Online matches · 2–6 →Equal-budget companies · closing ground · no round-limit draw

Oh Tipi

Seakin

Water 3Fire 2
The River Keeper

Oh Tipi has left a gap in the riverbank for Puddle and its young.

With Leaf the Hidden and Grace Riva. 15 team affinity.

Defeat the enemy team. Keep allies close enough to support one another. Each character can move and cast in one turn; all spells resolve together. Defeated characters stay out.

Your team

15 team affinity

Oh Tipi

Seakin · River keeper

Water3Fire2
Team castsWaterFireAirEarth

First story victories earn affinity for every character. Assign earned points here; affinity stays fixed during matches.

Battle reference

Select a character and a spell to inspect its effects.

Choose a character

Replacing Oh Tipi · slot 1

30 of 30 characters

Oh Tipi

Seakin · Team slot 1

Water3Fire2
  • Water Jet1 Flux
  • Undertow Lv.22 Flux
  • Ember1 Flux
  • Cleansing Tide2 Flux
  • Current Anchor3 Flux

S. Wayne

Hobbit

Dark3Light2
  • Wither Bolt1 Flux
  • Essence Theft Lv.32 Flux
  • Clear Sight Lv.21 Flux
  • Siphon2 Flux
  • Shadow Budget3 Flux

Oh Tipi · spells

Seakin · replacing slot 1: Water Jet

Water 3 → Ice Lv.3
28 of 77 spells

Choose a spell for slot 1. Changes are saved immediately.

· affinity

◇

Pass to Player 1

Player 1 plans the next round.

How to play

  1. Defeat the enemy team.

    Eliminate all three enemy characters to win. Defeated characters stay out of the battle. If both teams fall in the same exchange, the match is a draw. If neither team is defeated after 20 rounds, the match is a draw.

  2. Move, then cast or Guard.

    Select a character and a destination. Choose a spell or its signature, then tap a highlighted hex to queue it. Tap another hex to change the target; Undo restores your last edit. Guard absorbs 1 spell damage, resists 1 step of combined push or pull, and restores 1 extra Flux. Anchored stops displacement completely. Forcing someone into a ruin or barrier causes up to 1 environmental damage and Concussed; protected characters resist the status. A successful push or pull applies the final field’s statuses. Characters with no orders Guard.

  3. Both teams act together.

    End turn locks your orders. Everyone moves, then all spells launch together. Offensive projectiles meeting at the same moment combine midway: a neutral field replaces their original hits. Two spells make 7 hexes; three or more make 19. Healing and stationary effects do not intercept. Shared target endpoints still receive both hits. Aim an area beside an enemy to avoid a direct head-on exchange. Two characters trying to land on the same hex both stay put; a blocked move can leave a spell out of range.

  4. Combine elements.

    Fire + Water makes Steam, halving spell damage. Every complete mixture makes one distinct field: adding Earth replaces Steam with a new result. Natural Water and Earth ground count as ingredients. Check the target preview; opposing spells and creature pulses can change it. Fields affect either team.

  5. Manage Flux and ground.

    Recover 2 Flux each round. A spring grants its occupant 1 extra Flux; some elemental fields increase this. Springs never award victory points. Spell recovery is the number of planning rounds before reuse. You have 4 movement points; climbing and marsh cost 2. High ground adds 1 spell range against lower targets. Groves absorb 1 non-piercing spell damage. Ruins block movement and line of sight.

Affinity unlocks

Every character starts with 5 affinity points across at most 3 elements. Each first story victory earns 1 extra point for every character, up to 18 total. Replays do not award another point. Assign or reassign earned points in camp; original affinities are kept. Unspent points do not count toward team strength. Affinity stays fixed during a match. Casual shows both team totals; Competitive requires equal totals to start. Each element has 6 spell levels: level 2 needs 2 points, and its advanced branch opens at 3. Higher levels need matching affinity. Two or more points reduce that element’s spell cost by 1 Flux. Level 1 spells require at least 1 point in their element. Your signature requires 3 affinity and costs 3 Flux. Defeat its creator in Story to teach it to your roster; other characters need 5 matching affinity and pay 5 Flux, equipping it in one of their four slots. Choose four spells in camp. Those spells and your creator signature stay fixed throughout the match.

