The Forge was shattered. Its echoes reshaped the world.
Start Here
“Long before the Age of Echoes, the First Forge burned at the heart of the known world. Created by an ancient order of Master Forgers, its living heart held the eleven Affinity Flames from which the beings later called the Firstborn were shaped. When the Forge shattered, its Flames, Embers, and living forgeprints were scattered across the world. Independent beings formed from fragments of those patterns. The early Emberbound called them Forge Echoes, but throughout the world they became known as Forgekin. The last Master Forger now guards what remains, and the boundaries between worlds bear scars that have never fully healed.”
During the Golden Age of Forgers, the Ancient Master Forgers discovered the eleven Affinity Flames and created the living First Forge as their sanctuary. Through Concordance, they united the Flames in balance, kindled Forge Embers, and shaped the first unique beings from complete forgeprints. These original beings later became known as the Firstborn.
ERA 02
The Unseen Attack - Vyrelen Revealed
An elf outside the ranks of the Ancient Master Forgers uncovered lost knowledge of Firstborn creation. Through a method still unrevealed, they created Vyrelen - a dual-affinity Firstborn that reached the Mega stage.
Seeking to seize the eleven Affinity Flames, the elf used Vyrelen to strike the First Forge. Faced with the threat of the Flames being taken, the living Forge scattered them to protect them. That desperate response brought about the Shattering.
Vyrelen was the assailant. The elf stood behind the attempt. Their identity, the source of their knowledge, and Vyrelen's own reasons for participating remain unrevealed.
ERA 03
The Shattering
The First Forge instinctively scattered its eleven Affinity Flames before they could be captured. The resulting explosion dispersed Forge Embers and fragments of living forgeprints throughout the world while briefly fracturing the boundaries between realms.
ERA 04
The Birth of the Forge Echoes
Fragments of scattered Firstborn forgeprints began forming new and independent beings. The early Emberbound called them Forge Echoes because each carried the pattern of an earlier life without carrying that individual’s identity or memories. As these beings spread across the world and formed lives of their own, they became widely known as Forgekin.
ERA 05
The Age of Echoes
The Emberbound search for the eleven Affinity Flames while Bearers of the Shattered Crown pursue the same trails to keep the Flames divided. Forgekin now inhabit the changed world, Forgemaster Prime guards the remaining Forge Embers, and the search continues for a new Master Forger capable of entering Concordance.
The Eleven Affinity Flames
The foundational Flames once housed within the First Forge, scattered across the world by the Shattering. Select a Flame to learn more.
Explore the Forged World
Select a region on the map to uncover its landscape, lore, and known Forgekin inhabitants.
Select a location to explore.
REGIONAL ARCHIVE
EXPLORE EVERY KNOWN REGION
Enter the complete directory of known regions, Affinity activity, landmarks, and Forgekin inhabitants.
A Forgekin may be associated with more than one region.
Galecrest Highlands
Windswept Highlands / Canyons
A sweeping region of elevated grasslands, narrow canyons, natural stone arches, and exposed ridgelines shaped by relentless winds. Air currents race through its valleys with enough force to lift loose stone, sustain living vortices, and carry Wind-affinity Forgekin across vast distances without touching the ground.
The fractured birthplace of the Forgekin and former home of the eleven Affinity Flames. Its ruins still contain living Forge Embers capable of immense power, guarded by Forgemaster Prime at its broken heart.
SUBLOCATIONS
Heartforge Commons
A protected inner district where tribute Forgekin, bond-based cards, and memory-forged creations are honored. Cards born from real connections are often linked here.
A volcanic Fire expanse of black-glass ridges, smoldering forests, ember-filled grasslands, and deep thermal vents.
SUBLOCATIONS
Ember Road
A wandering duelist's route through Fire territory, marked by cooking fires, blade marks, old challenges, and Forgekin who test their heat against the world.
A vast open Electric plain battered by constant storms; lightning has fused portions of the ground into glittering black glass, with ancient conductive ruins channeling electricity across the landscape.
