
You and your opponent each lead a Hero onto the arena and face each other across the field. Bring the enemy Hero's life total to zero and you win.







Every card belongs to one of five factions, the guilds of Ember. Build around one faction with its leader, or pair two under a broker Hero. Each Hero brings a power of their own to the field.
The city moves at their pace.
Fast and aggressive, built to outpace opponents before they can set up.
Read their storyHeroes you can play
Units and Spells are the core of your strategy. Units fight on the arena; Spells take effect at once. A Unit or Hero can also carry a Spell, ready to cast or to save for later.

Units stay in play until they run out of health. They enter play sleeping and can attack from the next turn.
A turn is simple to learn and hard to master: play what you can afford, then decide what attacks and what holds the line.
Every card has a mana cost. Play Units and Spells from your hand for as long as your mana lasts.
A Unit enters play sleeping and cannot attack until your next turn. A Spell it carries can be cast straight away.
Your ready Units and your Hero strike the enemy's Units or the enemy Hero. Units with Guard shield their Hero, so clear them first.
7 Traits change how a Unit fights, from shielding your Hero to striking the turn it arrives. Spells can carry Traits too.
Units with Guard protect your Hero from attacks, making them an indispensable frontline defense.
Many Units have an ability that fires when a condition is met: when they are played, when they die, at sunset. Knowing when each one triggers is the key to combos.
When a Unit with a Play effect is played from hand, its Play effect will activate, similar to a Spell, often immediately changing the tide of battle. A Unit's Play effect will not activate if it enters play in another way, so watch out!
16 enchantments can be attached to Heroes and Units to empower or weaken them. Each element has a Sigil and a Brand.
Sigils
Brands
The enemy can't target the enchanted character with spells or play effects. Start Turn: Dust this enchant.
A deck is built around your Hero and their factions. It holds 30 cards, and every card in it is unique.
If you would draw a card and your deck has none left, your Hero loses one life and you Conjure instead: the game draws a card from all the cards in your faction or factions. Cards you left out of your deck can turn up this way, and a Conjure can pull out a surprise win, but it is usually better to win before you run out.