Step 01

Choose your Visionary

Your Visionary is the ruler of your deck: a repeatable empire-level power that decides what kind of plan your Heroes are trying to execute.

The (Last) Empress
Visionary

Imperial finality, then restoration by decree.

The (Last) Empress

Empire Falls / No More

Empire Falls: Purge for 2 Pulses (1 use). Then becomes No More: Reforge (2 uses).

A single word from the throne can reshape the galaxy.

The (First) Mayor
Visionary

The knife-edge choice: small pressure that keeps growing.

The (First) Mayor

Edge of the Knife

Grant a Hero +3 Influence; this increases by 1 each use.

Violence is the last refuge of the incompetent.

The (Eternal) Steward
Visionary

Long-range planning through era control and position.

The (Eternal) Steward

Zeroth Mandate

Rearrange ALL allies to any Eras (2 uses).

But who will watch over the plan in 10,000 years?

Step 02

Foretell a Crisis

A Crisis is your prophecy for the round. Pick the objective your deck can force, then time the Foretell so your foe has the least room to answer.

Religion

Faith made measurable.

Religion

3

Crisis condition

On your Next Pulse: You have the highest Influence face-up Hero.

Anointed by doctrine. Enthroned by design. Abandoned in time.

Siting the Capitol

Movement becomes mandate.

Siting the Capitol

5

Crisis condition

On your Next Pulse: this Round, Your Heroes Hyperjumped more than your foe.

The bargains made in that room are lost to time; the Capitol they birthed endures.

Trade Dominion

Ports, prices, and pressure.

Trade Dominion

4

Crisis condition

On your Next Pulse: this Round, you Salvaged more than your foe.

The greatest empires are not conquered; they are left to starve behind closed ports.

The Balance of Power

Symmetry as a weapon.

The Balance of Power

6

Crisis condition

On your Next Pulse: Your Face-Up Heroes all have Equal Influence.

Stability is not born of goodwill, but of each blade weighed against another.

Step 03

Choose heroes across factions.

Every faction brings a different theory of power to your deck. Tap an emblem to read the lore, the play feel, and a few signature names.

Loyalists

The Loyalists are the imperial spine of the old order, defending continuity, command, and the symbols that hold civilization together.

In game, they feel like disciplined board control: shielding, reforging, anchoring eras, and turning small influence edges into authority.

Key characters: Viceroy Isha, Officer Dorne, Lone Sentinel.

Step 04

Build your Deck!

Choose at least 3 Heroes. Each Hero costs 3 Influence plus their starting Influence, your Crisis cost is added on top, and the current Deck Influence cap is 42.

Minimum Heroes

3

Deck Influence Cap

42

Hero Cost

3 + Influence

Crisis Cost

Added on top

Open the Deck BuilderBuild, import, and export deck codes.
Expansions

The Story Never Ends...

New Visionaries, Crises, Heroes, and storybeats will keep expanding the possible futures of the Empire.

Just like Heroes, new Visionaries and Crises will be added with every expansion. Our current plan is 4 expansions each year (3 months). Each expansion will have 3 storybeats (each lasting 1 month), where we will release 4 Heroes each month (1 card per week). At the start of the expansion, the new Crisis will be unveiled, and at the midpoint the new Visionary.

Core
Current Base

Core

The foundation of Foundry: Heroes, Visionaries, and Crises for the base game.

50 unique Heroes
3 Visionaries
4 Crises
Warp
Coming soon

Warp

New keyword: Warp.

New Crisis
New Visionary
Monthly storybeats
Future Expansion
Coming soon

Future Expansion

Coming soon...

More Heroes
More deck identities
More empire trouble