SUBLOCATIONS
Highline Fields
Wind-scoured plains crossed by old signal lines, tether posts, and banner markers. Small Wind Forgekin ride the open air here, guarding the routes between storm camps.
High ridges lined with hanging bells, wind charms, and warning tones. The cliffs are said to ring before storms, ambushes, or strange shifts in the air.
A vast frozen wilderness in the world’s southernmost arctic region, shaped by endless snowfields, glacial ravines, and wind-carved ice, concealing Forgekin uniquely adapted to hunt and survive beneath the storms.
A tranquil region of broad lakes, reed-covered wetlands, and mist-shrouded shores whose still waters carry emotional and affinity energy, nurturing Water Forgekin.
SUBLOCATIONS
Sorrowsteam Kettlery
A warm, foggy workshop district near boiler pools and mineral springs, where old kettles, pipes, and steam-driven Forgekin hiss through long days.
A shallow, foamy reef zone filled with soapstone shells, slick stones, and slow currents. Gentle-looking Water Forgekin gather here in drifting clusters.
A carefully maintained orchard where Acornix are raised among ancient oaks, fertile fields, and closely tended seedlings. Its cultivated groves and shaded borders also shelter Forgekin drawn to fertile soil, flowering growth, and the safety of the settlement.
The individuals who walk among the Forgekin: survivors, seekers, and those who would be Forgers.
Ciri
A young survivor with a Forger’s ambition
Lost in a gathering tundra storm, Ciri found shelter with a Matriartic and its Cubzero. That encounter began a desire to understand the Forgekin who had protected her.
The names, orders, forces, and events that define the Forgedom.
FAMILIAR IDEA, FORGED NAME
Experienced with other trading card games? These familiar concepts have their own names within Forged in Fire MTCG.
Player life total→Forge Core
Active creature→Battle Forgekin
Bench or reserve→Standby Slots
Graveyard or discard pile→Scrap Pile
Leader or commander→Forger
Spell or action card→Decree
Creature health→Power
Basic Attack damage→Control
Evolution line→Evolution Chain
These comparisons are starting points for understanding. Forged in Fire MTCG uses its own rules and mechanics.
Ability
Turn and Actions
An effect a Battle Forgekin may use once per turn instead of making an Attack. Using an Ability consumes that Forgekin's action for the turn, but it does not automatically end the turn.
Affinity
Cards and Players, Stats and Combat
One of the eleven foundational Flames associated with a Forgekin. Affinities influence a Forgekin's identity, strategy, interactions, and deck synergies. A card's Affinity is recorded in the FiF Dex and may not be engraved on the physical card.
A Forgekin controlled by the same player as the card or effect using this term. Unless an effect says otherwise, the acting Forgekin may also be considered allied with itself when it meets the effect's requirements.
Armor
Status Effects
A temporary status effect that reduces all damage dealt to the affected Forgekin by 1 until the start of its controller's next turn.
Attack
Turn and Actions, Stats and Combat
The action used by a Battle Forgekin to deal damage. A Battle Forgekin may Attack or use its Ability during a turn, but it cannot do both. Attacking does not automatically end the turn.
Backfire
Stats and Combat, Turn and Actions
A Chaos Check result of 3 or 4. The Attack fails, and the attacking Forgekin takes damage equal to its own Control. The action is used, but the player's turn continues.
Basic Attack
Stats and Combat, Turn and Actions
A standard Attack that deals damage equal to the attacking Forgekin's Control. It normally targets the opposing Battle Forgekin. If the opposing Battle Slot is empty, it strikes that opponent's Forge Core directly.
Battle Forgekin
Battlefield
The active Forgekin occupying a player's Battle Slot. It may Attack the opposing Battle Forgekin or use its Ability, subject to the normal action rules.
Battle Slot
Battlefield
The position containing a player's active Battle Forgekin. Each player normally has one Battle Slot.
