100 Creatures · Five Ancient Types · One World
The Trading Card Game
Between breath and void, five ancient forces wage an eternal war. Which will you command?
The Five Forces
Each of Anemox's 100 creatures belongs to one of five elemental bloodlines — each with its own power, weakness, and will.
WND
Swift and untamed. Wind creatures move before thought can catch them.
20 CreaturesPLT
Forged in deep earth. Platinum creatures endure what destroys others.
20 CreaturesFOG
Neither here nor there. Fog creatures haunt the edge of the visible.
20 CreaturesTELE
Distance is a belief. Teleportation creatures reject all such notions.
20 CreaturesPSN
Patient and inexorable. Poison creatures win wars their enemies don't know have started.
20 CreaturesChronicles of Anemox
Every creature carries a history written in silence. These are the ones worth knowing.
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 survivorWhen 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, incompleteIt 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, unlabelledSmelted 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 unknownLearn the Game
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.
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.
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.
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.
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.
Coming Soon
The trading board and shop are being constructed in the deep realm. Enter your contact to be notified when they open.