Greeting, heroes!
Throughout the duration of Heroes of Might and Magic: The Card Game's campaign on Gamefound, you’ll have the opportunity to unlock a wide variety of exciting Stretch Goals (SGs)!
While many of these rewards will be tied to funding milestones, not all of them will be, so be sure to stay tuned and check back often.
Over the 15 days from the campaign’s launch, whenever a milestone is reached, we add a following mechanic to SG that will enrich your gameplay experience. You can expect to discover many new cards and much more beyond that. In fact, we have prepared over 50 Stretch Goals that can be unlocked throughout the entire campaign! Among them, you can expect to find more than 240 cards, featuring powerful Heroes, Artifacts, Combo Artifacts, Units, and Mass Spells. Nearly half of them will be in the Holo version, which will be available exclusively during the campaign.
And even then, that’s still not everything waiting for you! As the campaign progresses, you can also look forward to:
- Solo mode scenarios
- Co-op mode scenarios
- Special unit cards
- Astrologers cards
- Hero cards
- Additional gameplay modes
- And perhaps even some truly special surprises...
All of these cards, scenarios, and gameplay elements are carefully designed to enrich your experience and offer even greater variety and depth. So choose your favorite Hero and craft the most powerful deck possible, one that reflects your unique playstyle and can overcome any challenge that lies ahead.
With countless combinations and tactical choices, every game will feel fresh, dynamic, and full of opportunity. We can’t wait to see the creative decks and strategies you’ll come up with as you explore everything the game has to offer!
And now, immerse yourself in a special story about timeless struggle, heroic battles and other special events…

For ages, the world had remained in fragile balance. Yet fate turned when long-forgotten Enchanters returned from legends, carrying with them whispers of lost power. In their command, ancient tombs yielded long-buried relics: the Amulet of the Undertaker, the Dead Man’s Boots, and the Vampire’s Cowl surrounded by a mysterious, iridescent light. Sages hurried to record these signs in their celestial charts, warning folks of the appearance of the mighty Azure Dragons that would herald a storm unlike any before, as the world's balance shifted and the consequences would follow.
The first cataclysm came not long after. From the shadows rose the legendary hero Sandro, covered with the Cloak of the Undead King surrounded by the same mysterious light as the unburied artifacts. His path was carved by the flames of Inferno, spells leaving destruction in their wake. The world bent beneath his will, yet as always, humans persisted and defenders rallied. Ranks of determined Sharpshooters, blessed by holy light, their arrows unerring, stood against him. In distant mountains, the long-forgotten Crystal Dragons awoke, heeding the call and cries for help, while sorcerers learned the forbidden art of mass spells, slowing their armies in their advances, which turned the tide of battle.
At the same time, the forests of the elves were bursting with life, where craftsmen shaped wonders: the Bow of Elven Cherrywood, the Bowstring of the Unicorn’s Mane, and the Angel Feather Arrows. These treasures found their master in Gelu giving him the power to finally wield his destined Sharpshooter Bow that beautifully glowed like thousands of lights when he called forth the spell of Mass Destruction. Like an angel of death, adorned with artifacts crafted by his people he made the heavens blaze, once more giving testament to the stars staying true to their prophecies.
The third cataclysm descended from the skies that darkened with the arrival of the Faerie Dragons, guardians of mischief and chaotic magic. In their claws, they carried the long forgotten Crown of Dragontooth, the Dragon Scale Armor, and the Dragon Scale Shield, stolen from the defenders of the land, leaving them defenceless. Awoken by the mischief and cries of the people, the dreaded Rust Dragons stirred from slumber, and the world quaked once more. Creatures nowhere near friendly reared their heads to bring destruction on their Fae cousins, not planning to spare the civilizations deemed insignificant. To face them, new incantations were developed, mages striking the drake folk with Ice Bolts and massively chanting spells of Haste, enchanting their weapons to be swift and sharp. In the heart of the realm, Catherine Ironfist took command, her armies blessed by the Power of the Dragon Father, leading them into a fabled battle to stop the dragons from destroying their lands.
