v36 b13 · build 2026.07.11
Drag cards back into the deck
Master the basics through 8 challenges
20 fights to win · 3 lives left
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Each player starts at 50 HP. Damage is dealt to HP whenever a lane is won. The match ends the instant a player's HP reaches 0.
Flow: Mulligan (swap starting cards) → Combat (repeating rounds) → End screen.
Every card has one element: 🔥 Fire, 💧 Water, 🌿 Earth, or ◈ Dust.
A lane resolves once both slots are filled: the winning element makes the loser's card hit the discard, and the opponent loses HP equal to the lane's accumulated Risk (see ch.4). On a tie, both cards stay in the lane and nothing is lost — Risk keeps building for next time.
Initiative (who plays first) alternates every round (random on round 1).
After SR7, all 3 lanes resolve left → center → right, then both hands redraw up to 4 cards.
Powers: at most one manual power per player per sub-round (including the bonus one). A card's manual power can only be used once per round, even if not activated yet.
Each lane has two independent Risk counters (one per side). Placing a card adds its Risk value to its own side's counter.
×2 Lane: one lane (center by default) is marked as the danger lane each round. If the designated side loses it, the damage is doubled. Ownership of who's "at risk" there alternates every round.
Permanent marks: Guard Mark permanently reduces a slot's Risk by 2; War Mark permanently adds +3 Risk to the opposite slot. Marks persist across rounds until the match ends.
HP indicators: each player's HP is displayed as a circle in the combat interface — purple for the AI, red for the human player.
There are three kinds of powers:
| Power & Effect | |
|---|---|
BackstabAt resolution, on Deadlock: deals 6 dmg to opponent. | |
VendettaAt resolution, if this card loses: deals 4 dmg to opponent. | |
TormentAt resolution, win vs lower Risk: +7 dmg to opponent. | |
DeterminedAt resolution, on Deadlock: leaves play without leaving Risk behind. | |
Flow ChangeAt resolution: if an adjacent ally is Water, the opposite card becomes Water. |
| Power & Effect | |
|---|---|
JudgementAt resolution: loser of the element match → Dust (both if tied). | |
RefreshWhen placed: restores all used manual powers on your cards. | |
MimicWhen placed: copies the opposite card's power. Ready to use immediately. |
| Power & Effect | |
|---|---|
DefendAdjacent allies: −3 accumulated Risk in their lane slot (min 0). Does not affect the card's own Risk value. | |
RegroupReplaces your whole hand with random cards from your deck. | |
RetreatReplaces this card with a random one from your deck. | |
TerrifyReplaces the opposite card with a random one from the enemy deck. | |
CrushOpposite card Risk ≤ 6 → Dust. | |
OverpowerOpposite card Risk ≥ 9 → Dust. | |
IntimidateOpposite card, same element & lower Risk → Dust. | |
Dust StormBoth cards in this lane → Dust. | |
MirrorCopies the opposite card's element. | |
MorphTransforms into a Rat (Dust, Risk 2). | |
Power ReverseReverses the ×2 Risk Multiplier direction (▲↔▼). | |
PurifyClears all Deadlock Risk from this slot. | |
StrikeDeals 5 direct damage to the opponent. | |
Guard MarkPermanently applies −2 Risk to this slot. | |
War MarkPermanently applies +3 Risk to the opposite slot. | |
BetrayalThis card's Risk → 2, then swaps places with the opposite card. | |
ExhaustOpponent cannot activate any power during their next sub-round. | |
Cede & SeedSelf → Dust; chosen adjacent ally → Earth. | |
ChameleonCopies an adjacent ally's element. | |
DoppelgangerBecomes an exact copy of an adjacent ally (element + Risk + power). | |
ManeuverSwaps places with an adjacent ally. | |
DustshotSelf → Dust; chosen non-opposite enemy → Dust. | |
ExtinguishChosen Fire enemy → Dust. | |
VoidPermanently disables a chosen enemy card's manual power. | |
IgniteChosen ally → Fire element. | |
Vampire KissChosen ally becomes an exact copy of this card (element + Risk + power). | |
Disguise AllyThis card becomes Dust. A chosen adjacent ally becomes a copy of a chosen enemy card on its lane. | |
SealPassive. If this card loses a battle, you only take damage equal to its own Risk — not the full accumulated Risk. | |
LeapMoves this card to a chosen empty ally slot. | |
OvergrowthEvery card sharing a chosen element → Earth. | |
Power ShiftMoves the ×2 Risk Multiplier to a chosen column. |
Random Battle: each player's deck is built automatically before the fight. The difficulty level affects how powerful each side's deck is — higher difficulty gives the opponent a stronger deck while yours may be weaker.
Hands hold 4 cards at all times; after each round, players redraw up to 4.
Winning a lane returns your card to your hand. Losing sends it to the discard. A tie keeps both cards in the lane.
Mulligan: before the first round, drag any of your 4 opening cards onto the deck to swap it for a random new one. No limit on how many you swap.
Deck Manager: in Custom mode or Roguelike, you can build and edit your own 25-card deck. Maximum 3 copies of the same card. The deck's total Risk is shown in the header.
Random Battle: a quick single match. Select your difficulty level before the fight — this adjusts both deck strength and AI anticipation depth.
Roguelike: a campaign of 20 consecutive fights against progressively stronger opponents. You begin with a starter collection and earn 2 new cards (always with a power) after each victory. You have 3 lives — lose 3 fights and the run ends. Win all 20 with at least one life remaining to complete the run. Between fights you can adjust your deck using the cards you've collected.
Tutorial: a series of 8 self-contained puzzles of increasing difficulty. Each puzzle places you in a specific scenario with fixed cards on both sides, and guided hints from the cards themselves. Complete each puzzle to unlock the next. The tutorial is the best starting point if you are new to the game — it introduces the rules one mechanic at a time.
All cards currently in the pool, grouped by element. Each shows element, Risk value, and power. Tap any card to open its full detail panel.