Tactical Board Game for 2 Players
Hire powerful heroes, build your army, and secretly deploy your forces on the battlefield. Outsmart your opponent — or destroy everything they have left.
Draft Your Champions from 18 Unique Heroes
Master the Art of War
Each player receives 20 mana to recruit heroes. Take turns choosing from 18 unique hero cards, each with their own cost, strength, and special abilities. Spend wisely — your army composition is key to victory.
Assemble your force of 26 tokens — your drafted heroes plus basic units like Swordsmen, Horsemen, Bowmen, Wolves, and more. Insert hero cards into unit tokens and prepare for battle.
Place your tokens face-down in your starting zone on the hexagonal battlefield. Your opponent won't know where your strongest heroes are hidden until they strike — or get struck.
Use 3 actions per turn to move, attack, and activate special abilities. Melee, ranged, and magical combat — each with unique rules. Capture the enemy's flag or eliminate all their units to win!
Multiple Ways to Fight
Engage adjacent enemies in close-quarters battle. The stronger unit survives and claims the hex. Equal strength? Both fall. Every clash is a gamble.
Archers strike from exactly 2 hexes away. If your strength matches or exceeds the target, they're eliminated — and your archer stays safely in position.
Heroes wield unique powers — from the Rat's poison to the Druid's strength growth. Roll the D10 to activate dice-based abilities. Strategy meets fortune.
Strategic hexagonal battlefield with terrain variety
Each with unique stats, abilities, and artwork
With slot-in cards for hidden identity
For activating special hero abilities
Every battle is different. Every draft creates a unique army. Will you bet on raw power or cunning abilities? The choice is yours.
Watch TrailerEach player receives 20 mana tokens. From a selection of 18 hero cards, players take turns choosing and recruiting heroes by paying the mana cost shown on the cards. The draft ends when both players have spent all their mana or decide to stop.
Each player prepares the slot-in cards of their selected heroes and inserts them into the unit tokens.
Based on the reference card, players then add basic units to their heroes so that they have a total of 26 tokens.
Players secretly place their tokens within the designated starting zones on the hexagonal map.
Each player has 3 actions on their turn. Each unit can be activated up to the number of times indicated on its card.
1 action means: move 1 hex (unoccupied), attack, or perform a special action (as described on the hero's card).
The player can freely combine different units and actions during their turn. After completing the third and final action, the player's turn ends and the opponent's turn begins.
Declaration: The player marks their attacking unit and reveals it to the opponent.
Target: The player marks the opponent's unit within a range of 1 hex.
Strength Comparison: Both units compare their strength values. The unit with higher strength remains on the battlefield. The unit with lower strength is removed from the game. If strengths are equal, both units are removed.
Winner's Movement: If the attacking unit wins, it moves onto the hex of the defeated unit.
Declaration: The player marks their attacking unit and reveals it to the opponent.
Target: The player marks the opponent's unit in an exact range of 2 hexes.
Strength Comparison: If the archer's strength is equal to or higher than the defender's, the defender is removed. If the archer's strength is lower, both units remain in the game.
Archer's Position: The archer remains in its position after the attack ends.
Some hero cards contain the symbol of a ten-sided die (D10), followed by a range of numbers and a description of the effect.
Whenever a player activates an ability with this symbol, they roll a D10. If the roll falls within the specified range, the effect is triggered. If the roll does not meet the condition, nothing happens (unless otherwise stated).
Example: The Rat has the poison ability (D10: 7–9).
If the player rolls 7–9, the Rat's special ability activates.
If the player rolls 0–6, the ability does not activate.
Repeatability: Unless otherwise stated, the player can activate the given ability only once per round.
Some heroes (e.g. Druid, Necromancer, Meat Eater) have the ability to increase their strength under certain conditions, up to a maximum value of 5. The strength increase is marked by placing a power token on the hero's card.
Cost — Cost to recruit the hero during the draft. Range: 1–5
Actions — Number of actions: how many times the unit can be activated during a turn. Range: 1–5
Strength — Unit strength value during combat. Range: 1–5
Melee Attack — The unit can perform close-range attacks (1 hex).
