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Shards of Fate

Build a deck, summon living legends, and outwit your rival one turn at a time.

362
Cards to collect
9
Factions
32
Heroes
8
Ways to play
Real gameplay: King Borin’s Dwarves against Warlord Mok’s Goblins

Learn in one match

Easy to pick up. Hard to put down.

If you have played Hearthstone, you already know the basics. Every card tells you what it costs and what it does. The depth comes from what you play, and when.

Hover to tilt · every card in the game is drawn like this

  1. 1

    Mana cost

    Top left. You start with 1 mana and gain another each turn, up to 10. Spend it all, or save for something bigger.

  2. 2

    Attack

    Bottom left. The damage this minion deals when it attacks, or when it is attacked.

  3. 3

    Health

    Bottom right. Damage stays until the minion dies, so trading well wins games.

  4. 4

    Rarity gem

    Common, Rare, Epic or Legendary. The rarer the gem, the less often it turns up in packs.

A turn in Shards of Fate

  1. 01

    Draw

    Redraw a bad opening hand up to three times.

  2. 02

    Spend mana

    Play minions, cast spells, raise buildings.

  3. 03

    Attack

    Trade with minions or strike the enemy hero.

  4. 04

    Hero power

    Your hero’s signature ability, every turn.

Keywords you will meet

  • Battlecry70 cards

    Triggers the moment the card is played from your hand.

  • Taunt55 cards

    Enemies must attack this before anything else it guards.

  • Rush23 cards

    Can attack enemy minions on the turn it is played.

  • Divine Shield21 cards

    Ignores the first instance of damage it takes.

  • Stealth18 cards

    Cannot be targeted until it attacks.

  • Deathrattle17 cards

    Triggers when the minion dies.

  • Windfury7 cards

    Attacks twice each turn.

  • Poisonous7 cards

    Destroys any minion it damages.

9 factions

Choose who you fight for

Each faction has its own heroes, hero powers, card back and way of winning. Dwarves dig in behind armour, Goblins blow everything up, and the Undead refuse to stay dead.

Dwarves of Karak Run

Borin Ironbreaker

Lord of the Ironhold

Masters of runic fortification, heavy steam war machines, and unbreakable shieldwalls.

Hero power · 2 mana

Runic Bulwark

Gain 2 Armor.

Cards
38
Heroes
3
Card back
Mountain Hold

Tap a card to inspect it

8 ways to play

One collection. Endless battles.

Start with a classic Duel, draft a deck from scratch in Arena, or command a full army with fleets and flyers in Grand War.

Signature mode · A whole army on the table

Grand War

Sixty-card armies deploy across Frontline, Middle and Rear ranks, plus separate Sea and Sky lanes. Ships burn Oil, walls guard their rank, and you win by razing the enemy Base.

  • Three ranks

    Melee holds the Frontline, ranged and siege the Middle, buildings the Rear.

  • Sea & Sky

    Ships duel in their own lane before shelling the shore. Flyers clear the skies, then dive.

  • Oil & Base

    Fleets burn Oil. Win by destroying the enemy Base, not the commander.

Earns rewards

The classic head-to-head

Duel

Bring a 30-card faction deck and a hero. Mana grows by one each turn, minions fight on a shared board, and the first hero to fall loses.

  • 30-card decks
  • 7-minion board
  • Redraw your opening hand
Practice

Every card, any faction

Wild

Build from the full catalogue and mix factions freely. Dwarf runes beside Undead horrors? Go for it.

  • 30-card decks
  • Up to 2 copies, 1 per Legendary
  • Cross-faction recipes included
Practice

This season: Common Cause

Twist

A rotating deckbuilding rule that changes what is legal. The current season allows only Common and Rare cards, so smart curves beat big Legendaries.

  • Commons & Rares only
  • Neutral + your hero’s faction
  • Rules rotate by season
Practice

Draft a deck, then prove it

Arena

Pick one of three random cards, thirty times over, then take your freshly forged deck straight into battle.

