1Vesper
Fighter
- Move
- 4
- HP
- 10
- Dmg
- 3
- Range
- 1
- Out
- 1
In development · 1 vs 1 · Online & vs AI
Dark-fantasy tactics on a hex board. Draft three heroes, cast spells from a secret hand and topple the three enemy towers.
How it playsThe heroesThe spells
Kairos, the Mage, casts lightning across the board
The game
A one-on-one battle on a board of 240 hexes. Each player drafts three heroes out of twelve, and you take turns activating them — move, strike, cast — until one side has lost all three of its towers.
Twelve heroes, each with a stat line of its own. Ban one, then pick in turns — your pick order is your activation order.
No dice and no misses. Before you commit, the game shows you exactly what your move, attack or spell will do.
Each player brings a 20-card spell deck. Your opponent sees how many cards you hold — never which ones.
Three towers per side shoot any enemy who stops near them. Topple all three on the other side to win.

How it plays
How a match plays today. Numbers may still change while the game is balanced.



Range counts in hexes, with no line of sight and no dice: the damage comes straight off the target's HP, and the game shows the exact result before you click.
A hero at 0 HP leaves the board and comes back with full HP after 1 or 2 full rounds, depending on the hero. Spells can bring it back sooner — or keep it out longer.
Destroy all three enemy towers — by attack or by spell — and the battle is won on the spot.
The heroes
Every hero has a stat line of its own — movement, health, damage, range, and how long it stays out when it falls. Names and numbers may still change while the game is balanced.
1Fighter
2Guardian
3Archer
4Scout
5Mage
6Colossus
7Hunter
8Lancer
9Assassin
10Warlock
11Knight
12Ballista
Move hexes per activation · HP health · Dmg damage per attack · Range in hexes, 1 is melee · Out full rounds off the board after falling
The spells
Every player brings a deck of 20 spells. You start with three cards when the draft ends, draw one more each round and hold up to five. There is no mana: a hero casts one spell per activation, on top of its move and its attack, in any order.

11 spells, 20 cards. Both players start from the same deck, shuffled.

Deal 4 damage to an enemy hero within 3 hexes.
Enemy hero · 3 hexes×3 in the deck

Deal 3 damage to an enemy hero or tower within 4 hexes.
Enemy hero or tower · 4 hexes×2 in the deck

Restore 5 HP to an allied hero within 3 hexes (this hero too).
Allied hero · 3 hexes×2 in the deck

An enemy hero within 3 hexes cannot move on its next activation.
Enemy hero · 3 hexes×2 in the deck

An enemy hero within 3 hexes takes 2 damage at the start of each of the next 3 rounds.
Enemy hero · 3 hexes×2 in the deck

An allied hero within 2 hexes absorbs the next 4 damage, from any source.
Allied hero · 2 hexes×2 in the deck

This hero gains 3 movement this activation.
This hero×2 in the deck

After attacking, this hero attacks once more this activation.
This hero×2 in the deck

A downed ally comes back at the start of the next round.
Downed ally×1 in the deck

A downed enemy stays out 1 round longer.
Downed enemy×1 in the deck

Restore 5 HP to one of your towers, anywhere.
Your tower×1 in the deck
Play
