ten guilds, one regency — the city of Cindral awaits
Draft 2 guilds. Your opponent drafts 2 of the rest — those four fill the market this match.
Pick 2 of the 10 guilds. The rival then drafts 2 of the remaining 8. Only those four guilds supply the market and seat their patrons this match.
Before the match you pick 2 of the 10 guilds; your opponent drafts 2 of the rest. Only those four guilds' cards fill the market, and only their four patrons are seated. Your two picks each add a signature card to your 12-card starting deck.
1) Renown: reach 40★ and still have 40+ at the start of your next turn (your rival gets one turn to knock you down). 2) Domination: hold the favor of all four seated patrons at once — instant win.
You draw 5 cards at the start of your turn. Click cards in hand to play them — they sit in your played stack for the turn. At end of turn, played and unplayed cards all go to your discard pile (a cooldown pile — not back into your deck). When your draw pile runs dry, the discard is shuffled into a new deck. Bought cards also enter through the discard. Destroyed agents go to their owner's discard; trashed cards leave the game forever.
◉ Coin buys cards and pays most patrons; unspent Coin is lost at end of turn.
⚡ Force attacks: click a rival agent to deal 1 damage per ⚡, or Assault (2⚡ → rival −1★). At end of turn, unspent Force converts to your own ★ — the first 3⚡ at full value, the rest at half. Monster force turns still hit hard, but consider spending the surplus on attacks and assaults.
★ Renown is victory points.
Agents stay on the board and produce value at the start of each of your turns. While a player has a Guard, Force attacks and Assaults must go through the Guards first. Card effects ignore Guards.
Playing your 2nd, 3rd, 4th card of the same guild in one turn triggers that card's Combo bonuses. Bonuses check the count as the card is played — no retroactive triggers — so play plain cards first and combo cards last. Your agents on the board count toward their guild's combo: with a Circle agent in play, your first Circle card each turn already lands at combo 2 (one more reason to hunt enemy agents). Thin your deck and stack one or two guilds to chain combos.
Each seated patron can be invoked once per turn by paying its price. The effect resolves and favor shifts one step toward you. Control all four = instant win. Hover a patron for details.
Each guild plays differently: Syndicate hoards coin and converts wealth to renown · Legion executes agents and burns renown · Circle swarms the board with Saplings and scales with its agents · Hand runs cheap cards into deep combos and theft · Tide draws and profits per card played · Forge builds fortified walls of guards (+max HP) · Coven drains renown and burns its own cards for power · Comet makes renown directly and discounts your buys · Grave recurs its best cards and grows with its discard pile · Storm spikes force and rakes every enemy agent.
On phones, cards show compact icons instead of full text — long-press any card to read it in full. Legend: +N◉ gain Coin · +N⚡ gain Force · +N★ gain Renown · +N≡ draw cards · −N★ rival loses Renown · ±N★ steal Renown · ✂N trash from hand · ✚N heal agents · ⚔N damage an agent · ⚔*N damage ALL enemy agents · ⚔? hits a random agent · ⤴N return best discard to deck top · +❀ summon a Sapling · HP+N fortify your agents · ▼N◉ discount your next buy · /agent · /play · /3◉ · /3disc scales per agent, per card played, per 3◉ held, per 3 discards · burn consumed when played · ⟳ refresh market · ➁➂ combo bonuses · ↺ produced each turn (agents).
Create a game and send the 4-letter code to a friend. Host moves first; the guest gets +1◉ on their first turn. Only the active player can act — the other side watches moves resolve live. Refreshing the page rejoins your game.