The board is your second hand
Two flowers of seven hexes, a rune on every corner. Each turn, you choose one hex in each flower: its six runes become your reserve, and they are what you pay your cards with.
The hexes rotate. Since they share their corners, turning one also moves the runes of its neighbors. Six runes of the same element in a hex make it pure: choosing it triggers a resonance.
Try it on the flower: a click rotates a hex clockwise, a right click (or Shift + click) the other way.
Hover over a hex to see the runes it would give you.
A turn
Every fight is played in turns. Yours always goes the same way, then the enemies do what their intent announced.
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Choose
One hex per flower. Their runes make up your reserve for the turn.
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Rotate
Your energy pays for rotations. A well-placed rune can slip into your reserve at the right moment.
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Play
Each card costs runes of an element, or runes of your choice. An empowered rune counts double.
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Renew
At the end of the turn, only the runes of the chosen hexes are replaced. The rest of the board waits for you next turn.
Six elements, six ways to fight
Each element plays the board its own way and has its own effects. They answer each other: fire leaves ashes that the forest regrows, darkness veils runes that light empowers.
- Fire
Consumes your runes to hit hard, and burns your enemies turn after turn.
- Water
The engine: free rotations, energy and card draw. Every notch you turn erodes the enemy.
- Earth
Carves Seals into the hexes and stacks up a shield that ends up crushing.
- Forest
Grows its Network of runes, regenerates and shelters behind its brambles.
- Light
Empowers neighboring runes and makes the enemy pay for each of its debuffs.
- Darkness
Veils your runes to pay for anything, at the cost of your life. Dooms whatever it touches.
A dungeon in the mist
You start at the center of a map of hexes covered in mist. Only the neighboring places are visible: fights, elites, events, sanctuaries, chests, rune altars, shops. The boss waits at the far end.
Every new place raises the corruption. The higher it gets, the more omens your fights start with. Exploring everything is never the right call.
Ready to turn the flower?
A run lasts one act, all the way to the boss. The first specialization, the Root Warden, is designed for learning.