Choose a preset deck. It will fill the builder - you can edit before playing.
Connect 3 counters in a row (horizontal, vertical, or diagonal) on a 3×3 grid.
The Power Ramp: Your Max Energy = Current Turn Number (starts at 1, caps at 5).
P2 Advantage: Player 2 starts with a visible, one-use "Overcharge" (+1 Energy, up to the cap). Overcharge does not count towards hand limit.
The Turn Loop: Draw → Play (spend Energy) → Discard (hand limit 5). Only one counter can be placed each turn.
Roles: Place a counter + activate its unique ability.
Actions: Direct board effects (no counter placed).
Deploy: An ability that triggers once when the card is placed on the board.
Effect: A passive ability that remains active for as long as the counter is on the board.
Corner / Edge / Centre: An ability that triggers only when the card is placed on that specific cell type.
The Landing Zone (Sequence Grid):
· Green (Landing Spot): Valid cell for placing counters, primary abilities or combos.
· Orange (Impact Zone): Cells affected by abilities, but invalid for counter placement and combos.
Combos (The Sacrifice): Discard one card to use its Green Cells as the landing zone for a second card. You only pay the Energy cost of the card being played.
Contact: Adjacency is Orthogonal (up/down/left/right) unless a card specifies Diagonal.
Deck: 30 cards (Max 2 copies each).
How it works: Build your deck through 15 picks. Each pick shows 3 Roles and 2 Actions — choose 1, and 2 copies are added to your deck.
Challenge: After drafting, face a series of opponents at increasing levels. Win to advance your streak; lose and the run ends.
Save your progress before leaving?
Click a card to place first, then another card for subsequent positions. Click a queued card to remove it.
Remove ALL counters from the board including Ironclad. All locks and freeze effects cleared. This cannot be undone.
Hand limit exceeded - select one card to discard
Choose one card from opponent's hand to discard
OPPONENT'S REMAINING HAND