Battlefield
Battlefield
The shared play area containing both players' Battle Slots, Standby Slots, Forge Cores, Forgers, and other cards currently being used in the match.
A status effect that deals 1 damage to the affected Forgekin at the start of its controller's turn. Burn does not stack and remains until removed or the Forgekin leaves play.
Card Identifier
Cards and Players
The set code and card number engraved on a card, such as FIF-B-088. It identifies the official card design for collecting, deck building, FiF Dex records, and rules references. It does not identify an individual physical copy.
Chaos
Stats and Combat
A printed Forgekin stat representing instability. Add the Chaos of all Forgekin on one player's battlefield to determine that player's Team Chaos.
Chaos Check
Stats and Combat, Turn and Actions
A required die roll made before an Attack when the attacking player's Team Chaos is 20 or higher. A result of 1 or 2 is a Misfire, 3 or 4 is a Backfire, and 5 or 6 is a Success.
Chill
Status Effects
A status effect that reduces the affected Forgekin's Control by 1. Chill does not stack and remains until removed or the Forgekin leaves play. It does not reduce Power and cannot directly cause defeat.
Control
Stats and Combat
The printed stat that determines how much damage a Forgekin deals with a Basic Attack. Card effects and status effects may modify a Forgekin's current Control.
Damage
Stats and Combat
The amount of harm marked on a Forgekin or dealt to a Forge Core. Damage remains on a Forgekin until it is healed, the Forgekin evolves while retaining that damage, or the Forgekin leaves play.
Deck
Cards and Players, Winning and Resolution
A player's shuffled collection of cards used during a match. Cards are drawn from the top of the deck. If a player must draw while the deck is empty, that player loses the game.
A card that produces an effect when played. A player may normally play up to two Decrees during their turn. Played Decrees move to the Scrap Pile when the turn ends unless the card or rules state otherwise.
The result when a Forgekin's accumulated damage equals or exceeds its current Power. Move the defeated Forgekin to the Scrap Pile, deal 10 damage to its controller's Forge Core, and promote a Standby Forgekin if one is available.
Draw
Turn and Actions
To move the top card of a player's deck into that player's hand. Players normally draw one card at the start of their turn after resolving start-of-turn effects and defeats.
Effect
Winning and Resolution
A rules instruction produced by a card, Ability, Passive, status, or game rule. Resolve the instruction as completely as possible using its stated targets, timing, and duration.
Evolution
Evolution
A Forgekin played onto its matching lower-stage Forgekin. The Evolution remains in the same Battle or Standby Slot. Existing damage, statuses, and action history carry over.
Evolution Chain
Evolution
The complete progression of related Forgekin forms, beginning with a Base Forgekin and potentially continuing through Stage 1, Stage 2, and Mega.
Evolution Stack
Evolution
An evolved Forgekin and every lower-stage card beneath it. Only the top card supplies the current name, Power, Chaos, Control, Passive, and Ability. When the evolved Forgekin leaves play, move the entire stack together.
Flavor Text
Cards and Players
Story or character text engraved on a card, usually presented as a quotation. Flavor Text adds personality and lore but has no gameplay effect.
Forge Core
Cards and Players, Winning and Resolution
A player's central life total. Reduce the opposing Forge Core to 0 to win. A Forge Core may take direct Attack damage, damage from card effects, and 10 damage whenever one of its own Forgekin is defeated.
Forgekin
Cards and Players
A creature card used to build a player's battlefield. Forgekin have Power, Chaos, Control, a Passive, an Ability, a type, a rarity, and may belong to an Evolution Chain.
The card representing the individual guiding a player's Forgekin. A Forger's Ability may normally be used once per turn. Using it is optional and does not replace the Battle Forgekin's Attack or Ability.
The cards held by a player but not currently in play. Players draw cards into their hand and play legal cards from it. At End Turn, discard down to the hand limit of seven.
Healing
Stats and Combat
The removal of existing damage from a Forgekin or Forge Core. Healing does not increase Power or raise a Forge Core above any applicable maximum unless an effect explicitly says otherwise.
