
The Warrior
Sword & shield
Absorbs punishment and gives it back. The only hero who heals between fights.



Walk a dragon's fortress in first person. Fight every room with cards that land as real blows.
PC · Windows · Single-player
The game
Wyrmhold is a fortress grown out of a crag, and a dragon sits at the top of it. Every run is a road up through its holdings: the crypt beneath it, the cemetery at its walls, and at last the castle itself. You walk the rooms in first person and choose which doors to open. What waits behind them is decided by cards.
Combat is turn-based and card-driven, and every card you play is a blow your hero actually throws. A slash is a slash, a shield raised is a shield raised, a fireball leaves the staff and lands.
Enemies telegraph their intent a turn ahead; you answer with the hand you drew. Block, Bleed, Burn, Strength, Weak and Vulnerable decide who is standing when the dust settles.
Every fight won offers a card to your deck. Every level cleared makes the next one harder and carries half of what you built into it. Chests, potions and trinkets along the way.
Four heroes, four decks

Sword & shield
Absorbs punishment and gives it back. The only hero who heals between fights.




Daggers & longbow
Takes an extra action every turn and has far too little health to waste one. Throwing knives, feints that make the enemy miss, and a longbow for the finish.




Spear & shield
Begins every fight already braced, and profits from being swung at. A parry that stops a blow whole and answers it, and wounds that bleed.




Staff & fire
Draws a sixth card every turn and hits hardest per card. Fire that burns, illusions that miss, and a spell that melts an enemy's armour into damage.



The climb
Every run takes one of two roads up into the hold, chosen at random. Each road crosses two levels and ends in a boss, and both come out at the same castle, and the same dragon.

Level one
The graves at the walls, and what has climbed out of them.

Level two
Beneath the graves, where the older dead are waiting.

Level one
Moonlit and watched: thieves, bugs and wild things in the dark.

Level two
Under the roots, where the light gives out.
Which road will the dice give you?

Level three
The throne rooms, and the stair that leads up to the wyrm.

The top of the hold
Every road ends here.