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Introduction
The Game
Causa, Voices of the Dusk is a strategy card game in which your Leader Decisions will change the course of the game. Sacrifice cards to raise your Cause, and bring them back later for powerful plays. Prove your abilities in battle and draft your way to Victory in extremely challenging campaigns.
"Fight for your Cause, keep your Resistance up and don't lose your Resources. No matter how bleak these times are, you were called upon to forge a new era for mankind."
Gameplay
Features

Original gameplay with unique game mechanics.

Different paths to victory.

Choose your allegiance and build your own strategy.

Collect Leaders, cards, gameplay backgrounds and more!

Explore a vast and exotic fantasy world in extremely challenging draft Campaigns.

Cross-platform capabilities.

Unique Game Mechanics
The game presents an unprecedented resource system: sacrifice cards from your hand or your board to raise your Cause, and bring back these cards back later in the game to take the most out of your strategy.
At the beginning of your turn you’ll draw cards until fully replenishing your 4-card hand, and you’ll be able to play up to two cards per turn. This allows for a dynamic yet highly strategic gameplay with countless possibilities.
As you raise your Cause, you’ll unlock each Leader’s unique set of powerful abilities. Tough decisions made wisely will likely change the course of the game. Combine your Leaders with different decks for unique gameplay experiences.
Gameplay
How to play
Gameplay
The Setting
Meet Maelkava, a mysterious and roguish warlock. He’s been living alone in his tent for years, suspended in limbo, where he regularly welcomes travelers that arrive after finding the light of his talisman: the Tetrahedron.

As soon as you arrive, he invites you to play a game he created to fend off The Dusk, an unstoppable supernatural force that consumes everything. His tales are contradictory; at times he leads you to believe that the lands of Astaria are still alive and these stories are recent, but at other times he makes you understand his world was completely consumed by oblivion, and recalling it is all he can do to stay sane.

Through the power of his Tetrahedral amulet, Maelkava will allow players to assume the role of multiple Leaders struggling for hegemony in the lands of Astaria. Players will use the 4 core dimensions of Power to play Maelkava’s game: Glory, Wealth, Influence, and Spirit.

Dimensions of Power
Since the very dawn of time, four dimensions of Power have been the driving forces of human history: Glory, Wealth, Influence and Spirit. In ‘Causa’, you must pick and make use of these to design your strategy and fulfill your goals in Maelkava’s game.
Glory

Glory is others' acknowledgement of your exploits, tasks and feats of great physical strength. It is the force that imposes order over all things, and the reason why whole nations fight against one another. The Masses will proudly follow those honored by the halo that surrounds the heroes of each era.

Factions
In the lands of Astaria, six powerful factions have fought for ideological and political dominance. Their presence can be traced back to ancient times, and they are largely responsible for restoring order in this era.
League

Three are needed for a conflict to be mediated. May the exchange be a reflection of absolute dependence. May prosperity gild the path for the agents of peace.

The League is a commercial alliance formed by members from different regions and cultures. This alliance aims to control the market and establish a mutual economic dependence intended to promote peace and foster trading conditions that benefit its members.

The debts owed to the League by relevant social figures have placed the organization in a privileged position, and the financial expertise of its members has made them the founders and handlers of the House of the Imperial Seal, the institution that holds the power over all the economic decisions, including the pricing of the Imperial currency - the Saro. The vast Wealth of the League has also allowed it to have an army of mercenaries and corsairs that hold a strong loyalty to their coffers.

The League believes that strong political relations guarantees stability. Its notable Influence has won them the favor of high profile secret-traders, allowing them to take deep roots in the shady business of information, even while the networks that link them to the black market are publicly denied.

Gameplay
Leaders
When building your deck, you can choose between multiple powerful Leaders, each with different loyalties and special abilities (Leader Decisions) that you can use during the game.
Matriara
General of Elyr
History

Never forget the Elyrian heroes who rose against the Empire to regain control over their lives. In times of war and treason, there’s no nobler battle than the one fought for freedom

As the highest authority and the General of the relentless army of Elyr, the only independent republic to both the Astarian Empire and the Teraki Clans, Matriara has kept watch over its people, as well as its borders safe. She knows the Imperial Crown must respect the Elyrian independence, because otherwise no one could ensure peace in the continent.