The Ultimate fantasy Warfare Experience Awaits

Across a world of fallen kingdoms and rising warlords, only one ruler will prevail. Deploy armies in tactical formations, conquer powerful realms, and adapt to world-shifting events that can change the fate of the battlefield in an instant.

Join the adventure

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The Five Realms 
of Ëravor

Once bound in harmony, the Five Realms now stand divided. Each carries its own legacy - and each will fall to the ruler strong enough to claim them.

  • Voldorn, Realm of Sorcerers
  • Veymure, Realm of Elves
  • Fjallstark, Realm of Dwarves 
  • Hesharha, Realm of Shapeshifting Seers 
  • Elämare, Realm of Sea Lords

 Each realm is a prize to be won. Seal two, and the throne of Ëravor is yours.

Conquest is Forged
in Tactical Formation

The rulers of Ëravor do not conquer through brute force alone.

Kingdoms are claimed through calculated maneuvers, disciplined armies, and formations forged upon the battlefield itself. As armies advance across the realm, patterns of conquest emerge—each one bringing a ruler closer to dominion. But no claim is ever secure.

Enemies will strike at your lines, disrupt your plans, and fight to deny your rise to power. Only those who can adapt, outmaneuver, and complete their designs will earn the right to seal a realm.

Claim two realms, and the throne awaits.

THE FIVE REALMS STIR

The throne is not claimed by armies alone.

Across Ëravor, ancient powers awaken from mountain halls, enchanted forests, stormbound seas, and lands touched by shadow. The realms themselves shape the course of the war, revealing omens, blessings, calamities, and forgotten wonders that can alter the fate of kingdoms.

Each round, the will of the Five Realms unfolds. Those who heed its signs may seize glory. Those who ignore them risk ruin.

Emergent Asymmetry Through Terrain and Cardplay

 In Kingdoms, you don’t choose a fixed faction with preset powers. Strength emerges from the board itself: 

  • The terrain you control
  • The cards you wield
  • How you adapt to shifting world events

This design creates true variety from game to game. Each session tells a new story of rising power, while maintaining balance so no single path dominates.

Every turn invites participation

Gone are the long waits between turns. Interactive Turn Structure ensures that all players remain active: with defensive plays, reactive cards, and shared world events constantly pulling everyone into the unfolding drama. This is war woven together and you’re never a spectator to your own story.

Phase 1: Master the Map 

Take a Kingdom Action: build formations, bait foes, or strike first.

Phase 2: Wield Power Play 

Hold cards or upgrade Captains to fortify or disrupt

Phase 3: Face Fate
Draw a World Card that reshapes the battlefield for everyone

Ready to conquer the realms?

We're launching soon. Get Early Access and the Mystic Relics Mini Expansion Pack.

The Saga of Ëravor

For centuries, peace bound the Five Realms: Voldorn of the sorcerers, Veymure of the elves, Fjallstark of the dwarves, Hesharha of the seers, and Elämare of the sea lords. But that harmony has shattered. Now alliances crumble, kingdoms rise in arms, and the prophecy declares: one ruler will claim the throne while the others fall to ruin. In Kingdoms: The Battle of Five Realms, every move you make carries that story forward.