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THE CUP · CHANNEL GUIDE
THE MAIN STAGE · THE FLOOR
THE STANDS · THE VIDEO WALL
THE QUALIFIERS · THE GAUNTLETTHE SIGN-UP SHEET — CONTESTANTS ENTER, THE ORGANIZER STARTS. EMPTY SEATS BECOME THE HOUSE.
THE STANDINGS · THE COMMISSION'S RECORDS
THE CONTESTANT FILE
FIELD MANUALYou're a survivor 🧑🌾 coaching three creatures 🐾 against another contestant's three. On each of your turns you take one attack ⚔ and play one card 🃏 — either order. Knock out all three enemy creatures and you win.
Everything else — dice 🎲, infusions ☢⚡☣, the raised center podium 🥇 — is just how you tilt the odds. You pick how much you gamble, and the lows are half the fun.
Three creatures a side; the raised center podium 🥇 is never left empty.
Your survivor 🧑🌾 coaches from the corner and never attacks — their passive just works. Win by knocking out all three enemy creatures. When the center opens, an edge creature slides in to hold it — position is a weapon.
One attack ⚔ + one card 🃏 a turn — the die 🎲 decides the hit.
Cards read ⚔ ATK / ❤ HP; armor 🛡 soaks one-for-one, then it's gone. Dice creatures roll for their damage (a cap like ≤8 reins it in). The opening turn is attack-free — a mercy to whoever moves second.
SAFE SWINGY JACKPOT — you choose how much you gamble.
A natural (the whole die) pays out big — a jackpot roll can wipe a creature outright. The lows are half the fun: variance is a mercy, and it's what makes the comebacks.
Attach elements to a creature — max 2, never two of the same at once.
Two different types fuse into a pair power (☢⚡ MELTDOWN · ⚡☣ CONDUCTION · ☢☣ BLOOM); a repeat BURSTS 💥. ☣ Corrosion stacks green counters that tick through armor at turn end — Chem eats armor decks alive.
When the center opens and you have a creature on an edge, one must slide in (you pick when you have the choice). Some creatures want the center, some the edges, and a few cards drag, swap, or trap — position is a weapon.
Played from your side, armed facedown on the enemy slot across the column. Your opponent knows a trap is set — never which one. Max one per slot.
Bond cards link two of your creatures; Kealoha's first bond each game is a free play. The ultimate links all three, unbreakable — and if a bonded creature falls, everyone feels the eruption 🌋.
Step Right Up rerolls a die; a banked Read the Swell die can replace it; weather 🌩 rolling in can be cancelled by Wait Five Minutes. Windows wait for you — the feed says whose call it is.
Discard 🗑 shows its top card (Trash Panda is watching — burying cards is a real micro-game). THE PIT ☠ is the shared KO zone; a few cards raise the dead, from either side's pile.
The Forecaster's creatures shrug 1 off anything that hits multiple targets, and her Sou'westers wait it out. Cast weather when the board hurts them more than it hurts you.
🟢 cap 3. At the carrier's turn end: 1 damage per counter — armor 🛡 is ignored — then one counter falls off. A full stack bites for up to 3 a turn, then eases. Cleanse it or ride it out; Chem eats armor decks alive — that's the point.
LEGENDARY wears test-pattern edges — there's exactly one on the board (protect the pigeon or hunt it 🕊). CRYPTID 👁 is a lore class — their true story isn't guaranteed.
Tap a card when it isn't your move to read it full-screen (long-press or hover on desktop too). On your turn, the first tap raises a card and the second commits it. One legal target — or a lone taunter 🎯 — auto-locks when you attack. The FEED 📢 calls the fight; the LOG remembers everything; 🐛 files a bug with the Commission.
Your seat stays reserved — REJOIN from the channel guide any time. The match waits.
Surrendering ends the match — the win goes to your opponent and the standings record it. No take-backs.
What went wrong? The commission attaches the match record automatically.
HIGHLIGHTS · CATCH OF THE DAY