Oath & EmberFANTASY CARD BATTLESTHE DUELING GROUNDS
Collection
THE DUELING GROUNDS / DIRECT COMBAT

Break their defenses.
Claim your victory.

Protect your hero. Arm your champions.
Bring the Warden’s 30 health down to zero.

1 champion+ 1 spell+ 1 item
Preparing your deck…Edit deck
The WardenYOUR OPPONENT

The Warden

Equal energy. Initiative chosen at random.
YOUR LEGENDS ARE READY
ONCE PER TURN · 1 ENERGY

Make room for a new move.

Choose one card from your hand. Draw the next card, then put your chosen card at the bottom of your deck. Your hand stays the same size.

Start a duel first

HOW TO PLAY

Outthink. Outlast. Overcome.

01

Bring the Warden to zero

Both heroes begin with 30 health. Initiative is random; the second hero receives 3 opening ward. The battlefield stays in play throughout the duel.

02

Three card types. Your choice.

Play up to one champion, one spell, and one item each turn, in any order. All are optional and share your energy. Items permanently improve an ally.

03

Choose your attacks

New champions wait until your next turn. Each ready champion attacks once for no energy. Drag a ready champion onto a glowing enemy or the Warden to attack immediately. Or click your champion, then a glowing target to attack immediately. Damage and retaliation appear directly on each target.

04

Refill, draw, and plan

Both sides start with 3 energy. Starting on your second turn, maximum energy rises by 1 (up to 8), energy refills, and you draw 2 from your remaining deck. Unspent energy does not carry over. End turn whenever ready.

30 health · 1 champion + 1 spell + 1 item

Start a new duel?

Your current match will end. Your saved deck stays the same.

A FANTASY STRATEGY CARD GAME
YOUR LEGEND AWAITS

Oath & Ember

Every legend begins with an oath.
Step into a world of cards, courage, and fire.

FOUR FACTIONS. ONE BATTLEFIELD.