Ranged Attack — The unit can perform long-range attacks (2 hexes).
Flying Unit — Can move onto or through water hexes.
Dice Roll D10 — Requires a dice roll within the specified range to activate.
Unit Type — Each hero has a type (Human, Magic Creature, Undead, Animal, Plant) which can influence the effects of certain abilities.
Special Ability — Each hero usually has 1–3 special abilities. Some require specific conditions indicated by icons.
1st action: The player uses the Paladin to strengthen an adjacent Horseman by +1. The Paladin card is flipped to reveal the action.
2nd action: The Horseman moves one hex closer to an opponent's unit.
3rd action: The strengthened Horseman (now strength 4) attacks the adjacent opponent's unit, which is revealed to be a Barbarian (strength 3). The Horseman wins and takes the Barbarian's hex. The Barbarian is removed from the game.
Note: The Horseman could perform 2 actions this round (move + attack) because its action capacity is 2.
The game ends immediately when one of the players captures the opponent's flag, or when one of the players loses all their units or is unable to perform even a single action during their turn.
Born into the Order of the Radiant Dawn, the Paladin swore her oath before she could even lift a blade. Raised in the marble halls of the Citadel of Light, she trained relentlessly — not for glory, but for a promise made to a dying mother: to stand between the innocent and the darkness that hungers for them.
Her golden armor, forged in sacred flame, glows faintly in the presence of undead — a warning to the restless dead that judgment walks among the living. She carries no hatred for her enemies, only the quiet certainty that some things must be protected at any cost.
On the battlefield, the Paladin is not merely a warrior — she is a beacon. Her presence lifts the spirits of those who fight beside her, granting them strength they didn't know they had. Soldiers who have marched alongside her speak of a warmth that pushes back fear, a golden light that makes the impossible feel within reach.
Yet beneath the gleaming armor lies a woman who has buried too many friends. Each blessing she grants carries the weight of those she could not save. She fights not because she believes she will always win, but because she knows what happens when no one stands up at all.
They say the Samurai once served a lord whose kingdom stretched beyond the eastern mountains. When that kingdom fell to betrayal — not by sword, but by poison in a goblet — the Samurai became rōnin, a warrior without a master, carrying nothing but his blade and his shame.
He wandered for years through dust and rain, taking no side in the wars that scarred the land. He fought when challenged, but never sought battle. Those who crossed blades with him rarely lived to describe the experience, and those who did spoke of impossible speed — a strike so fast it seemed to arrive before the intention to swing.
His technique, First Strike, is legendary. In the moment two warriors meet and their strengths are equal, where both should fall — the Samurai remains standing. It is not magic. It is ten thousand hours of practice distilled into a single, perfect cut.
But the Samurai's greatest weapon is not his offense. Those who ambush him in the night, who attack when his guard should be down, discover a ghost-like ability to dodge. He moves like water — present one moment, gone the next. Some believe he can read the future in the wind. He simply reads his opponents better than they read themselves.
The Angel was not always divine. Ancient texts speak of a mortal healer who walked the battlefields after the fighting ended, mending broken bodies and whispering peace to the dying. When a plague of shadow swept across the realm, she gave her own life force to save an entire village — and in doing so, caught the attention of something beyond the mortal veil.
She awoke with wings of light and eyes that burned like twin suns. Death had tried to claim her and failed. Now she exists between worlds — too divine for the earth, too compassionate for the heavens. She chose to stay, walking among mortals as their guardian.
Her power over life and death is unmatched. She can resurrect herself when destroyed, returning to the battlefield anywhere she chooses — a miracle that has turned the tide of countless engagements. More remarkably, she can reach across the boundary of death to pull fallen human allies back from the void.
Against the undead, her divinity manifests as pure, burning radiance. Creatures that defy the natural order of death find themselves weakened in her presence, as though the universe itself rejects their existence when she is near.
