A World of Infinite Possibilities

In KeyForge, you become an Archon, one of the only native inhabitants of the Crucible. This world was built for your kind by the mischievous and enigmatic Architects, who cobbled together pieces of every planet in the galaxy, bringing with them an eclectic variety of creatures, vegetation, cultures, and technology from across the stars!

Hailed by some as a god, you now seek to understand the secrets of the planet on which you live. This knowledge is held in countless hidden Vaults, which you must find and unlock using keys forged of Æmber, a precious substance that runs throughout the Crucible. To this end, you have gathered a team drawn from three of the Crucible’s great Houses. But you are not the only one seeking this knowledge and the power that comes with it—rival Archons across the planet all seek the same goal, and when two Archons strive for the same Vault, conflict is inevitable.

Chaotic Clashes

When two Archons meet in combat, you must be ready to react and learn on the fly, using every tool at your disposal to counter the tricks your rival has up their sleeves. Within each House, you will find four types of cards: actions, artifacts, creatures, and upgrades, based on what these Houses brought from their homeworld or created after arriving on the Crucible. Over a series of turns, you will use these creatures and cards to collect precious Æmber, battle your opponent, and ultimately forge enough keys to unlock the Architects’ Vault!





At the start of your turn, you will choose one of the three Houses within your deck and activate it. Once you have declared your active House, you may only play and use cards from that House, so be sure to choose wisely. Though you only can activate one House per turn, you’re free to use those cards as you please: no cards have a cost in KeyForge, so you can use your active House to run wild, playing and using cards without limit. At the end of your turn, you will draw back up to a full hand of six cards, so it may be best to play as many cards from your hand as possible. Then again, you may want to hold your best tricks back so you can get their full impact at the opportune moment! And that’s just the start of the tactical choices to make in every turn of KeyForge.

When you play creatures from your hand, you must build your team outward from the center, playing cards to the left and right of your creatures already on the field. But when you strike, you may attack with any of your creatures, regardless of their placement in your ranks. Once creatures are locked in combat, they match strength against strength, with each side dealing and taking damage.

But beyond battle, the heart of KeyForge, the purpose for your Archon’s presence, is the Æmber itself. While you must keep your enemy from gaining the advantage, you must take care to never lose sight of your goal: reaping and gathering as much Æmber as you can. While the act of reaping exhausts a creature and prevents it from battling for the turn, it also earns Æmber for your pool.

If you have at least six Æmber collected at the end of your turn, you must declare “Check!” as a warning to your opponent. Then, if your opponent fails to foil your plans and you still have six or more Æmber at the start of your next turn, you immediately forge a key, moving one step closer to opening the Vault and the knowledge within. The first Archon to forge three keys is the winner!

Houses of the Crucible

Within each Archon Deck, you will find members of three of the Crucible’s great Houses. Each house has its own unique culture, history, and technology that makes it stand out among its peers.


The brawlers of Brobnar are a proud, boisterous people who value strength above all. Ruled only by the physically strongest among them, what they love most is a good fight, and each person is only entitled to what they are able to take and protect.


The demonic creatures of Dis are unmatched in cruelty and sheer ruthlessness. Dwelling in the deep underground of the Crucible, they incorporate Æmber into their minions to help them gather more of the precious substance and more souls.


The Merchant Compacts of Ekwidon are a vast network of traders obsessed with making deals and new investments across the Crucible. They are masters of subtly gaining the upper hand in any situation.


The Geistoid minions are a fusion of discarded refuse, animated by psychic energy of Æmber, and driven to wreak vengeance on a neglectful universe. Every scrap of detritus cast aside by the living is a potential new minion to swell their ranks.


The scholars of Logos are the self-proclaimed “foremost” intellectuals of the Crucible. Logotarians often replace parts of their bodies with technology, and while some call their experiments deranged, they know that true understanding is worth more than any one life.


The empire of Mars is exceptional and has remained mostly unchanged since its relocation to the Crucible. Still ruled by the Elders, they continue their biological experiments to create the perfect monster and fight using ray guns and flying saucers to ensure their culture survives.


The angelic knights and crusaders of Sanctum keep their home on the Crucible safe, clean, and pleasant—a rare thing on the planet. Floating on golden wings, these warriors protect the weak, defend the innocent, and destroy all who threaten their order.

Saurian Republic

The Saurian Republic is a sixty-five-million-year-old empire. Under the leadership of Saurus Rex, first among equals, these brilliant and physically imposing dinos pride themselves on their philosophical debates and technology so advanced that some mistake it for magic.


Shadows is filled with a motley crew of rogues, thieves, con-artists, sometimes-assassins, and general ne’er-do-wells. Known for cleverness and speed, they repurpose what they lift from other Houses to survive.


Skyborn is a loose confederation of shifting alliances filled with daring individuals possessed with a fierce sense of independence and relentless competition.

Star Alliance

The Grand Star Alliance is one of the most inclusive Houses on the Crucible. After the SAV Quantum crash-landed, their scientists and explorers built a small city where their multi-species community continues their mission of exploration, learning, and discovery.


Dwelling deep in the oceans of the Crucible, the Unfathomable is the newest House replacing House of Dis in the rotation of active houses. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain.


The varied creatures of Untamed reject civilization, choosing to live in the wilds of the Crucible. Built by blending myriad biomes, this House is loosely organized, but all live true to their nature, whatever it may be.


Visit our Tournament Rules & Formats Page to find the official rules and formats for Organized Play

Adventure Rules

Rise of the Keyraken

The Abyssal Conspiracy

Fall of House Gormangeist

The Great Hunt

Media Kit

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