Gloamvale — play online free with friends
Four factions, four rulebooks, one twilight garden — build, decree, smolder or scheme to 30 points.
If you know the classic Root, you already know the idea — Gloamvale is TableTop's original take on the same style of game, free to play online.
An asymmetric war for a twilight garden. Four factions play by entirely different rules on one map: the Dominion builds, the Court decrees, the Compact smolders, and the Wanderer schemes. First to 30 victory points takes the vale.
Play Gloamvale now — it's freeCreate a room in one tap and share the invite link — friends join instantly in their browser or in the TableTop app, no account needed to play.
How to play Gloamvale
The vale
- Twelve glades — Bloom, Stone or Dew — joined by paths, with forests between them that only the Wanderer may enter. Whoever has the most warriors plus buildings in a glade rules it (the Court wins ties it is part of).
- Every turn runs Dawn, Daylight, Dusk. At Dusk you draw one card plus any bonuses, and discard down to five.
- Cards match glade suits; Moon cards are wild. Craft cards in Daylight by activating your pieces in matching glades: items and points, lasting effects, or a Wrath that sweeps a whole suit.
- Battles roll two dice (0–3): attacker takes the high roll, hits are capped by your warriors present. A defender with no warriors is defenseless and takes an extra hit. Defenders may spring a matching thorntrap card first — two instant hits, unless foiled.
Emberwasp Dominion
- Score by building: Resin Works make resin each Dawn, Forges craft, Broodnests recruit. Buildings cost resin from connected glades you rule and reveal more points as each track empties.
- Daylight allows three actions: march (two moves), battle, recruit at every Broodnest once, build, or overwork (a matching card for extra resin). Spend a Moon card for a fourth action.
- Your Citadel corner glade admits no rival buildings or tokens. When your warriors fall, you may spend a matching card — Amber Salve — to carry them home instead.
Mantid Court
- Each Dawn add one or two cards (at most one Moon) to the Edict columns: recruit, move, battle, build. In Daylight you must resolve every column in order, one action per card in a matching glade.
- If you cannot resolve the current column, Upheaval strikes: lose a point per Moon card in the Edict, purge it, and crown a new Regent — each grants a different power.
- At Dusk score points for your standing spires; taller reigns score more. Spires also uncover card-draw bonuses.
Glowwing Compact
- Score by spreading spark tokens at Dawn, paid with matching kindred cards from your hidden stack; sparks spread only to glades adjoining the network. Massed enemies (3+) demand an extra kindred.
- When enemies move into or battle in a sparked glade, fury: they surrender a matching card to your kindred stack.
- With a spark and two matching kindred, rise up at Dawn: sweep the glade and raise that suit’s Haven. Havens recruit, grow your kindred capacity, and add a warden — wardens ration your Dusk operations: move, battle, recruit, organize.
The Wanderer
- No warriors — only items. Boots travel (hostile glades cost two), blades battle, lanterns explore Hollows and power your character’s trick, mallets repair, and a bow can pick off unguarded pieces.
- Slip once at Dawn — the only way through the forests. Aid players with matching cards to build friendship (and trade for their crafted items); allies march and fight beside you.
- Complete quests in matching glades for points or cards. Damaged and spent items refresh at Dawn and mend when you rest a Dusk in the forest.
Winning
- First to 30 victory points wins on the spot.
- At 10+ points you may swear an Ascendancy card in Daylight instead: you stop scoring, and win by ruling three glades of its suit (or both opposite corners for the Moon) at the start of your Dawn.
- The Wanderer instead forms a coalition (four players): join the humblest player and win or lose together.