WARFALL II - A new way of skirmishing
A downloadable game
Want to experience a new way of skirmishing? Try out this card-driven game with or against your friend or the AI in a crusade-inspired world
Cards are the driving force. Combo them together to unleash powerful attacks, defense, movement, or take the initiative at the most crucial of moments. Manage your hand of cards to optimize your units' activations and defense.
Dice are only used to keep track of damage and conditions.
Warfall II is a fast-paced, tactical, print-and-play skirmish card game for 1-2 players. Designed to let you build armies using the miniatures you already own, Warfall offers an unmatched freedom and tactical variety. you can create a legal, balanced warband in minutes using our archetype cards or customize each of your mini's stats.
In Warfall, your playing cards are the core mechanic. Use cards to attack, defend, determine initiative, move, and measure. The dice are used to keep track of damage and conditions.
No Rulers. Just cards and war. One deck to rule your warband.
Download the unit and terrain cards, and use your own minis
Play against friends or against the AI in various scenarios. Who will come out on top?
Build a 2 x 2 battlefield that inspires you. You can use the provided terrain cards or your own 3D buildings/terrain.
Small skirmishes: Each player chooses a faction and 30 points worth of units (2-4 units on average) to compose their faith warband to go on a pilgrimage to unite the people. The captain chooses one faith card that gives him access to various miracles to influence the battle.
Take the challenge of run-missions: A series of random skirmishes that get tougher and tougher as you progress. In between battles, recruit and/or upgrade your units, unlock new miracles in an attempt to become powerful enough to succeed the final battle.
The game uses standard cards to drive its mechanics . Simple to operate, hard to master. Pull off powerful card combos to boost your attacks and dominate the battlefield.
Dynamic combat: When you attack, the defender may move back; if he cannot or will not, he will apply penalties to his defense value. The attacker may follow the defender as part of his attack or not. The angle of the attack determines the defender's angle when moving back. Get his back against a wall to gain advantages. These mechanics create a dynamic battle. You can also delay your activation and wait for the perfect moment if you have a higher initiative.
Back arc and flanking advantages: If the attacker does any action other than attack prior to his attack, the defender may adjust his facing during his defense. Attack in the defender's back or flanking arcs to gain major bonuses. Activate before your opponent when he is in a vulnerable position to gain the advantages that may prove fatal and turn the tide of the battle.
Playing cards: Play up to two cards when determining initiative, movement, attack, and defense. Numbered cards are worth 1, figure cards are worth 2. Spades apply +1 to attacks, diamonds: +1 to initiative, clubs: +1 to movement, hearts: +1 to defense. If you play a pair: Apply +2 extra,
Turn structure: Each player draws 7 cards from their deck at the start of the battle
- Initiative step: Each player plays facedown up to two cards next to each of their units and/or the top card of your deck. Reveal all the cards simultaniously. Add the played card values to the unit's initiative value to get the final initiative value. Each player draws back to 7 cards.
- Activation step: Starting with the unit that has the highest initiative value. The controller decides if he waits or activates that unit. The unit with the lowest initiative value must activate
- If he waits: Go to the unit with the next highest initiative value, its controller can wait or activate.
- If he activates: Remove all guard tokens, draw a card for each bolster token, then do actions. To do an action, you must discard a card. If you repeat the same action, you must discard an additional card each time.
- Actions include:
- Move: Play up to two cards, apply your unit's move value to receive that amount of movement points. (Use the card itself as a measuring tool, the short side is worth 2 MP) Movement lets you advance, reload, nock arrows, loot your or your opponent's dead units to get buffs, etc.
- Bolster: Affinity with diamonds, Play cards worth 2+, gain a bolster token. At the start of your next activation, draw a card for each bolster token
- Guard: Affinity with hearts. Play cards worth 2+, gain a guard token (remove it during a defense to apply +1 to your defense)
- Focus: Draw 3 cards, then discard 3 cards
- Attack: Play cards and add to the unit's attack value. (back arc, flanking bonuses may apply based on positioning). If the attacker did any action other than attacking prior to the attack, the defender may adjust his facing for free as part of his defense. The defender must move back 2 MP, and plays cards adding his defense value. If he cannot or will not move back, apply -1 to the final defense value. The attacker may follow the defender to remain in attack reach. If the attack value exceeds the defense value, the difference is the damage suffered by the defender, and if it equals or exceeds the defender's toughness, he dies
3. End activation: Do actions until you are out of cards or decide to end your activation. The controller and his opponents draw back to 7 cards in hand.
- Go to the unit with the highest initiative value. The controller decides if he waits or activates.
4. End of turn: When all units have activated, go back to the initiative step and repeat until one side achieves the win conditions based on the chosen scenario.
This is an early version of Warfall. The rules are complete and playable, but the game is still undergoing balance adjustments, wording refinements, and visual polish.
Getting started: Download the rule book, the terrain and the units
A video tutorial is available to make learning even easier.
Work in Progress: Open to feedback! Constructive and courteous comments help improve the game. Estimated final release date: 2026.
Join the community on discord to give feedback and optimize the game:https://discord.gg/ZshMW7A5MZ
UPCOMING (in development): Campaign: Warfall will introduce a narrative-driven open world campaign mode (1-2 players)
- Undertake contracts and story missions using a choose-your-own adventure format
- Experience fail-forward storytelling
- Earn gold to by better gear, food, or recruit new units in your warband
- Gain experience to acquire new abilities
- Shop, gamble, bet, purchase buildings in different cities, each with unique price and interactions
- Manage your warband's resources like food and gold, while exploring
- Deal with random events occurs as you travel.
Fail too many missions and your campaign may end in defeat-but redemption is possible. Every choice leads you closer to glory...or collapse.
Artist: Saad Irfan
Legal disclaimer: Warfall is an independent, fan-friendly tabletop game. It is not affiliated with, endorsed by, or associated with any miniature or game company. Players are encouraged to use their personal miniature collection under fair use. All rules, archetypes, and materials provided are original creations unless otherwised stated. For non-commercial, personal use only.
| Updated | 4 days ago |
| Published | 7 days ago |
| Status | In development |
| Category | Physical game |
| Author | pbp |
| Genre | Card Game |
| Tags | Board Game, Print & Play, Tabletop, War |
| Average session | About an hour |
| Languages | English |



