7.7
rating
Ludopedia
7.2
rating
BGG
Our Verdict
If you love aggressive, fast-paced card games with high player interaction and a touch of gothic horror, this expansion is practically required reading for Nightfall fans.
Highlights
- Creative, visually satisfying card-chaining mechanic
- Direct, dynamic interaction among all players
- ‘More wounds = faster deck cycles’ twist is brilliantly punishing
Keep in mind
- Requires solid English reading skills
- Best experienced after playing the base Nightfall game
FOR GENRE FANS
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Nightfall: The Coldest War is a standalone expansion to the card game Nightfall, set in Eastern Europe—the legendary birthplace of vampires, werewolves, and other dark myths. Here, players battle each other in fast-paced, strategic combat using cards that chain together. Each card has a main color and two linking colors: if a card’s main color matches one of the previous card’s linking colors, it joins a chain that resolves in reverse order—like a stack of effects cascading backward. Chain cards to deal damage, summon allies, or trigger instant powers. The goal? Inflict wounds on opponents’ decks and finish with the fewest in your own. But beware: more wounds = faster deck cycles = bigger, more dangerous chains coming your way. This expansion adds six new minions, Moon Phase cards that alter the game globally, and fully illustrated Wound cards. Perfect for fans of high-interaction, quick-tactics games with a gothic horror flair.
GALLERY
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Mechanics
Categories
Families
Publisher
Alderac Entertainment Group
Designer
David Gregg
Artist
Andrew Hepworth, Conceptopolis, Jake Murray, James Hall, Matthew Starbuck
Do I need the base Nightfall to play The Coldest War?
No! It’s a standalone expansion — comes with all core cards and rules. Just don’t mix components with other expansions carelessly.
Is it hard to learn?
The chaining mechanic feels tricky at first, but after one demo round, most players get it. The manual’s clear, but you’ll want to read it closely.
Can I play with 2 players?
Absolutely! Works great 2–5. With 2, the tension is even tighter and turns move faster.
How long does a game take?
Roughly 45 minutes — though chain-heavy rounds can stretch that slightly.
Are the components good quality?
Yes — high-quality cards with rich, full-color art. The Wound cards especially stand out for their detailed illustrations.
Is it good for large groups?
Very! With 4–5 players, card chains turn into chaotic fun — but expect longer turns and more table space.
Do I need to know English?
Yes — the game has extensive text on cards and rules. There’s no official Portuguese (BR) version yet.