their Powers work again every turn. Spark Anvil summons a Construct that deals 2 damage each turn and soaks the blows your Block misses.

Reaction Emergency Repair

Ore and its surge

You gain 1 Ore each time you play a Construct. At the start of your turn, if you hold 5 Ore or more, you spend 5 to gain 2 Ember and draw 2 cards.

Veilbound

Control the Forge

Power exists to be wielded. The Forge doesn't need saving or destroying. It needs a master.

Manipulation, disruption. Stack Weak on every enemy to soften each blow, and turn every Weak into Dominion. Curse of Binding hexes an enemy for its next 3 actions. Each time it acts, it takes 2 damage and gains 1 Weak.

Reaction Redirect

Dominion and its surge

You gain 1 Dominion for each enemy you Weaken and 1 for each enemy you Burn. At the start of your turn, if you hold 5 Dominion or more, you spend 5 to apply 2 Weak to all enemies and deal 4 damage to all enemies.

The Forge is not dying. It is feeding.

The Eternal Forge has burned since before memory. Every civilization that has risen in its light has claimed to understand it, and every one of them has been wrong. Now the flame gutters, and four factions march on the Kindlevault, each certain they alone know what must be done.

The Kindlevault is not a building. It is a wound in the earth. The pilgrimage has become an invasion, and no one asks what the Forge thinks about any of this.