Folklore War Game
About the Game
A free demo is available right now — download it from this page. Lead the United States through a complete Expedition stage, bring down its Guardian, and keep winning to unlock China, Brazil and Mexico. About twenty minutes a run.
What happens when Baba Yaga runs into Bigfoot?
No legend covers it. So we built a game where you settle it yourself.
Folklore War Game is a roguelike deckbuilder where the myths of ten nations go to war. Choose a folklore, forge your deck along the road, and find out how far a single run can take you.
Probably not far. That's fine. The next one will be different.
Every nation fights by its own law — a mechanic no other folklore can touch.
Russia — The Winter. Frigid creatures freeze whatever they strike. Hold the line until your dragons take the sky.
Japan — Nothing Is What It Seems. Hidden cards, illusions and copies, and creatures that slip back into your hand.
United States — The Frontier. Mark your prey and hunt it down, straight past anything standing in the way.
Brazil — The Forest Lives. Growth makes your creatures stronger every single turn.
Mexico — The Dead Walk. Every fallen ally feeds a Harvest.
Ireland — The Fair Folk. Elusive creatures and quiet tricks that tip every fight your way.
China — The Celestial Court. Formations that turn a line of creatures into an army.
India — The Cycle. Ramp your mana, fall, and return stronger through Reincarnation.
Africa — The Ancestors. Sacrifice the living to awaken Ancestral spirits.
South Korea — The Metamorphosis. Transform creatures and swap their stats in the middle of battle.
Every Expedition hands out forbidden powers — Trample, Radioactive, Bloodthirsty, Necromancer, Assassin and more. They stack on a single creature, and they ride every hit it deals, its breath included. The rules were never meant to survive it.
Radioactive + area damage. Freeze the line, then let the poison walk it end to end.
Assassin + area damage. One breath. Six giants.
Four powers, one dragon. Trample, Radioactive, Bloodthirsty and Necromancer on Zmey Gorynych — a single breath ends the war.

Every folklore is defended by a mythic Guardian at the end of the road. Bring it down, claim its spoils — and don't celebrate too early. Some of them get back up.

Branching maps, strange blessings and events drawn from real legends. Rest at the camp, refine and forge your cards, trade with a wandering shopkeeper. Some bargains are worth the curse. Most aren't. You'll take them anyway.
Every run is different. Every deck grows in directions you never planned.
Creatures you know. Creatures you really don't. Baba Yaga and Koschei the Deathless. Bigfoot, Mothman and the Wendigo. Yuki-onna and the Kitsune. Sun Wukong, the Dullahan, Kukulkán and Anhangá.
One more run is a warning, not a promise.

10 folklores, each with a mechanic of its own
320+ cards drawn from the folklore of ten nations
The Expedition — a roguelike campaign across three stages, crowned by mythic Guardians
Tower of Ten Nations — build your own deck, then climb ten floors to a legendary chest
10 run powers that stack into combos the rules never planned for
Keyboard and controller support
39 Steam achievements
Steam Cloud saves
10 languages
Made by a very small team that spent far too long reading folklore books. If the demo hooks you, a wishlist means more to us than you'd think.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release