Fall Dawn is a competitive dungeon crawler card game driven by exploration, character building, and a ruthless layer of strategic bluffing. Players take on the role of Erranti, wanderers fleeing a cataclysm advancing from the East known as "The Dawn"a phenomenon that erases reality itself as it spreads across the world of Narwar. Your goal is to reach the safety of the last fortress cities, but the only ticket inside is Alaxite, a rare mineral harvested from the monsters spawned by the apocalypse.
The core tension of the game revolves around the "Promise and Betrayal" mechanic. At the start of each turn, new Paths are revealed, offering different rewards and dangers. Players must publicly declare their intentions by placing their Errante on a Path or remaining at Camp. However, in the following phase, all players secretly lock in their *true* destination. This moment of hidden information creates tactical mind games: will you honor your word to form a party, or use your allies as bait while you loot a safer path alone?
Once destinations are revealed, players explore their chosen Paths. Combat is fully deterministic (no dice): encounters are resolved by comparing Attack and Defense values, enhanced by equipment, spells, and temporary alliances. Forced cooperation is essential to survive the strongest foes, but rewards are limited. Knowing exactly when to help your rivals and when to break a promise to steal the loot is the key to victory.
The game ends when the Path deck is exhausted, signaling the final arrival of the Dawn. At that point, players compare the amount of Alaxite they have secured. Only the Errante with the highest total is granted entry to the city, winning the game, while the others are left behind to be consumed by the cataclysm.