Before the ritual begins,
the dark gives you three.
Every player starts with a free draw of three Arcana — the beginning of your Grimoire. Tap below to draw, one at a time.
How a battle reads.
Four Elements, One Cycle
Fire beats Air. Air beats Earth. Earth beats Water. Water beats Fire. Land the right matchup and your skill hits harder — get caught in the wrong one, and it's resisted.
Every Arcanum Has a Passive
Each card carries one trait that fires on its own — a wall that shrugs off blows, a healer that mends whoever is worst hurt, a reaper that grows stronger with every kill. You never choose it. Who you bring is the strategy.
Bring What You Have
Pick up to five cards from your Grimoire before the fight — even one is enough to enter. On your turn, tap one of your cards to attack with, then tap an enemy to strike it. Element matchups swing the damage. Lose every card you brought, and the reading is lost.
The Arcade vs. The Reading Duel
The Arcade pits you against the dark itself — AI opponents, three tiers of difficulty, Ash as your reward. The Reading Duel (coming in Phase II) pits you against another player's blind pick — same rules, real stakes.
Twenty-two Arcana wait in the dark. Draw one, keep it, and duel for what the rest are worth.
Choose three.
Choose 3 — Past, Present, Future (0 / 3)
Your reading.
The Grimoire.
Every Arcanum you own, with its level. Raise them in The Ritual.
Feed the fire. Raise your Arcana.
Draw a card you already own and it becomes a spare copy (marked ×2). Offer a spare to another Arcanum to level it up.
Choose a card from your Grimoire below.
Its progress appears here.
Spare copies come from drawing a card you already own.
Your Grimoire
Choose your trial.
Win to earn Ash. Lose, and the dark keeps its silence.
Pick your spread.
0 selectedVictory
You earned Ash.