SEASON 1 · EMBERFALL

SMASH CARDS

A real-time card battler decided in live duels. Read your rival, win the clash, take the rung.

50 cards 15-card lineup 16 ranked rungs 1v1 live duels

Win the Clash

Every round, both fighters commit a card. Rock, paper, scissors decides who strikes — then origin and rarity decide how hard the strike lands.

THEIR CARD

Pick your answer from your hand.

YOUR HAND

In the arena your rival's pick stays face-down until the round resolves: read the player, not the card.

The Triple Threat

Every card is Rock, Paper, or Scissors. Win the type clash and your strike lands; lose it and you absorb theirs. A draw spills no blood.

Origins Bite

Three origins — RARE, WHITE, BLACK — form a cycle of doubled damage: RARE burns everything, BLACK overwhelms WHITE, WHITE banishes RARE. Composition wins wars.

Mana Is Fuel, Not Mercy

You open with 50 MP and every card costs some. Run dry and you skip a round, eat one full hit, and refill — spend boldly, but never blindly.

Two Ways to Fall

Drop your rival's HP to zero, or outlast them until their cards run dry. Walk away mid-match and the forfeit costs you dearly on the ladder.

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Scout the Banners

Pull from themed scout banners — one at a time or ten in a burst. Fifty cards span every Rock/Paper/Scissors, origin, and rarity combination.

Pity That Remembers

Every banner tracks your dry streak. The longer luck stays cold, the closer the guaranteed rare — and a pity-granted Silver keeps counting toward your Gold.

Earn Your Rarities

Your arena league gates the top of the pool: climb to Silver league to unlock Gold pulls, reach Gold league and Platinum drops open. The ladder feeds the collection.

The Full Grid

Fifty templates cover every Rock/Paper/Scissors × origin × rarity combination — plus attack, defense, and balanced archetypes in the upper tiers.

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Train · Ascend · Burn

A pulled card is a recruit, not a relic. Every card levels from 1 to 40 — and every level makes it hit harder in the arena.

Train with Coins

Every level makes a card strike harder and hold longer. Training costs coins — and a trained card raises your lineup's real matchmaking power.

Ascend with Sacrifice

Every fifth level is an Ascension: dust spare cards for upgrade points to break the ceiling. Higher rarities demand a steeper toll.

Burn for Gems

Spares are never dead weight — burn them for gems scaled by their power and rarity. Every card also carries a battle record, and the global meta ranks each one S to C.

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Fifteen. No More, No Less.

A battle lineup is exactly 15 cards, no duplicates. Keep 3 saved loadouts, mark one for battle, and its combined PWR decides who you face.

Power-Matched Duels

Matchmaking pairs you against the closest lineup power in the queue — you fight the strength you actually field, not a random whale.

Three Loadouts

Save three full lineups — an all-out RARE rush, a WHITE wall, a BLACK ambush — and swap the battle flag between them in one tap.

Ready on Day One

Every new account starts with a complete 15-card starter deck, evenly split five Rock, five Paper, five Scissors. You can queue immediately.

Sixteen Rungs. One Champion.

Win rank points and climb five tiers of three divisions each — Bronze III to Emerald I — then take the Champion apex. Every rung keeps its own top-100 leaderboard.

Every Win Pays

Match wins grant coins and gems scaled by your tier; promotions pay a bonus on top. Even a played-out loss earns half coins — only quitting earns nothing.

The Promotion Shield

Freshly promoted? A shield absorbs your first demotion-threatening loss, holding you at the tier floor instead of dropping you back down.

Top 100, Every Rung

Each of the 16 rungs runs its own top-100 board — you're always racing the players at your level, with your own standing pinned on the home screen.

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March Under One Crest

Forge a guild, raise a crest, and enter weekly guild wars: one day to prepare, six days of battle, and your strongest fifteen frozen on the wall.

Matched by Might

Wars pair guilds by closest total power — your strongest fifteen members' lineups against theirs, frozen for the entire war so every defense is deterministic.

Two Attacks, Three Stars

Every defender can be hit twice. Destruction converts to stars at 50%, 75%, and 100% — and only the best attack on each target counts for the tally.

Spoils of War

The winning guild banks gems and coins for every frozen roster member. Between wars: invites, roles, co-leaders, and a shareable guild id to grow the ranks.

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Season 1 · Emberfall

Every match feeds the pass — win or lose, you earn XP across 50 tiers. Three ways to walk the road: Free, Premium, or the VIP overlay that multiplies the whole haul.

Every Match Counts

A win grants 150 XP, and even a loss banks 50 — the road to tier 50 is paved by playing, not by winning streaks alone.

The Gem Rebate

The premium track's final tier pays out 2000 gems — more than the pass costs in gem terms — so a finished season funds the next campaign.

The VIP Overlay

VIP layers on top of Premium: bonus gems on every gem tier, a coin multiplier on every coin tier, and an instant XP surge the moment you activate.

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The Ladder Is Lit

Fifty cards to collect, sixteen rungs to climb, one Champion seat. Your starter deck is already shuffled.

Coming Soon