Opponent disconnected — waiting for them to return…
Rival's Board click an agent to spend 1⚡ per hit — Guards fall first
The Market
Your Board agents produce each turn · played cards stack right
Your Hand click a card to play it
EMBER COURT
ten guilds, one regency — the city of Cindral awaits
Court Antechamber
Room code:
Draft 2 guilds. Your opponent drafts 2 of the rest — those four fill the market this match.
Draft Your Two Guilds
Pick 2 of the 10 guilds. The rival then drafts 2 of the remaining 8. Only those four guilds supply the market and seat their patrons this match.
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How to Play
The draft
Before the match you pick 2 of the 10 guilds; your opponent drafts 2 of the rest. Only those four guilds' cards fill the market, and only their four patrons are seated. Your two picks each add a signature card to your 12-card starting deck.
Goal — two ways to win
1) Renown: reach 40★ and still have 40+ at the start of your next turn (your rival gets one turn to knock you down). 2) Domination: hold the favor of all four seated patrons at once — instant win.
Your turn & where cards go
You draw 5 cards at the start of your turn. Click cards in hand to play them — they sit in your played stack for the turn. At end of turn, played and unplayed cards all go to your discard pile (a cooldown pile — not back into your deck). When your draw pile runs dry, the discard is shuffled into a new deck. Bought cards also enter through the discard. Destroyed agents go to their owner's discard; trashed cards leave the game forever.
Resources
◉ Coin buys cards and pays most patrons; unspent Coin is lost at end of turn. ⚡ Force attacks: click a rival agent to deal 1 damage per ⚡, or Assault (2⚡ → rival −1★). Unspent Force converts to your own ★ at end of turn. ★ Renown is victory points.
Agents & Guards
Agents stay on the board and produce value at the start of each of your turns. While a player has a Guard, Force attacks and Assaults must go through the Guards first. Card effects ignore Guards.
Combos
Playing your 2nd, 3rd, 4th card of the same guild in one turn triggers that card's Combo bonuses. Thin your deck and stack one or two guilds to chain combos.
Patrons
Each seated patron can be invoked once per turn by paying its price. The effect resolves and favor shifts one step toward you. Control all four = instant win. Hover a patron for details.
Online play
Create a game and send the 4-letter code to a friend. Host moves first; the guest gets +1◉ on their first turn. Only the active player can act — the other side watches moves resolve live. Refreshing the page rejoins your game.