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The Lords' Game

Wkrótce

Abraham ZachariahOdkryto Oct 23, 2026

About the game

Rozbudowana strategiczna gra karciana osadzona w fantastycznym świecie Tolrii. Wznieś sztandar, zbuduj talię i poprowadź wybranego lorda do zwycięstwa w trybie jednoosobowym lub wieloosobowym dla maksymalnie ośmiu graczy. Dziewięć frakcji, 1000 kart, pełna oryginalna ścieżka dźwiękowa i autorskie ilustracje.

Oryginalny opis ze Steam

Under the looming shadow of war, nine lords vie for dominion over Tolria. Only one will endure.

Legends of Tolria: The Lords' Game is a turn-based fantasy card game fusing the strategic gameplay of classic games like chess with the tactical depth and chaotic possibility of warfare. Set in the world of Tolria, a continent on the brink of total war, The Lords' Game puts you in command of a faction, it's lord, and an army of your very own making. Play against the AI, hotseat against friends, or online against players around the world in free play and campaign modes.

Build a deck from a massive pool of 1,000 faction-specific and neutral cards spanning melee infantry, cavalry, artillery, heroes, creatures, spells, and effects. Deploy your forces across a battle board and outsmart your enemy to achieve victory by three primary win conditions: kill their leader, destroy their army entirely, or crush their Morale and rout them from the field.

Every turn plays out in three core phases. March and deploy in Movement, strike in Action, then unleash spells and abilities in Special, all balanced by your Rift Energy expenditure. A unit that marches gives up its attack that turn, so every advance requires strategic planning to help you win the overall battle. Fight across numerous terrains, from frozen tundra to wetlands and alpine forests, each affecting how your units move and engage with the enemy.

Every game ends differently. Every deck plays differently.

Nine Factions. Endless Strategies.

Each of Tolria's nine factions brings a dramatically distinct playstyle rooted in over a decade of original worldbuilding:

The shining jewel of the Northern Kingdoms, ruled by the Hawthorne High Kings for nearly ten centuries by rite of honour. The Ironwing leads the royal host in person, flying at the head of the Order of the Hawk as the kings before him did, with heavy cavalry, disciplined infantry and the court mages of the Silver Tower behind him.

The kraken of the south. Caeus won his throne in the Iron Arena as a mortal man, then had himself rebuilt in rift-driven machinery so that he could rule without end. Nearly three hundred years later, no challenger has taken it from him. His legions, the Knights of the Krakenstone, the Didacts of Deimos and the Imperial Navy march in his name.

An old, hardened realm of tundra and boreal forest. Vladislav took the crown from his own father in open combat before the court at Solisnek, and his father's guard knelt to the son. Bloodthirsty berserkers, oath-bound thanes and monster hunters fight beside primal war-beasts, backed by sages who work the ancestral magic of bone and blood.

A war-ravaged duchy whose capital, the Sinking Shanty Town, is settling into the battlefield it was built on. The Drunken Duke keeps to his revels inside the Scorpion Court while his syndicates police the streets and his council sells the law by the writ. Its spies, assassins, saboteurs and bounty hunters reach into every city on the continent.

Flesh is weakness. Iron is salvation. The Advancement is inevitable. Archbishop Ramund preaches purity from the Citadel of Zachara, where magic is forbidden on pain of death, while Tech-Priest Virion's clockwork warriors, titans and mechanical dragons multiply in the laboratories beneath it, guarded by fanatical martyr-cultists.

The great arcane power of Tolria, a city held above the clouds by stabilised rift pylons. Archmage Alvalor has counselled the kings of the north for generations, and presides over the Cabal of Concordance: eight Master Magi, each holding the seat of one school of magic. Thouran goes to war with battlemages, arcane constructs and the creatures they summon.

Linhaven, the elven city on the shore of Lake Amera, and Volesk, the merchant republic on the river below it, keep no standing army. Their merchant houses pay for every sword they field: city guards, mercenary bands, trade-company regiments and specialists from across the known world, each playing to the others' strengths in service of both coin and country.

Beneath the White Mountains lies the Underhold of Stormpeak, the greatest dwarven city in all of Tolria. The storm dwarves draw lightning from the veins of the mountain into rift-rune armour and storm cannon, and fight in layers: shield walls in front, the finest artillery on the continent behind them, rune-driven golems among them. They boast that no army has ever taken the mountain.

A festering blight upon all of the realms with loyal fanatics siting amongst nearly every great house of Tolria. Every one of them shares the same vision, the dreams of Azhorra'tha, the Watcher in the Abyss, an imprisoned eldritch god whose sleeping mind leaks through the veil of reality. The Cult fields corrupted warriors, eldritch abominations and reality-distorting khaos magic in pursuit of the Prophecy of Infinity, and the end of times it foretells.

Two Ways to Play

  • Finite Edition introduces new players to The Lords' Game with four starting factions (Avoronia, Bastile, Ruska, and Zubar), 24-card decks, a 10-round limit, and quick game sessions designed to test your tactical prowess under pressure. Learn every core mechanic without drowning in complexity.

  • Infinite Edition is the full experience. All nine factions. All 1,000 cards. 52-card decks built from a vast pool of faction-specific and neutral options. Play to 20 rounds, or turn the limit off entirely.

Story Mode: Total War

Command a realm across a turn-based grand strategy campaign set during the late Fourth Age of Tolria (8960–9000 AA): one of four in the Finite campaign, or one of eight in the Infinite. Expand your empire across a massive continent map by building your settlements from the ground up, managing resources, researching faction-specific upgrade paths, recruiting unit cards into your army, and clashing with rival realms in pitched battles fought with the army you raised.

Hold audiences with or send envoys to rival rulers to trade, swear pacts, demand submission, or declare war, and guard your honour, because every lord remembers who keeps their word. Occupy, plunder, or raze the cities you take. Send agents across the map, challenge enemy leaders to single combat, and hunt myhical creatures to prove you lord to the realms.

In both modes, there is a narrative storyline unfolding which has numerous custom events and outcomes based on how you play the campaign and what kind of ruler you are.

Every campaign decision influences your lord's trajectory, your faction's territory, and your path to victory, or ruin.

Play Together

Face a friend on the same screen in hotseat, take on players worldwide in ranked online battles through Steam, or bring up to eight players into a single online campaign, with AI rulers filling any empty seats and holding a player's realm if they drop.

Founded on Over a Decade of Original Worldbuilding

The Legends of Tolria (LoT) have been carefully crafted from over a decade of worldbuilding: a fully realised fantasy universe spanning four ages of cosmic history, with countless characters, factions, and events. For those interested in looking deeper into what LoT has to offer, there is an expansive wiki that expands upon nearly every card, ability, and faction identity in the game. Every faction has its own original theme in the soundtrack.

This has been a major part of my life for nearly 12 years, and I am beyond excited to share something with you guys that lets you experience a part of what I've been building.

Informacje o wersji demo i premierze

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Demo na Steam, test gry i wczesny dostęp: czym się różnią?

Informacje i grafiki: Steam · Ostatnia kontrola UTC