

A dark folk-horror card RPG. Walk a story campaign across a dying borderland, make hard choices for the people who stayed, and win card battles by outguessing enemies who play at the same moment you do. Grow your hero with new cards, talents and levels. Play solo or with up to four friends.
Overview
A dark folk-horror card RPG. Walk a story campaign across a dying borderland, make hard choices for the people who stayed, and win card battles by outguessing enemies who play at the same moment you do. Grow your hero with new cards, talents and levels. Play solo or with up to four friends.
Description
The Gloam came down over the borderland, and the roads between its towns went dark. The people who stayed are still out there, behind hedges and lit windows, waiting to see who walks in out of the rain.
Grimmarch is a folk-horror card RPG about the one who does. Take a hero down those roads, decide what to do about the trouble you find, and fight with a set of cards that belongs to that hero alone.

Cross three regions on foot: Thornwick Vale, the Cindermoor and Hollowfen Reach, each with a city where you can rest and trade.
Between the cities lie farms, ditches, crossroads and roadside traders, and most of them come with someone who needs something.
A ditcher's pay lies in a spoil heap, wrapped in a coat with a name stitched inside: carry it back, sell the tools, or walk on. Every choice is final. Each region has a cold beacon; light it, and the Gloam thins around the flame.
Each turn, you and every enemy choose cards at the same moment, face down. Nothing tells you what they have planned. When the turn ends, every card turns over and resolves in a fixed order. That makes each turn a read: strike the hound now, or brace for the blow you think is coming? With friends, everyone plans the same turn together, so nobody sits waiting for someone else.

The Blade is levy iron that outlived its levy: sword, shield and guard, built to hold the line and end a fight with heavy blows.
The Arcanist works in ember, ash and frost, wearing enemies down from behind wards.
Each class has its own cards. As your hero levels up, talent points open a talent tree that decides what kind of Blade or Arcanist they become.
Every hero starts with a twelve-card starter set and builds a collection of their own. New cards come from quest rewards and from traders in the cities and along the road, paid for with silver you earn on the way. Build that hero's deck from the cards they own.
When a fight, a quest or a trader gives you a card you already own, it becomes a Whetstone for that card. Spend Whetstones to raise the card, up to level 3: a fully raised Sword Oath hits for 12 instead of 9. Once a card is fully raised, extra Whetstones go into a spare stock you can spend on any card.
The whole campaign can be played solo, and you can hire help to fill the empty places beside your hero. On Steam, solo play works offline; going online is your choice.
When you want company, up to four friends can join you online. Lend your hero to friends while you are away, or borrow theirs to fight at your side when they are offline. Friends who play together often can form a Free Company, a standing group with shared goals.
Grimmarch is a full game you buy once. Every card is won on the road or bought with silver you earn in the game.
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