Yet darkness never rests, neither did the disasters. The fourth cataclysm foretold through the night sky once more, spoke of iridescent cursed artifacts… the Blackshard of the Dead Knight, the Shield of the Yawning Dead, and the Skull Helmet. With them came Xeron, clad in the Armor of the Damned, wielding spells of Mass Forgetfulness that stripped entire armies of memory and skill, masterfully wielding the forgotten relics to spread chaos and destruction. Because of him, the dead stirred again as Mummies clad in the cursed light marched, while explorers uncovered mysteries in the Obelisks in a desperate search for any clue that would help them stop the cataclysm. Holy relics uncovered by Obelisks’ wisdom brought hope. The Ring of Life, the Ring of Vitality, and the Vial of Lifeblood promised salvation, yet it was naught, as the earth itself rebelled with a powerful Earthquake, as if it was laughing at humans’ attempt to survive. Only ancient creatures feared not the anger of the earth itself, as the Trolls were afraid only of their ancient enemy, Mutare, born from dragon’s blood. The heavens answered with fresh Astrologers’ knowledge foretelling war.
Not only the surface, but even the underground was scarred by war and endless battles. The barbarian Kilgor rose to power, carrying the Elixir of Life, while the shadows filled with Rogues bowing to no one. Battles raged over Mines, where deep within tools of power were rediscovered. The Thunder Helmet, the Titan’s Gladius, and the Titan’s Cuirass relics shone faintly in their depths. These relics were united in the hands of Fiur, wielder of the dreaded Titan’s Thunder.
After all of these cataclysms colored the earth with blood and lost memories, Magic itself reached a breaking point. Sorcerers relentlessly unleashed Armageddon and Death Ripple, mass spells that scarred the land forever. The chronicles of these calamities were bound in the ancient tome available for all to see, while Grails were raised in cities with faith to rebuild civilizations. From the desert came the Nomads to reclaim their weary realms, wanderers carrying tales of sand and sun. Their caravans bore charms of Mana, Talismans, and the Mystic Orb, relics that strengthened the hero Dracon, who drew power from the Wizard Well to reclaim and expand his dominion.
Other lands began to heal slowly but surely, as many dead carried the whispers of lands long lost to war. Once more, the constellations revealed at night spoke of peace, while unlikely heroes… the likes of Halflings joined the forces to restore their realms. Their Seers unveiled the Vision Spell, replacing the now forgotten strategy of Castle Siege, redundant in the times of calm. Glorious relics like Legs of Legion, the Torso of Legion, and the Head of Legion gave them power to rebuild their forgotten lands.
Far across the sands and prairies, magical guardians arose: Gold Golems and Diamond Golems, eternal wardens of the Pyramid, awoken by clerics joined for Prayer. War Champions donned relics like the Armor of Wonder, the Helm of Heavenly Enlightenment, and the Lion’s Shield of Courage to showcase their contribution to victory. From the wilds thundered Boars, and Castles became a home for new life, where Adrienne, empowered by the Statue of Legion, stood alongside Crag Hack, wielding the mighty banner of Angelic Alliance.
The silence and peace lasted until the heavens blazed once more. Now, realms learned to trust the celestial guidance and prepared beforehand, altogether for the final trial of life. The world’s last trials came in the form of rogue Creatures, and armies clashed hand-to-hand to defeat many beasts of every kind. Even the humble Peasants rose to fight for their rightful soil, proving that destiny spared no one. The saga continues to this day, every land and every fight each their own, protecting once battle-ridden realms they now call home. There is no true wrong or true right, as in such stories every coin has two sides, and there are plenty of them in the vault called life. The fate of the World keeps writing itself on and on...
Thus, what began with a single stone set loose became an avalanche of events that reshaped the world. Whether these omens were prophecy or parable remain unknown — a riddle left for those bold enough to seek the truth.
Are you one of them, or will you stay blind to the hints left for you?