Realm of Ashkar — the card game
A single-player tactical card game set in the world these stories describe. Choose a commander, build a deck from the sixteen guilds, and duel an AI built to beat you.
In development. There is no release date yet — this page is where it will be announced.
Ways to play
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Custom battles
Pick any commander, any deck, and any opponent, then play it out.
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Deckbuilding sandbox
Assemble a deck from your collection and test it against an opponent straight away.
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Tournament
Enter a commander and deck, play through a group stage, then a knockout bracket. Stop and pick it up later.
Screenshots
How a duel works
Two commanders, one board between them. You bring a deck, spend energy on what you can afford each turn, and try to be the one still standing.
- Commander
- You, at the table, and the opponent facing you. Damage that gets through lands here, and the duel ends when one commander runs out.
- Energy
- What everything costs. A card's price sits in the corner of it, so each turn is a question of what you can afford and what has to wait.
- Minion
- A creature you put down to fight for you. The two numbers on it are how hard it hits and how much it can take before it dies.
- The board
- Everything either side has in play. Minions stay there once played, so the board is the position you have built up so far.
- Blocking
- Your minions stand between the enemy and you. An attacker has to get past them first, which is why taking them away matters so much.
Choose your guild
Sixteen guilds, sixteen ways to win. Each one plays differently, is good at different things, and has its own weakness. Open one to see how it plays and the cards it plays with.
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Apocalypse Horde Send out huge beasts that hit harder than they can survive, and let the damage left over carry past whatever tried to stop them.
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Aquatic Ascendancy Entrance enemy minions or send them back to their owner's hand, then finish with something huge from the deep.
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Arcanum Arcanorum A patient deck of spells that draws more cards than anyone else and has an answer for everything, until knowing wins the game.
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Celestial Winds Fly over the fighting on the ground, lift curses and chains off your own minions, and ride the wind out of danger.
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Cosmos Voyagers Search the top of your deck for distant realms, settle them, and let each one feed you a little more every turn.
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Crystalline Conclave Freeze the enemy where they stand, grow giants that get stronger the longer they wait, and wake a colossus to end it.
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Dust Dynasty Bury cards cheaply now and dig them up later, and leave a monument standing wherever one of your minions falls.
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Flaming Phoenix The fastest guild: spells thrown straight at the opponent, and dragons that race them to zero.
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Gilded Coven Pile up treasure, pay mercenaries to keep fighting for you, and spend the hoard on cards that grow stronger the richer you are.
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Infernal Covenant Spend your own life and your own minions to power lasting curses, and steal back the life you lose.
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Justicar's Legion Wall up behind tough guardians, make attacking into you hurt, and win by still being there at the end.
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Neon Synapse Look at the cards the enemy is holding and take the one that matters, then power machines that turn spare energy into attackers.
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Shadow Weavers Attack with hidden minions nothing can stand in the way of, dig through your deck for the card you need, and win slowly.
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Sylvan Sanctuary Fill the board with cheap beasts that are hard to shift, make all of them bigger at once, and attack with everything.
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Veinwrights Fill your own discard pile on purpose, rot the enemy's minions with disease, and bring your dead back to fight.
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Velvet Veil Charm enemy minions into fighting for you, and take what you want now at the price of the next blow landing harder.
How it plays →