Dark fantasy deck duels for iPhone, iPad and Mac

Eight cards.
Nothing hidden.

Moonstone keeps an impression, the way wax keeps a seal. The Order pressed its champions into it, and the stone still holds them. Carry it, and what it holds goes with you into every duel.

  • Free to play
  • Plays offline
  • No ads
The duel

No draw. No bluff. One line.

You bring your whole warband: eight cards, one of each class, and a hero. Both hands are face up from the first round. The only secret is the card each side is about to send.

  • Both blows land at once

    Tap a card to send it into the line. The two cards strike in the same instant, and one that survives stays to meet the next.

  • Overkill carries through

    Damage past what it took to kill a card lands on its Standard. Break their Standard, or take their last card, and the duel is yours.

  • Waiting sharpens

    Every two rounds, every card grows. A card waiting in hand sharpens the stat its class is built on. A card holding the line puts it all into Attack.

  • Heroes bend the rules

    A hero never enters the line. It is one fixed rule for the whole duel: Lyra's Rogues strike first, and Thane's Guardians cannot be struck first.

No dice. The same cards in the same order give the same result every time.

A duel in Stonecall: an Archer and a Knight meet in the line on a stone floor, each Standard shown at the top and bottom, with both hands laid out face up.
The Road

Six places. One burnt country.

Six of the seven places on the map are open from the first night. Go to them in whatever order you like.

The Marches at night: burnt farmsteads, still smoking.

The Chronicles

The Marches burned first, and the fires have not gone out. Someone walked away from that. It may as well be you.

  • Six acts
  • 48 fights
  • 12 decisions

Each act ends in a Trial against its hero. Win it, and the hero goes with you.

The mouth of Karrow Deep, lit from inside the mountain.

The Deep

They dug for moonstone and found the seam kept going. The ones who came back agree on almost nothing.

  • 15 levels
  • A new shaft each day
  • Retreat keeps it all

Wounds carry from fight to fight, down to the Warden. Fall, and you keep 40% of what you carried. The dark keeps the rest.

A lone tower on a hill, a fire burning at its top.

The Tower

Nobody built it. The floors do not end.

  • One duel a floor
  • Whole every floor
  • Twelve boons

Every fifth floor offers a boon until all twelve are yours. Each floor pays the moment you clear it, your best floor is kept, and one lost duel ends the climb.

The walled city of the Reeking Quarter, every window lit.

Contracts

The city pays in coin and asks no questions, provided the terms are met exactly as written.

  • Three a day
  • Up to three terms
  • A weekly Charter

Win in eight rounds. Never commit the Guardian. Every term you meet pays on top, and the weekly Charter pays shards when every term is met.

A ruined abbey in the Sorrow Vale.

The Trials

The abbey keeps no relics and no coin. It keeps problems, and it has never once been in a hurry.

  • 43 positions
  • One way through
  • Free hints

Both warbands are supplied and the foe's next move is written down. Your collection plays no part.

The Ashen Reach: a volcano, lava running down its sides.

The Crucible

The mountain has been open a long time. It asks you to carry more each time you come back.

  • 20 Ordeals
  • Five duels each
  • Every curse stacks

Each Ordeal adds one curse to all the ones below it. First clears pay iron and shards.

The Barrows: grassed mounds and dark pools under the moon.

The Barrows Sealed

Stones stand where the ground was opened and closed again. Whatever is owed here has not been collected.

There is no way in from the Road. The Chronicles reach it last, in Act VI.

The warband

Forty-six cards. Forged, not shuffled.

Eight classes in five tiers, and six heroes. You field one copy of each class and raise one hero, and everything else waits for the forge.

  • Five of one tier forge into one of the next.All the way up. A Mythic is 625 Commons deep.
  • The forge takes iron and time.Twenty minutes for a Rare, a full day for a Mythic. Two slots, and you keep playing while they work.
  • Wear is looks alone.Every card comes in one of five conditions, Pristine to Ruined, and a Ruined card fights exactly like a Pristine one. The whetstone restores it a step at a time.

Six heroes, one at the end of each act.

A hero never fights in the line. It is one fixed rule on your side for the whole duel, and you raise one at a time. Every new player starts with Lyra.

  • Sir Aldric the Bold

    Your Knights get +2 ATK.

    Act I · The Marches
  • Thane Ironwall

    Your Guardians cannot be struck first.

    Act II · Karrow Deep
  • Lyra Shadowveil

    Your Rogues strike first.

    Act III · The Reeking Quarter
  • Seraphina the Radiant

    A standing Cleric heals 2 a round.

    Act IV · The Sorrow Vale
  • Ember the Eternal

    A standing Dragon burns their Standard 2 a round.

    Act V · The Ashen Reach
  • Grimjaw the Ancient

    Your Golems strike once more as they fall.

    Act VI · The Barrows

Dress the eight.

Four sets of looks, one for every class. They change the art and nothing else.

  • The Mage in its first lookBasicThe art they were painted in.
  • The Mage in the Celestial lookCelestialStarlight and silver.
  • The Mage in the Infernal lookInfernalForged in the fire.
  • The Mage in the Abyssal lookAbyssalCold light, deep water.
  • The Mage in the Umbral lookUmbralBlackened plate and nightfall.
The shop

Break a seal. Read the odds first.

Three packs of five cards, and the fifth card always lands at its pack's rarity or better. Every pack has an Odds page, worked out from the same tables the game rolls with.

  • The Field Satchel, a pack wrapped in tooled leather

    Field Satchel

    800 coins

    Fifth card Rare or better. Any card can drop.

  • The Sealed Coffer, a pack in hammered silver

    Sealed Coffer

    150 shards

    Fifth card Epic or better, and three times the Satchel's chance of a Legendary or better somewhere in the pack.

  • The Reliquary, a pack in gold set with a violet stone

    The Reliquary

    400 shards

    Fifth card Legendary or better, and a look you do not have yet, while any are left.

In the game

Take a look.

A duel in progress: two cards meet in the line, with both hands and both Standards in view.
The Warband tab: the raised hero and the eight cards, each with pips counting copies toward the next tier.
The Road at night, with a hand of cards fanned below it.
A descent into the Deep: a branching shaft of nodes, with the warband's condition along the bottom.
The Chronicles map, with the next encounter's sheet open over the story road.
The Marches burned first. Someone walked away from that. It may as well be you.
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