No one knows the Assassin's real name. No one knows his face beneath the crimson mask. What the underworld knows is this: if you can afford his price, no target is beyond reach. If you cannot afford it, pray you are not the target.
He emerged from the slums of the Ash Quarter, where orphans learned to steal before they learned to speak. But where others became common thieves, he became something far more dangerous — a specialist in the impossible.
His fighting style defies conventional warfare. With strength that appears modest, he should be no match for the heavily armored giants that dominate the battlefield. But the Assassin doesn't fight fair. His Giant Killer technique targets the weak points that no amount of armor can protect — the gaps between plates, the soft tissue beneath helmets.
He also carries a second gift: an instinct for traps. Where other warriors stumble into hidden dangers, the Assassin senses them before they trigger. In a world of brute force, he is the reminder that precision always defeats power.
The northern wastes breed hard people. The Barbarian is the hardest of them all. Born during a blizzard that killed half his village, he was found crying in the snow beside his frozen mother — the only newborn to survive that cursed winter.
He grew taller and broader than any man in the tribe, with a temper that matched his frame. But the elders' greatest fear was not his anger — it was his intelligence. The Barbarian is no mindless brute. He channels his fury with terrifying precision.
His Berserk ability is both a gift and a curse. When he attacks, raw adrenaline floods his body, increasing his combat strength beyond its natural limits. Enemies who calculate their chances based on his resting power find themselves overwhelmed by a force they didn't anticipate.
The skull pauldron on his shoulder belonged to the last creature that tried to raid his village — a beast from the deep mountains that no one else dared face. He wears it not as a trophy, but as a promise: nothing threatens what he protects and lives to tell about it.
Once a scholar of the Arcane Academy, the Necromancer was expelled for asking the one question no professor would answer: What lies on the other side of death? Unable to find answers in books, he sought them in graves.
The crown he wears was found in a tomb beneath the Academy itself — a relic from a forgotten age when death magic was not forbidden but celebrated. When he placed it upon his head, the whispers began. Voices of the dead, offering knowledge, begging for release, screaming for revenge. Most would have gone mad. He simply... listened.
His necromancy is not mere animation of corpses. When a living ally falls in battle, he can reach into the space between life and death and pull their essence back — reborn as a skeleton warrior bound to his will.
His true power grows with each skeleton under his command. The Dark Power that flows through him intensifies with every undead servant, making him progressively more dangerous as the battle continues. A Necromancer with a full court of skeletons is a force that even the bravest generals hesitate to engage.
She was raised by the wolves of the Emerald Deep — or so the stories say. The truth is more mundane but no less remarkable. An orphan left at the edge of the great forest, she was found by an aging woodsman who taught her everything: how to track, how to hunt, how to listen to the language of the trees.
When the woodsman died, she inherited his bow, his wolf companion, and his duty — to protect the boundary between civilization and the wild. She patrols the forest's edge, unseen and untiring, with her loyal wolf always at her side.
Her bond with wolves is more than companionship. Through years of shared survival, she has learned to channel her will into them, temporarily enhancing their natural ferocity. A wolf fighting alongside the Ranger strikes with strength beyond its nature.
Like the Assassin, she possesses an uncanny sense for hidden dangers. Her years in the forest have given her an instinct for traps that borders on supernatural. She walks where others fear to tread, and the traps that would stop an army simply cease to exist in her path.
In the deep halls of Kharn-Durrak, where the stone remembers every footstep for a thousand years, the Dwarf was born to the Shield Clan — a lineage of warriors whose sole purpose is to stand in the path of destruction and refuse to move.
He carries two spiked shields instead of weapons. This is not a limitation — it is a philosophy. The Shield Clan believes that the greatest victory is not in destroying your enemy, but in making your enemy destroy themselves against your defense.
His armor, forged in the volcanic heart of Mount Kharn, is layered with techniques lost to the surface world. Each plate interlocks with its neighbors, creating a shell that arrows simply cannot penetrate. Archers who target the Dwarf waste their shots entirely.
