100 Creatures · Five Ancient Types · One World

Anemox

The Trading Card Game

Between breath and void, five ancient forces wage an eternal war. Which will you command?

The Five Forces

Ancient Types

Each of Anemox's 100 creatures belongs to one of five elemental bloodlines — each with its own power, weakness, and will.

WND

Wind

Swift and untamed. Wind creatures move before thought can catch them.

20 Creatures

PLT

Platinum

Forged in deep earth. Platinum creatures endure what destroys others.

20 Creatures

FOG

Fog

Neither here nor there. Fog creatures haunt the edge of the visible.

20 Creatures

TELE

Teleportation

Distance is a belief. Teleportation creatures reject all such notions.

20 Creatures

PSN

Poison

Patient and inexorable. Poison creatures win wars their enemies don't know have started.

20 Creatures

The Bestiary

Creatures

FOG-001

Mirelung

TELE-001

Vexphase

PLT-001

Ironmere

WND-001

Galerift

PSN-001

Venrath

FOG-002

Shroudbell

TELE-002

Driftmark

PLT-002

Vaultcrown

WND-002

Shrael

PSN-002

Hexwilt

Chronicles of Anemox

Backstories

Every creature carries a history written in silence. These are the ones worth knowing.

FOG · FOG-008

The Glimmer-Thief

It does not steal light. It steals the memory of where light once was. Those who encounter a Glimmer-Thief come away certain they have always lived in shadow — and strangely content about it.

— Reported by a PLT-016 survivor
TELE · TELE-009

The Voidstepper

When asked where it had been, it said: everywhere, simultaneously, and nowhere in particular. The questioner was later found 400 miles away with no memory of the journey.

— Field record, incomplete
WND · WND-005

The Hollow Screamer

It screams not from pain but from fullness — too much wind compressed into too small a form. Every breath it takes is borrowed from somewhere else on the planet.

— Atmospheric record, unlabelled
PLT · PLT-014

The Last Ingot

Smelted from the remains of eleven defeated Platinum creatures, it carries their combined will in a body barely large enough to contain one. It does not fight. It simply waits to be the last thing standing.

— Alloy notes, metallurgist unknown

Learn the Game

Rules of Anemox

01

Deck Construction

Each player builds a deck of exactly 40 cards drawn from the full Anemox set. A deck may contain creatures from any combination of the five types — Wind, Platinum, Fog, Teleportation, and Poison — but no more than 4 copies of any single creature.

Recommended for beginners: build a mono-type deck of 20 creatures + 20 Action cards before experimenting with mixed types.
02

Turn Structure

Each turn proceeds in three phases: Draw — take two cards from your deck. Play — summon up to one creature and activate any number of held Action cards. Attack — declare up to two attacking creatures against opposing creatures or the opponent directly.

03

Combat

When two creatures meet in combat, compare their Attack values. The creature with the higher Attack deals damage equal to the difference to the defending creature's Health. Creatures at 0 Health are sent to the Void (discard pile). Some creatures carry special abilities that modify combat resolution — always read the card text first.

Fog-type creatures with the Obscured trait cannot be directly targeted unless the attacking player reveals a Vision card first.
04

Type Affinities

Each type carries natural advantages and vulnerabilities against other types, forming a web of strategic interactions. Wind counters Fog. Platinum counters Wind. Teleportation counters Platinum. Poison counters Teleportation. Fog counters Poison. When a type advantage applies, the favoured creature gains +2 Attack for that combat.

05

Winning the Game

Reduce your opponent's Life Total from 20 to 0, or force them to draw from an empty deck. The second condition — known as a Void-Out — requires careful deck management and rewards patient, attrition-based strategies built around Fog and Poison types.

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