
“From far away, Truth appears to be a circle: simple, clear, precise. Only when examined very closely do you reveal a many-sided shape, with infinite angles.”
- Fra. Tolomeo Tartolo
Forge of Fists is a living card game (LCG) set in the land of Almokon, which is ruled by the old and wise emperor, Manfred the Most Loved. Unfortunately, Manfred is dying (for he is old) and upon his death he knows his empire will crumble (for he is wise).
To maintain peace in Almokon, Manfred must decide, now, who is to wear the crown of the empire upon his passing. You, the player, are one of many monarchs vying for Manfred's favor. Your ability to rule, to protect, and to grow your realm will determine if you will be the next emperor of Almokon.
Alternating Actions
One player takes a single action, then the other responds. No phases, just pure interplay.
40-Card Decks
A tight constraint that rewards craft and synergy, supported by distinct factions.
21 Bounty to Win
Gain Bounty by decimating your opponent's units, characters and improvements.
Original Artwork
171 traditional and digital paintings created for the game.
"Blood is for butchers."
"One thousand times a thousand hands raised in defiance."
"Pray before you act, forgive yourself later."
"Flesh is a currency of last resort."
"Respect, understanding, compromise: forget these words."
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Almokon is a land of many kingdoms, each shaped by one of five great factions: Conquest, Community, Creed, Trade or Diplomacy. Choose one, build your kingdom, and destroy all who stand against you. The first player to reach 21 Bounty Points wins — and every card you destroy brings you closer to victory.
Every game begins with a Monarch — your ruler — and the faction they lead. There are five:
Your Monarch determines your faction, your playstyle, and the cards available to you.
A deck is 40 cards plus your Monarch and matching Capitol. You build around your faction's strengths — but you're not locked in. Each faction is aligned with two neighbours, and you may recruit up to twelve cards from them. Neutral cards are open to everyone.
The result is a deck that's distinctly yours: focused enough to have an identity, flexible enough to surprise.
The board is split into two domains. Your Realm is your home — where your Monarch, Capitol, and characters reside. The Outland between you and your opponent is where blood is spilled, divided into the Wilderness for land forces and the Open Sea for naval ones.
Cards move forward into the Outland to attack. There is no retreat — once committed, the only way is onward.
Forge of Fists has no turns in the usual sense. Players alternate one action at a time — play a card, launch an attack, gather resources — back and forth, action for action.
It means the pressure never lifts. Every move you make opens a door for your opponent. Every move they make opens one for you. The game is a constant, shifting negotiation of tempo and threat.
The full Forge of Fists experience, in your browser. No account required, no download, no cost. Take command of any faction and face the CPU opponent across a complete game.
Open the Demo ↗ play.forgeoffists.comSingle-player vs. CPU · All five factions available · No account needed