But the Dwarf is not merely a wall. He is a wall with teeth. The spikes on his shields are the last thing many charging warriors ever see. To attack the Dwarf is to solve a puzzle with no good answers.
The Druid has lived longer than anyone can remember. Some say he was ancient when the oldest trees in the forest were saplings. He sits cross-legged in clearings, his wolf-head hood pulled low over his weathered face, communing with forces that have no name in any human tongue.
His staff, carved from the first tree that ever grew in the Emerald Deep, is topped with a dragon's head — not carved, but grown. The wood twisted itself into that shape over centuries, as though the tree itself dreamed of dragons.
His magic is not the flashy sorcery of academy wizards. It is older, deeper, rooted in the bond between all living things. He can pour his will into animal allies, temporarily flooding them with the strength of the wild itself.
Most remarkably, the Druid grows stronger as the creatures he nurtures succeed. Each time an animal ally destroys an enemy under his guidance, the Druid absorbs a fragment of that victory, his own power increasing permanently. He begins each battle as a humble old man. He ends them as something far more dangerous.
The Gorgon remembers being human. She remembers laughter, warmth, the feeling of grass beneath bare feet. She remembers the jealous goddess who cursed her — twisted her legs into a serpent's coil, replaced her hair with living snakes, and condemned her to turn every living thing that met her gaze to stone.
But the goddess made a mistake. She intended the curse to create a monster. Instead, she created a warrior.
The Gorgon has learned to weaponize her curse with devastating precision. Her arrows carry a supernatural venom that can destroy any living creature they strike. Those who survive her arrows face an even worse fate: her Stone Gaze, which can petrify any living melee attacker before they can land their blow.
Despite her fearsome reputation, the Gorgon carries a deep sadness. She fights alongside mortals not for gold or glory, but because the battlefield is the only place where her curse becomes a gift — where the power that isolates her from the world finally has purpose.
The Witch was born with cat ears, amber eyes, and an unsettling smile — marks of a bloodline touched by fey magic generations ago. She grew up on the margins of society, too strange for the villages, too human for the fey courts, finding companionship only in the stray cats that seemed to follow her everywhere.
Her signature ability is transformation. With a whispered word and a flick of her wrist, she can turn an enemy unit into a helpless rat — reducing even the mightiest warrior to a squeaking, terrified rodent.
But her most dangerous power is Mind Control. Once per game, she can reach into an enemy human's thoughts and twist their loyalty, turning them against their own allies for a brief but catastrophic moment.
She can also peer through the fog of war itself, revealing hidden units with a casual glance. In a game built on secrecy and hidden deployment, the Witch is the ultimate spoiler — a grinning, cat-eared agent of chaos who treats the battlefield like her personal playground.
The Sorcerer speaks rarely and smiles less. Her lavender hair drifts in winds that don't exist, and the crystal orbs that orbit her body contain glimpses of places and times that haven't happened yet — or perhaps already have, somewhere.
She was discovered as a child, standing in the center of a collapsed building, completely unharmed. The building had not been destroyed — it had been relocated. Every brick, every beam had been teleported exactly three miles to the east.
The Sorcerer's power is not elemental destruction or healing light. It is something far stranger: she manipulates the fundamental rules of where things are and what is likely to happen. Her Translocation ability can swap the positions of multiple allied units simultaneously.
She is physically frail, perhaps the weakest combatant on the battlefield. But strength means nothing when your opponent can rearrange the entire board in a single action. The Sorcerer doesn't win fights. She makes fights irrelevant.
The Hydra does not negotiate. The Hydra does not retreat. The Hydra does not sleep. It exists in a state of perpetual, ravenous hunger, its seven heads weaving through the air like a nightmare garden of fangs and scales.
Ancient records describe the Hydra as a guardian of the Threshold — the boundary between the mortal world and whatever lies beneath. When that boundary cracked during the Sundering Wars, the Hydra crawled through, and no force has been able to send it back.
What makes the Hydra truly terrifying is not any single head — it is all of them at once. When the Hydra attacks, it strikes every adjacent enemy simultaneously. There is no flanking a Hydra, no surrounding it with superior numbers.