In Play
Battlefield
A Forgekin is in play while it occupies a Battle Slot or Standby Slot. Cards in a deck, hand, or Scrap Pile are not in play.
Main Phase
Turn and Actions
The portion of a player's turn after start-of-turn effects are resolved and a card is drawn. During the Main Phase, the player may take legal actions in the order allowed by the rules.
Mega
Evolution
The fourth and highest standard stage of a Forgekin Evolution Chain, following Base, Stage 1, and Stage 2.
Misfire
Stats and Combat, Turn and Actions
A Chaos Check result of 1 or 2. The Attack fails and deals no Attack damage. The action is used, but the player's turn continues.
Opening Hand
Cards and Players
The five cards drawn by each player during game setup. If a player's opening hand contains no Forgekin, that player reveals it, reshuffles it into the deck, and draws five new cards.
Opponent
Cards and Players
The other player in a match. Effects referring to an opponent apply to that player or to cards and game areas controlled by that player, as specified.
Passive
Cards and Players, Turn and Actions
An effect that remains active while its Forgekin is in the Battle Slot or a Standby Slot, unless the card states otherwise. A Passive does not require the Forgekin's action to function.
Play
Turn and Actions
To move a legal card from a player's hand into the appropriate game area and carry out any required instructions. Playing a card must follow its timing, placement, and target requirements.
Poison
Status Effects
A stacking status effect. Each application adds one Poison stack, up to a maximum of three. At the start of the affected Forgekin's controller's turn, each stack deals 1 damage and resolves as a separate damage event.
Power
Stats and Combat
The printed stat representing how much damage a Forgekin can withstand. A Forgekin is defeated when its accumulated damage equals or exceeds its current Power. Power cannot be reduced below 1.
Promotion
Battlefield, Winning and Resolution
The required movement of a Standby Forgekin into an empty Battle Slot after the previous Battle Forgekin is defeated. If no Standby Forgekin is available, the Battle Slot remains empty.
Rarity
Cards and Players
A card classification represented by stars. The four standard rarities are Common, Uncommon, Rare, and Legendary. Rarity is part of the card design and is separate from the card's metal finish.
Resolve
Winning and Resolution
To carry out the instructions and consequences of a card, effect, status, Attack, defeat, or game rule in the required order.
Scrap Pile
Battlefield, Cards and Players
The game area where defeated Forgekin, completed Decrees, discarded cards, and other cards that leave play are placed. An evolved Forgekin moves to Scrap with its entire Evolution Stack.
Stage
Evolution
A position within a Forgekin's Evolution Chain. The standard progression is Base, Stage 1, Stage 2, and Mega.
Standby Forgekin
Battlefield
A backup Forgekin occupying one of a player's Standby Slots. It is in play, may provide its Passive unless stated otherwise, and may be swapped or promoted into the Battle Slot.
Standby Slot
Battlefield
One of the positions available for backup Forgekin. Each player may have up to three Forgekin in Standby Slots.
Status Effect
Status Effects
A named condition applied to a Forgekin. A status follows its stated duration and stacking rules. Current status effects include Burn, Chill, Weaken, Armor, Stun, and Poison.
A temporary status effect that prevents the affected Forgekin from Attacking or using its Ability during its controller's next turn. It may still be swapped, and its Passive remains active. Remove Stun at the end of that turn.
Swap
Battlefield, Turn and Actions
The once-per-turn exchange of a player's Battle Forgekin with one of that player's Standby Forgekin. A Swap must occur before the Battle Forgekin attacks or uses its Ability.
Team Chaos
Stats and Combat
The combined current Chaos of every Forgekin controlled by one player in the Battle Slot and Standby Slots. A Team Chaos of 20 or higher requires a Chaos Check before that player Attacks.
Temporary Effect
Turn and Actions
An effect that expires at the time stated by the card or rule, commonly at End Turn or at the start of a later turn. Remove the effect when its stated duration ends.
