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War of the Vales is a hybrid tabletop game that combines elements of Magic: the Gathering and Warhammer into one game. You take control of an army and build a deck with units, spells, equipment, structures, and war machines all to try and kill your opponents' generals before they kill yours or a certain point value is reached.

War of the Vales allows for the deep strategies of a tabletop war game and that of a deck building game all in one place. Everything operates on a simple d10 system so there's no need for trying to keep track of multiple dice.

You can check out  the Core Rulebook here.

*This is a work in progress and I am adding to this every chance I get. Please be patient as updates might take a little while just due to my schedule and free time*

Meet the Factions/Armies


The main enemy of the game, the Elves' minds became corrupted and twisted, setting them on a crusade to bring the realm under Elvish control. The Elves have even been “cleansing” themselves of other Elven clans seen as useless to their crusade or enslaving other inhabitants deemed too useful to be outright obliterated.


Nobody knows why The Flux affected them in this way, or if this is just the beginning of something far more sinister. Only time will tell. Until then, the Elves will continue their ruthless crusade. Killing, enslaving, and pillaging.



  • Wisdom of the Ages: Elves can re-roll a failed Magic Resistance roll. Only once per Unit Magic cast against them, from a single source.


  • Only able to be mixed with Half-Elf Faction.



Humans are versatile and live nearly everywhere in Astevar. After the Flux, Humans had to flee the cities and towns they shared with the Elves to other established Human cities. Helping to fortify them and prepare those cities against the Elves and their crusade. Some began building new towns and settlements far away from all of the chaos, hoping to be so far removed they go unnoticed. Some simply became rogues wandering the land, doing questionable things all in the name of survival.


  • May deplete a max of 1 Basic Resource per turn for an extra resource. Put 2 depletion counters on this resource instead of 1.


  • Human Frailty: All Entropy Magic spells cast against Humans have a +1 to any damage or modifiers. (A -1 becomes a -2, etc.) Does not increase spell duration.



Dwarves are a hardy and resilient people who love a good laugh, a hardy pint, and a good brawl. They are renowned blacksmiths and engineers. Spending most of their time in their mountainous homes, constructing new machines, mining precious resources, and minding their own affairs, only interacting with the other inhabitants to do trade and take care of random personal matters, the dwarves were made aware of the Flux when waves of Elves swarmed their mining towns and cities. Killing all the dwarves they could while taking the dwarven settlements and mines for themselves. The Dwarves are more than eager to return the favor to the Elves for taking their homelands that have been in Dwarven society for ages.


  •  Engineer Mind: All Structures and War Machines cost 1 less Resources to play. Cannot lower Resource Costs to less than 1. This is a one-time effect and does not stack per Dwarven unit.


  • Weapon Preference: Can only use axes, hammers, polearms or crossbows. This includes all sizes of each weapon.



Goblins are usually seen in the mountains, hills, and swamps of Astevar trying to squeeze out an existence. Or in Orckish settlements as slaves or second-class citizens at best. The Elves saw goblins as a plague on the world and went to great lengths to get rid of them, wherever they might reside, even before the Flux. The Goblins have banded together with the other races out of fear, self-preservation, and the hope they can continue to exist just for one more day in this new world.  


  • Sneak Attacks: When attacking from the rear Goblins get an additional +1 to melee, ranged and Unit Magic damage.


  • Fight or Flight: When initially attacked by any Unit or War Machine (does not stack from each attack by the same Unit/War Machine) roll a d10:

1-3= Goblin Unit Flees to closest empty space within its movement parameters (controller’s choice). If there is no available space the Goblin unit skips their next combat phase out of terror.

4-10= Goblin Unit stands their ground 



Orcks are a tribalistic and brutish civilization mainly found in the deserts of Astevar. With rules and social constructs seen as primal, the Orcks thought nothing of the first few pushes by the Elves into their territories, able to fend them off. But as time went on and the Elven armies got larger, more advanced, and the attacks got more brutal, the Orckish lands started falling one by one. Forcing the Orcks into an uneasy pact with the other races with the hopes of bringing a swift, yet violent revenge, towards the Elves for destroying their kin and homelands. Hoping to one day return to their lost cities and start rebuilding.


  • Unflinching: -1 to all melee and ranged damage received


  • Healing Magics and Protective Magics cast on Orcks by non-Orck Magic users(Goblins may cast these spells on Orcks with no penalty), is reduced by 1. World Magic/Actions are not affected.



Halfkins are happy-go-lucky people. Always looking for a reason to celebrate, make the best out of a situation, generally accepting of most other peoples though they tend to stay to themselves and not go out of their way to intermingle with the other races as they tend to get taken advantage of merely due to their small physical stature and hesitancy towards being violent but when pushed to their breaking point have no problems fighting back. The Halfkins were among the easiest targets for the Elves. The Elves came through swiftly and met little resistance as they took over the Halfkin lands and resources. Those that did not flee or get killed during the initial onslaught were enslaved by the Elves.


  • Burst of Courage- For this combat phase the Halfkin unit receives +1 Attack Roll and +1 to all damage dealt but skips their next combat phase.


  • Small Stature- Can only use Light Armors and Small Weapons.


The Grimalkin are a catlike race of people that are, for the most part, nomadic in nature. Only seeming to stay in one place and build a city if it is surrounded by vast resources and of strategic importance to their trade routes. Due to their cities usually being so secluded and generally spread out, only bands of traveling merchants and other wandering Grimalkin tribes were running into the Elves after the Flux happened. Those that survived managed to make it to the cities, but their stories were brushed off as one-off encounters, until the Elves made their way to the first few major Grimalkin cities and took them by force. Now the Grimalkin stand with the other Factions to protect their homelands and very way of life.



  • Agility- All Ranged attacks made against Grimalkin’s suffer a -1 Attack Roll.



Lay about: If a Grimalkin unit does not move during the Movement Phase (and is not engaged in combat already) they skip their next movement phase.