
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
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
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
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.

The Frozen North
Normark
They passed the test others failed. Now they hold the frozen line.

Irina
HeroRound Start: Pull every enemy one slot toward her, then deal 1 damage to each.
Featured Cards
Play Effect: Freeze an enemy. Frozen units skip their next attack — and take double damage until thawed.
Deal 3 damage to an enemy unit. If it survives, it enters Frozen.

The Ruined Kingdoms
Ostland
Every Ostlander carries two things: a blade and a grudge.

Zara al-Sayf
HeroStealth. First Strike. On Kill: Scavenge 1 gold. The slot she stands in is poisoned for 2 rounds.
Featured Cards
Stealth. Play Effect: Apply 2 Poison. Each round, poisoned enemies lose 1 additional health.
Apply 3 Poison. If the target dies before its next action, spread 1 Poison to both neighbors.

Masters of the Sea Lanes
Varenth
They don't conquer. They make you dependent, then dictate terms.

Captain Thorne
HeroRound Start: Enemies in lane lose 1 Attack and cannot retreat. Your units gain 1 Armor while Thorne holds the line.
Featured Cards
Play Effect: Draw a card. If no enemy occupies this lane, draw 2 and gain 1 Dominion instead.
Deal 2 damage to every enemy in the lane, then push each to the farthest free slot. Weakened units take double.

The Golden Garden
Karness
The smiling courtiers are more dangerous than any raider.

Queen Celestine
HeroRound Start: Allies in lane gain +1 Attack and become Shielded. When a shield breaks, set an enemy Burning.
Featured Cards
Play Effect: Grant Shielded to an ally. If that ally is already Shielded, set the nearest enemy Burning instead.
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.



Normark

Varenth

Ostland

Ostland

Karness





“The anchors remember what we choose to forget.”
— Keeper's ProverbThe anchors are falling
Build your deck. Pick your lane. See what survives.
Free to play. No pay-to-win.
