A tabletop trading card and board game played on an 8×8 grid. Deploy monsters, build towers, and outplay your opponent through strategic positioning and distinct faction identities.
Each faction emphasizes a different strategic approach.
Formation-based play and coordinated military tactics.
Swarm pressure built around flooding the board.
Spell-focused synergy for board control.
Healing synergy that maintains board presence.
Explosive conversion through sacrifice.
Card draw and resource generation to outlast opponents.
Spatial manipulation and aggression.
A small look at monsters, towers, relics, and spells from across the realms.
The game is played on a shared 8×8 grid.
Only one card may occupy each tile.
You may only place cards on your half of the board unless a card effect allows otherwise.
Each player controls a Base located at the back center of their side.
Bases cannot move or attack.
Bases can be attacked and targeted like any card.
You win the game when your opponent’s Base takes 30 total damage.
After drawing your starting hand, you may once per game:
This may only be done during setup, before the first turn begins.
| Turn Count | Mana Gained |
|---|---|
| 0–1 | 1 |
| 2–3 | 2 |
| 4–6 | 3 |
| 7–10 | 4 |
| 11+ | 5 |
Monsters: Pay cost, place on an empty tile
Spells: Pay cost, resolve effect, discard
Towers / Relics: Place on an empty tile
Cards cannot move, attack, or use abilities the turn they are played.
Monsters cannot move after attacking.
Evolutions keep position, damage, and effects.
| Rarity | Max Copies |
|---|---|
| Common | 3 |
| Uncommon | 3 |
| Rare | 2 |
| Epic | 2 |
| Legendary | 1 |
| Mythic | 1 |
You may only include 1 Mythic.
Reach out for upcoming playtests.