  • Pick 1 of 3, thirty times
  • Faction + Neutral pool
  • No collection needed
Practice

Tiny Armies

Tavern Brawl

A special ruleset with ready-made decks. In Tiny Armies, nothing costs more than 3 mana, so every turn is a scrappy brawl.

  • Every card costs 3 or less
  • Dwarves vs Goblins
  • Decks provided
Practice

The Lost Vaults of Karak

Solo Adventure

Fight through 3 boss encounters, each with more Health and its own brutal hero power, ending at the Ancient Karak Colossus.

  • Griznak Scraptooth · 24 HP
  • Skritch Pestilent · 32 HP
  • Ancient Karak Colossus · 45 HP
Practice

Recruit, upgrade, auto-battle

Battlegrounds

Spend gold in the tavern to recruit minions, arrange your warband, and watch it fight on its own. Upgrade the tavern to reach stronger units before your Health runs out.

  • 7-slot warband
  • Tavern tiers 1–6
  • 20 rounds to survive

All modes are played against AI opponents. Duel and Grand War earn gold and count towards card-back unlocks; the other modes are for practice and fun.

Collect & craft

Crack packs. Chase legendaries.

You start with every faction’s starter deck, 3 free packs and 500 gold. From there, every match pays out, and every duplicate can become the card you actually want.

Ash & Iron Core SetEvery faction, every rarity

Plays the in-game opening ritual. Nothing is spent or saved.

1 · Earn gold by playing

100g

per win

150g

Grandmaster win

25g

even on a loss

2 · Open packs

12 packs to choose from: set packs for 100g, or a faction pack for 120g that guarantees three cards from the faction you pick. Five cards per pack, always at least one Rare or better, and every card has a 10% chance to be Golden.

Common70%
Rare22%
Epic6.5%
Legendary1.5%

3 · Craft exactly what you need

Break down spare cards into Dust, then craft any card you are missing, including Golden versions.

Dust costs by rarity
RarityCraftGoldenDisenchant
common404005 / 50 golden
rare10080020 / 100 golden
epic4001600100 / 400 golden
legendary16003200400 / 1600 golden

Unlocks

10 card backs to earn

Every Duel and Grand War victory counts towards your next card back, from the Dwarven Mountain Hold at your first win to the Cursed Catacombs at twenty-five.

Unlocked at 25 wins

Cursed Catacombs

Undead Necrotic Crypt

Weathered tombstone slate, ghostly cyan soulfire, and ancient necromantic runes.

Bound in chilling spectral soulfire, whispered to awaken long-slumbering horrors from desecrated catacombs.

Card library

Browse all 362 cards

Filter by faction, mana cost, type or rarity, then tap any card for a closer look.

Mana
362 cards

Questions

Is Shards of Fate free?

Yes. It is part of Shards of Stone and free to play in your browser. Packs are bought with gold you earn by playing: 100 gold for a win, 150 against a Grandmaster AI, and 25 even when you lose. There is no real-money shop.

I have never played a card game like this. Where do I start?

Pick a faction’s starter deck and play a Duel against the Novice AI. Every starter deck is already in your collection, so you can play immediately and learn the keywords as they come up.

Can I play against other people?

Not yet. Shards of Fate is currently single-player against AI opponents at three difficulties: Novice, Veteran and Grandmaster.

Do I need to play the RTS first?

No. Shards of Fate is a standalone mode. If you do know Shards of Stone, you will recognise the units, heroes and buildings: the cards are drawn from the same world.

Where is my collection saved?

Your cards, gold, dust and unlocked card backs are saved in the browser on the device you play on.

On the way: full-art cards, holographic foils and animated-art upgrades. Like Golden cards, they will change only how a card looks.

Your first pack is waiting

9 starter decks, 3 packs and 500 gold. No download, no sign-up needed to try.

Play Shards of Fate

See all game modes