Commanders deploy the Hydra at the center of their formation, where its multi-attack can control the largest area. It is not subtle. It is not strategic. It is simply overwhelming — a living catastrophe that turns organized battle lines into feeding time.
The swamps east of the Blackwater Delta are home to many dangers, but none so bizarre and terrifying as the Giant Frog. Standing taller than a horse and weighing as much as a small cart, this amphibian predator has evolved into something that defies natural law.
Its most distinctive ability is its leap — a sudden, explosive jump that carries it over obstacles and behind enemy lines. If the path is clear, it can chain multiple leaps together, crossing the entire field in a series of thunderous bounds.
But the Frog's second weapon is perhaps even more unsettling: its tongue. Measuring nearly twenty feet when fully extended, the tongue can latch onto a distant unit and drag it bodily toward the Frog's gaping maw.
The combination of mobility and displacement makes the Giant Frog a tactical puzzle with no clean answer. Guard against the leap, and the tongue pulls your key units out of position. Guard against the tongue, and the Frog leaps behind your lines.
She was a countess once, centuries ago, ruling a small but prosperous domain from a castle perched above the fog line. When the plague came and her people began to die, she made a deal with something that should have stayed buried — trading her mortality for the power to save her subjects.
The power came. The salvation did not. She rose as something neither alive nor dead, with wings like a bat and a hunger that could never be fully satisfied. Her subjects became her first victims.
The Vampire's fighting style reflects her cursed nature. She can consume friendly living units, draining their life force to increase her own combat strength. A Vampire who has fed becomes a devastating combatant, her stolen strength making her nearly unstoppable.
But the curse demands its due. After feeding, the Vampire's stolen power begins to fade. She is a weapon with a timer — devastating in the short term, but requiring constant sacrifice to maintain her edge.
In the sewers beneath every city, in the grain stores of every village, in the dark corners of every cellar — the rats are always there. But the Rats of Fantasy Draft are not ordinary vermin. They are something ancient, something that has evolved in the shadows for millennia.
The Rat is small, fast, and individually weak. On paper, it should be no threat to armored warriors and magical beings. But the Rat doesn't fight on paper. It fights dirty.
Its Poison ability is a gamble — a roll of the dice that can end any living creature regardless of how powerful they are. When the Rat attacks and the poison takes hold, even the mightiest hero falls.
The Rat doesn't need to be strong. It just needs to be lucky once.
The Skeleton remembers nothing of the person it once was. No name, no history, no loyalty beyond the dark magic that holds its bones together and drives it forward. It is the simplest expression of necromantic power.
What it lacks in memory, it makes up for in terrifying resilience. Arrows are utterly useless against the Skeleton. The projectiles pass between ribs, through empty eye sockets, between joints that no longer need tendons to function.
The Skeleton's connection to the Necromancer gives it additional significance. Each Skeleton in play strengthens the Necromancer's Dark Power, creating a symbiotic relationship where the army of the dead empowers its creator.
Despite its low individual strength, the Skeleton's combination of arrow immunity and synergy with necromantic magic makes it a cornerstone of any undead strategy. It does not tire, does not fear, does not hesitate.
No one planted the Meat Eater. No one cultivated it. It simply appeared one spring in the poisoned soil of the Blightmarsh — a flower that opened to reveal row upon row of teeth instead of petals. By summer, it had consumed every living thing within a hundred yards. By autumn, it had learned to walk.
Its most devastating ability is Devour — a reflexive counter-attack that triggers when a living melee attacker strikes. Before the attacker's blow even lands, the Meat Eater's jaws snap shut around them. Warriors who charge expecting an easy kill find themselves swallowed whole.
What makes the Meat Eater truly terrifying is its Leveling ability. Each creature it consumes feeds not just one plant, but all Meat Eaters on the field. They grow stronger together.
The Meat Eater is patient. It can wait in a hex for turns, looking like nothing special, until an enemy wanders too close. By then, it's already too late. The garden is always hungry.