- One hero, two companions.
Defeat every enemy to win. Creatures are fighters: they move, cast, take damage and can be defeated.
- Move and choose an action.
Tap a party member, choose a landing, then aim a spell or Guard. Untouched actions default to Guard.
- Both parties resolve together.
Movement happens first; spells then travel together and can meet midway. Aim at where the enemy may move. Area spells can hit friends.
- Build a party bond.
Bonds need two living companions with the right elements. Each recipient must stay within two hexes of both companions. Matching benefits do not stack; defeat or separation breaks the bond.
- Each first victory matters.
Learn the defeated champion’s signature and earn one hero affinity, up to 18. Later victories open stronger and mixed-element recruits. Replays give no extra affinity.
- Closing ground ends stalemates.
From round 10, the safe area contracts by two rings every two rounds. Outside damage follows spells and displacement; Guard and Ward do not block it. Only the centre is safe at the end.