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Berserk Online


Developed by Berserk for Windows.


Berserk Online is a free to play Online trading card game based on an extremely popular Russian collectible card game. Players in Berserk Online can challenge each other using their own deck of cards. Each card is a creature with its unique abilities and features and there are more than 350 cards available in the game.

Berserk Online can be defined an high strategy game, given its mix of classical trading card games gameplay and its unique board games elements which make the game even more strategical. The world in Berserk Online is divided into two Realms: Light and Darkness. Each player entering into Laar should decide which side to serve and protect.


The world of Laar: a world where once upon a time blue oceans danced with the waves and virgin forests were to be found everywhere across the landscape. And there was magic, a useful magic that would help everyday life’s activities. That was before the Cataclysm.


Realm versus Realm wars
Berserk Online is the only Online TCG which features RvR wars: choose your side and fight for it!

Choose your own strategy
Berserk Online combines the richness of a trading card game with the strategic focus of a board game, in facts before starting a game you’ll have to place your cards on a board where you can face your opponents and look for the best strategy to defeat him.

Gain ounces and additional cards
Berserk Online features every months many different events and tournaments that will allow you to win rare cards or free ounces that you can then spend in the shop

Win new cards through quests
The newly introduced quests will allow you to win new cards, including extremely rare ones!

Free to play

Berserk Online is completely free to play, you can access every feature and join every battle completely for free.

Join and existing Clan
There many different Clans inside Berserk Online, join one and fight along your mates and make sure that your Clan can climb the ranking.


A starter deck consists of 30 cards. Players can improve starter decks by combining different cards from starter sets and booster packs. Booster packs are sold separately and each of them contains 7 random cards. A player’s deck cannot contain more than 3 copies of the same card. There can be a maximum of 50 cards and a minimum of 30 cards in a deck.


The battlefield es an imaginary rectangle, 6 squares in height and 5 squares in width. Players’ armies are placed next to each other and facing each other. Each army uses its own half of the battlefield. In the beginning, cards are placed face down so that the opponent does not see your battle formation. If a player has symbiotic cards, those cards are placed down on top of the cards, on their host. Player one (attacking player) uses the central area of his part of the battlefield (3×3 squares) to deploy his army. Player two (defending player) can use 5 squares of his first row for placement of his army.

During army deployment, each player places his card in three rows. Usually, powerfull warriors and blockers are placed in the first row – they do not let the opponent break through your ranks. In the second row stand relatively weak archers and creatures with long weapons. The third row contains magic-users and powerful archers.


There are 5 realms in Berserk (Swamp, forest, mountains, plains and dark forces) and neutral cards, which do not belong to any realm. There are three types of cards in Berserk: creatures, lands, and artifacts. Creature cards have all characteristics, above the illusitration. Terrain only has the cost characteristics. Artifacts have cost and life characteristics.

The Forest armies carry the immense power of the Laar woods and are the closest to the light. Forest peoples have endured the severe Cataclysm with a great difficulty. This catastrophe destroyed thousands of leagues of their realm and left many without a shelter. While restoring their lost home, many forest dwellers have obtained the skills of fast regeneration along with healing abilities.

Forest creatures despise steppe inhabitants and try to conquer their lands, thus embodying the eternal confrontation between the Forest and the Steppe. However, the Swamp poses a far greater danger for the Forest. Marsh armies scathe the trees, spreading rot and disease on the primeval nature.

Yet, forest creatures have acquired a powerful ally against the Swamp’s onset. The mingling, that occurred after the Cataclysm, led to a great number of changes. New creatures, that seemed to be unadapted to live between the stems of trees, settled in the forests. Strangely enough, mountain Cyclopes found themselves most comfortable in the new habitat, having somehow entered into an alliance with elves. Elven magic and martial arts turned these already mighty creatures into dreadful and ruthless opponents in fights. They became the real backbone of the forest army. It was the alliance between the Cyclopes and the Elves that started the league between the Forest and the Mountain Realms.

The Mountain host is frequently associated among the ignorants with brute force and stubborn power. This is partly true – Mountain troops strike vigorously and relentlessly like an avalanche that sweeps everything off of its way.

However, mountain creatures have a secret side. They hold a talent for a strange, ice magic that is apparently amplified by the killing frost of the highlands. Many creatures of different realms are said to have control over magic discharges and lightnings, but none of them stand a chance in comparison to some mountain sorcerers, whose thunder strikes can shatter granite cliffs.

