A deckbuilding road through a kingdom at war
Roads of Vael is a free deckbuilding roguelite. You are a Wayfinder of the Wayfinders’ Guild, sent with a sealed saga and a lantern from the old forests of Duskwood, through the burning Heartlands, to the besieged royal city of Kingsreach. Every road is different: you choose your path, build your deck from the cards you find, collect relics and try to keep your lantern burning. A road takes about 20–30 minutes and is saved after every move.
How to play
- Choose your path. Each act is a map of branching roads with fights, elite foes, camps, peddlers, treasure and strange encounters. Plan a route that suits your deck and your health.
- Fight with cards. Every turn you get 3 Energy and draw 5 cards. Attack, block and weaken your foes. Every foe shows what it will do next, so you always know what is coming.
- Grow your deck. After each fight, add one of three cards to your deck, or skip it. Fewer, stronger cards often beat a big deck.
- Beat the boss at the end of each act and choose a powerful boss relic before you go on.

The lantern
Your lantern holds up to 10 Oil, and it carries over from fight to fight. The strongest cards, like Lantern Flare, Wildfire and Last Light, burn Oil as well as Energy. Refill the lantern at camps, at the peddler and from rewards, and never let it run dry: if your lantern is empty when a fight begins, Dread creeps into your deck.
Omens
Each act has an omen that changes the rules for the whole act: a Blood Moon makes foes stronger but richer, the Red Plague makes everyone bleed, Storm Tides give you more cards and foes more armour, the Harvest Moon heals you after every fight, a Winter Storm keeps half your Block between turns, and when The Dragon Wakes, elites grow stronger and their rewards richer.
Three acts
| Act | Where | Boss |
|---|---|---|
| I | Duskwood, the old forest road | The Wyrm of Wyrmroot |
| II | The Heartlands, through the war | Captain Ashgrave |
| III | Kingsreach, the royal city | Cinderwing |

Lantern levels, daily road and the chronicle
Reach Kingsreach to unlock the next lantern level. There are ten, each with a new rule that makes the road harder and your score higher. The daily road is the same map, the same omens and the same rewards for every player, with its own leaderboard. On the way you unlock sagas in your chronicle, short stories about the people and places of Vael.
Tips
- Read the foes’ intents. Block when a big attack is coming, attack when they are buffing.
- Exposed foes take 50% more damage, so apply it before your big hits.
- Do not burn all your Oil early. A full lantern is worth a lot against the bosses.
- Remove Strikes and curses at the peddler to make your deck stronger.
FAQ
Is Roads of Vael free?
Yes. It is completely free to play in your browser. A short ad may appear before a new road now and then, and you can watch an optional ad for a second wind once per road.
How long is a road?
About 20–30 minutes from Duskwood to Kingsreach. The game saves after every move, so you can leave and continue later.
What is Oil?
Your lantern holds Oil, which carries over between fights. Cards with a flame burn Oil as well as Energy. Refill it at camps, at the peddler and from rewards. If the lantern is empty when a fight begins, Dread cards creep into your deck.
What are omens?
Each act has an omen that changes the rules for the whole act, like a Blood Moon or the Red Plague. You can see it on the map.
What do Weak, Exposed and Bleed do?
Weak foes deal 25% less attack damage, Exposed foes take 50% more, and Bleeding foes lose HP at the start of every turn.
What are lantern levels?
Reach Kingsreach to unlock the next level. Each of the ten levels adds a new rule and raises your score.
What is the daily road?
A road that is the same for every player until midnight UTC, with its own leaderboard.
Does it work on mobile?
Yes. On a phone, turn it sideways: the game is played in landscape.