Skip to main content

The land of Mysteries

Havenfall is a turn-based card game built on tactical phases. Players use 60-card decks tied to their chosen faction to deploy units, construct buildings, cast spells, and deplete their opponent's resources.

The game combines resource management, battle mechanics, area control, and defensive infrastructure into a deeply strategic experience. Each player begins with a “Haven” — a stronghold to protect while pressing into enemy lines.

Unlike other card games, Havenfall introduces unique mechanics such as Army Size, Push Back, Siege Damage, and Facility-Based Abilities, creating a multi-layered battlefield where both large-scale wars and subtle decisions shape the outcome. A world where every move counts awaits you.



The Birth of Galantia

The world of Galantia was shaped by a mysterious essence known as “Blue Dust,” which gave form to time and matter. From this dust, divine beings emerged—Beredor, who created the elves in a peaceful land, and his brother Sjualu, who gave life to humans and dwarves. But peace was short-lived. Sjualu’s death drove their mother Hevn into a vengeful fury, triggering a cosmic upheaval that would forever alter the fate of creation.

Out of this chaos, Galantia was born—a new realm where survivors fled to escape destruction. Yet darkness followed. Cursed beings, vampires, and demons rose from the forsaken lands, seeking vengeance. Thus began an age-old conflict between light and shadow, with Galantia at the heart of an endless war.


281

NEW CARDS

28

NEW FACILITIES

2-4

Players

Layout & Phases

Ready Phase

Previously used cards become ready again; resources are gained, upkeep costs are paid, and ongoing effects are resolved.

Draw Phase

The player draws 1 card from their deck.



Main Phase

The player deploys units, plays spells and orders, builds structures, and moves units.


Combat Phase

Units engage in battle; defenses are declared, pushbacks and damage are resolved.

Second Main Phase

After combat, the player may make additional plays, build, or reposition units.

End Phase

End-of-turn effects are resolved, siege damage is calculated, and the turn passes to the opponent.