Turn
Turn and Actions
The complete sequence in which one player resolves start-of-turn effects, draws a card, takes legal actions during the Main Phase, and selects End Turn.
Victory Condition
Winning and Resolution
A condition that ends the game with a winner. A player wins by reducing the opposing Forge Core to 0 or by making the opponent draw when that opponent's deck is empty. If both Forge Cores reach 0 from the same effect, the game is a draw.
Weaken
Status Effects
A status effect that causes the affected Forgekin to take 1 additional damage from every damage event. Weaken does not stack and remains until removed or the Forgekin leaves play.
THE CHRONICLE GROWS
LATEST DISCOVERIES
Newly recorded people, factions, locations, events, and mysteries from across the Forgedom.
Chronicle
THE EMBERWAY
Forgemaster Prime fashioned a temporary path through the fractures left by the Shattering. Through it, he searches other worlds for those who already carry the spark of a Forger.
2026-09-11
Chronicle
The Ancient Master Forgers
During their Golden Age, the Ancient Master Forgers discovered the eleven Affinity Flames, created the living First Forge, and united the Flames through Concordance. Prime is their last remaining member.
2026-08-04
Factions
The Shattered Crown
A decentralized alliance of Bearers who believe the eleven Affinity Flames should remain separate and be entrusted to worthy regions, communities, or guardians rather than returned to a single Forge.
2026-08-04
Chronicle
The World After the Shattering
The Shattering did more than destroy the First Forge. Its Flames, forgeprints, Embers, and fractures permanently changed the world and began the Age of Echoes.
2026-08-04
Factions
The Emberbound
An invitation-only order of developing Forgers who follow Affinity Wakes, protect Forgekin and significant discoveries, and seek the eleven scattered Flames while debating when, or whether, they should be reunited.
2026-07-21
Chronicle
The Shattering and the Age of Echoes
The First Forge was struck by an unseen enemy. Its eleven Affinity Flames were scattered, its Forgekin were echoed across the world, and the search to restore its fire began.
2026-07-21
QUESTIONS WITHOUT ANSWERS
THE GREAT MYSTERIES
Unresolved questions at the heart of the canon.
01
Why was the First Forge attacked?
02
What was Forgemaster Prime's original work?
03
How does Forgemaster Prime reach distant Emberbound Forgeplates?
04
Can the Affinity Flames be safely reunited?
05
Which worlds remain connected by the fractures left by the Shattering?
06
What became of the other Ancient Master Forgers?
07
Where did the eleven Affinity Flames originate?
KNOWLEDGE UNDER SEAL
GUARDED MYSTERIES
Some truths are unknown and waiting to be discovered. Others are already known, but protected by those entrusted with them. Guarded Mysteries contain knowledge that exists within the Forgedom but is deliberately withheld, restricted, or never recorded for those outside its keepers.
What actually happens during Concordance?
PUBLICLY KNOWN
Multiple Master Forgers align their intentions in the presence of living Forge power. The state allowed the First Forge to be awakened without placing it under any one Forger’s control.
GUARDED KNOWLEDGE
The method of entering Concordance, the preparations it requires, and the experiences of its participants are known only to Master Forgers. The Ancient Master Forgers deliberately kept this knowledge from being recorded outside their order.
GUARDED BY
The Master Forgers
How does Forgemaster Prime open the Emberway?
PUBLICLY KNOWN
Forgemaster Prime learned to stabilize certain scars between realms using the remaining power of the First Forge. The resulting passage is temporary, and every crossing must be accepted freely.
GUARDED KNOWLEDGE
The exact method Prime uses to locate a compatible individual, reach across a particular boundary, and stabilize the passage has never been revealed.
GUARDED BY
FORGEMASTER PRIME
THE LIVING ENCYCLOPEDIA
Explore Every Forgekin
Discover the abilities, history, affinities, relationships, and known habitats of 137 Forgekin.
Each Dex entry includes its full lore, abilities, stats, and evolution chain.