Fire → LightningWater → IceAir → StormEarth → MetalLight → RadianceDark → Void

Advanced spells keep their parent element for field reactions. Lightning, for example, leaves Fire; Ice freezes Water.

Affinity strength

Affinity strengthens spells as well as unlocking them. Levels 2 and 5 add reach; levels 3 and 6 improve a spell’s main effect. Level 4 extends eligible effects by one round. Self-targeting stays self-targeting; Rooted, Blind, Chilled and Concussed never gain duration. Spell cards show your current values.

Elements

Fire

Make ground dangerous. Unmixed Fire hurts its final occupant for 1. Fire and Water alone form Steam, which softens spells; adding Earth instead creates Hot Spring. Read the complete mixture.

Water

Shape the route. Liquid Water floods: entering or leaving costs 2 movement. Magical Water also makes its occupant Wet and quenches Burn. Frost turns unmixed Water into sliding ice, which does not apply Wet.

Air

Keep momentum. Starting on an Air field gives +1 movement, without stacking with Haste. Pushes and pulls can land targets in field effects. Impact against a ruin or barrier causes 1 damage and Concussed; Guard resists force, Anchored stops it.

Earth

Hold the line. Unmixed Earth costs 2 movement to cross. Natural stone, forest and ruins contribute Earth to mixtures. Barriers block routes and sight; forests provide cover.

Light

Protect the opening. Pure Light grants Clarity against incoming control. Protection and healing reward good timing; mixed fields can help either team.

Dark

Undermine recovery. Pure Dark applies Wither, weakening future healing. Theft, Blind and bindings pressure the opponent’s next decision.

Mix elements

Choose ingredients to see the complete field. Adding an element transforms the mixture.

≋ Steam

Halves total incoming spell damage once, rounded up, before protection. Affects either team.

Water, marsh, forest, ruins and high ground can supply an ingredient before spells land. Inspect the hex to check its ground.
Story creatures

Creatures show where their next pulse will land. Both teams can use its field. Hit the creature’s perch with the displayed counter element to interrupt that pulse. They do not block movement, claim springs, or count toward victory.

Statuses
♨ Burn

Take 1 damage per power at the next exchange. Wet or cleansing removes Burn before it deals damage.

≈ Wet

Removes existing and incoming Burn. Enables bonus damage from spells that require Wet. Magical liquid Water grants Wet for one round; Ice does not.

❄ Chilled

Movement drops from 4 to 3 effort next round. Casting is unaffected.

⌘ Rooted

No movement next round; casting and Guard still work. Grants Resolve against repeated control.

✦ Concussed

Spells cost 1 extra Flux next round. Movement and Guard are unaffected.

◌ Blind

Spell reach drops by 1 next round, to a minimum of 1. Self-targeted spells remain self-targeted.

◇ Ward

Reduce total spell damage by its power at the next hit, except piercing damage. New Ward starts next round.

☼ Clarity

Blocks new Blind, Rooted, Chilled and Concussed, including this round. Does not remove existing effects.

▰ Anchored

Blocks pushes and pulls; you can still move voluntarily. New Anchored starts next round.

» Haste

Gain 1 movement effort next round. Rooted still prevents movement; Chilled plus Haste gives 4 effort.

† Wither

Reduce total healing received by 1 per power, starting next round. Cleansing removes it before healing is calculated.

◆ Resolve

Blocks new Blind, Rooted, Chilled and Concussed after receiving control. Does not remove the current effect.

Controls

M: move · 1–4: spell · 5: signature · G: Guard · U: undo · Esc: clear hover preview. Arrow keys and Q/E: move board focus · Enter: select hex. Drag the board to pan; Overview shows the whole map.