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Elements

Six elements define the color of a card and the type of special arrow ability it can carry.

Every monster card belongs to one of six elements. Each element is associated with a specific arrow ability — when a monster carries an arrow with a special icon, that icon corresponds to its element's ability. A card can only carry the ability matching its element.

Built for large-scale damage. Fire cards are designed to deal damage across multiple targets simultaneously, clearing the board and weakening enemy pieces before conflicts resolve.

Nature Growth

Built to grow the number of monsters on the field from hand. Nature cards accelerate board presence — placing pieces for free before you can afford them normally.

Built to push cards away and cause destruction on impact. Earth cards reposition threats, deny key cells, and remove pieces by forcing collisions.

Water Swap

Built to swap positions. Water cards excel at repositioning — moving your pieces into advantageous cells or displacing opponent pieces out of strong ones.

Electric Magnetism

Built to pull cards in. Electric cards attract enemy or friendly pieces toward a target cell, disrupting opponent formations and setting up favorable conflicts.

Built to bring creatures back from the graveyard. Darkness cards recover destroyed pieces and return them to the field, creating recurring threats from cards your opponent already eliminated.

Testing
Color Synergy: Block cards provide a passive +1 ATK / +1 DEF bonus to orthogonally adjacent same-element Creatures owned by the same player. Read the full rule →

Coming in Future Sets

Additional elements are in development for future card sets. No details yet:

Wind Crystal Ice Space Time Plasma Light Neutral