High Fantasy

The Card Vault

Get your hands on the cards before the dungeon does. Click a card to flip it.

Dragon monster card
Monster

Dragon

The apex of the dungeon. If you see wings in the room, count your HP twice — then decide if glory is worth it.

Troll monster card
Monster · STR 8

Troll

Star of the rulebook's combat example. Bring a Katana and walk away clean — bring less, and bring bandages.

Frost Giant monster card
Monster

Frost Giant

The cold comes first. Then the footsteps. A towering brute from the frozen depths of the dungeon.

Mind Flayer monster card
Monster

Mind Flayer

It doesn't want your HP. It wants your thoughts. Fight it before it convinces you not to.

Villain monster card
Monster · Villain

The Villain

The room bends to their will — while a Villain lurks, the dungeon deals you fewer choices. Deal with them first.

Dagger weapon card
Weapon · STR 1

Dagger

Every hero starts somewhere. Usually here. It won't slay a Dragon — but it beats bare hands.

Mace weapon card
Weapon · STR 4

Mace

Mid-tier metal with a persuasive argument. Solid, dependable, and satisfyingly blunt.

Katana weapon card
Weapon · STR 10

Katana

The finest steel in the deck. With this in hand, even the Troll steps aside — the rulebook says so.

Short Bow missile card
Missile

Short Bow

Strike before they reach you — missiles wear a monster's strength down before the clash.

Bandaid healing card
Heal · +1 HP

Bandaid

It's... something. The dungeon's smallest mercy. Somehow, this +1 has saved more runs than the Katana.

Holy Water healing card
Heal · +9 HP

Holy Water

Blessed and bottled. A near-full restore of nine hit points — the deepest healing draught in the deck.

Potion of Invisibility card
Potion

Potion of Invisibility

Can't beat it? Don't be seen. Sends one monster to the bottom of the deck — someone else's problem now.

Large Chest card
Chest · Draw 2

Large Chest

Fortune favors the bold. Crack it open and draw two — but the dungeon decides what's inside.

Trap card
Trap

Trap

One wrong step. Lose HP on entry — and everything drawn before it slides back under the deck.

Trick card
Trick

Tricky Draw

The dungeon deals you a choice: resolve one, the other slips beneath the deck. Choose fast. Choose well.

Mystic Artifact card
Artifact

Mystic Artifact

Earned, never found — only claimable after felling a monster of 10 or greater. It defeats one foe outright.

Level Up card - Insight
Level Up

Insight

The moment a delver becomes a hero. Draw two, read the symbols, and claim your class.

Fighter class card
Class · F

Fighter

“Stand and Defend.” Master of Arms — the heaviest steel, the biggest takedowns, raw force over finesse.

Mage class card
Class · M

Mage

Wielder of the Arcane. The Mage rains damage on every creature in the room at once — the more crowded the dungeon, the deadlier the spell.

Cleric class card
Class · C

Cleric

Divine Healer. The Cleric mends wounds and stands strongest against the undead — the dungeon's dead should stay that way.

Thief class card
Class · T

Thief

Cunning Rogue. Dodges traps, cracks chests, and finds fortune exactly where everyone else finds trouble.

🏆 The full preview set is unearthed — 21 cards from the 60-card quest deck. The rest stay buried until the Kickstarter. Want in early? Join the list.

🎨 Prototype art: what you see here is our playtest artwork. Our artist is drawing the final card art right now — the updated art debuts when the Kickstarter launches.

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