The Realm of Ashkar Start reading
Coming soon

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

  • Custom battles

    Pick any commander, any deck, and any opponent, then play it out.

  • Deckbuilding sandbox

    Assemble a deck from your collection and test it against an opponent straight away.

  • Tournament

    Enter a commander and deck, play through a group stage, then a knockout bracket. Stop and pick it up later.

Screenshots

  • A duel underway: two commanders facing each other at nineteen and seventeen health, minions held on both battlefields, a hand of cards along the bottom, and the opponent casting a spell that deals damage to the enemy commander.
    A duel in progress
  • Setting up a duel: two grids of illustrated commanders, one for your side and one for the opponent, each starting at twenty health, with the chosen commander and deck shown on either edge and a button to begin.
    Duel setup
  • The deckbuilder: a sixty-card deck being assembled, with the cards on the left, the deck list and its copy counts on the right, and a panel showing the cost curve and how the deck is balanced across guilds.
    Deckbuilder
  • The card database: a grid of illustrated cards with their guild colours and costs, filters for guild, type, cost and ownership, a sidebar counting how many cards of each guild are owned, and a detail panel showing the selected card and what it does.
    Card database
  • A tournament group stage: sixteen commanders drawn into four groups, each table listing wins, losses and points, with your own commander and record shown alongside.
    Tournament
  • The game's main menu: a painted map of the realm marked with glowing guild sigils, buttons for tournament and custom battle, and panels linking to the card database, the deckbuilder, a tutorial, and the codex.
    Main menu

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.