The dwellers of the mountains have other truly unique abilities in their arsenal. Werewolves require a closer attention. These beings have perfect command in the art of transformation between a man and a wolf. In the form of the wolf they gain tremendous strength, endurance and resistance to the fiercest chills. In the form of the man, however strange it may seem, Werewolves learned to heal their wounds swiftly and restore their forces by an incomprehensible way. They can even compete in this skill with the masters of regeneration – the bog Trolls.

It is worth mentioning that mountain creatures have kept in awe their swamp foes for ages. At the same time mountain dwellers avoid meeting steppe inhabitants, who often have an advantage against them. However, even the steppe hordes sometimes cannot stand inexorable attacks of the mountain hosts.

The swamp army is the nearest in spirit to the darkness, since the very heart of the Swamps – the bogs of Uorlog – have remained the closest to the Dark side. It was then, when the swamp creatures acquired such new features as “vampirism” and “scavenging”. These abilities along with their fontal regenerative and poisonous skills make them really formidable adversaries, especially in long fights.

Swamp creatures most successfully fight against forest dwellers and try to stay away from mountain ranges.

When the Cataclysm fell on the world of Laar, creatures of the Great Plains were helpless against the outrage of the nature. The sand in the Soth desert became red-hot as the surface of the sun. Many creatures died, while those, who survived, had to adjust to the new environment. Those who were living in remote parts learned to travel at a very high speed, what allowed them to wander in search of food and to avoid the heat of the scorching sand.
Larger creatures, that could not reach such a high speed as the smaller ones, roamed in the North to the Hallan mountains Their peaks created a certain shelter from the parching rays of the sun. However, they had to face the aggressive hordes of the mountain creatures that met the unbidden guests with cruelty. Nonetheless, in course of centuries the steppe warriors have become a terror of the borders of the Hallan mountains, conquering new territories in the foothills of Lant-Mor. Considerable was the role of the steppe wizards whose magic empowered the warriors with incredible force. In those battles the steppe army managed to inflict a number of crushing defeats on the mountain host, which could not do anything but seek for the support of allied forest troops that eventually fended off the menace. The strength of the Forest – the life magic – was unknown to the steppe intruders, that is why they avoid straight clashes with the forest dwellers and prefer to retreat to the boundless plains where chasing them is similar to chasing after the wind.

After the Cataclysm the scorched northern part of Laar fell beneath the Eternal Darkness. Soon after this catastrophe many evil creatures from all corners of the world began to move to the dark side. However, those few who endured the mad raging and the wild shudder of the fire element were already waiting for them. Thus, under the impenetrable cover of night, new battles commenced that made other Laar’s inhabitants tremble and shiver in fear. Then, all of a sudden, came the silence…Many hoped that eerie creatures and bloodthirsty spirits had simply devoured each other. But their expectations were ruined, when it became obvious, that the first envoys of the Light, who had tried to penetrate into the darkness in search of the Laar’s hope – the fateful tower of Tul-Bagar –, disappeared forever…

Thereafter, Something of great dark might settled in the Rakshtoln marsh…Trolls’ clubs would break against its helm, Izhors’ poisoned arrows would rebound from its skin. The horror from the darkness as if reluctantly annihilated every living being within hundreds of leagues around. Only joint efforts of the swamp creatures allowed them to repulse the beast (later named the Chaos Lord) back into the gloom.

When such invasions became more frequent and vampires and zombies grew more impertinent than ever, Laar dwellers realised that a new Force has entered this world…It was called the Host of the Darkness. Creatures of this realm possess many deadly abilities. They equally hate all other Realms, but, if needed, they can form an unsteady alliance with them, especially if it contributes to their main aim – establishing of the Dark Supremacy.

The Free Fighters of Laar are respectfully called the Neutrals among those who have to obey to the laws of their Realms. The Neutrals have roamed the lands of Laar for centuries, pursuing their own obscure goals. Even though they are said to be mighty warriors they rarely engage in the battles of the Realms, the Neutrals prefer solitude in their fortresses where they perfect their martial and magic skills. They say that the Free Fighters are not afraid of treading on the dark side and that the evil creatures refrain from attacking the Neutrals.

The Cataclysm has barely changed their settled way of life; the Free Fighters seldom fight each other and hardly yield to the magic of the runic crystals.

They could probably rule the world of Laar if they were not so small in number. You can rarely meet more than one or two Free Fighters in an army. Those who have gathered a few Neutrals can dare travelling along Laar without fearing to be killed in a random fight.

Hearsays, spread by the word of mouth, relate about the most powerful Free Fighter whose name became known to us from ancient legends. Few people saw him first-hand, but nearly all who did have died. He is called the Thunder God. Lucky are those who managed to get hold of him in their armies, for he alone is worth an entire army.


Pentium 200 or higher
64 Mb RAM
20 Mb HDD
modem or GPRS connection