Summon creatures, build your deck, duel on a hex board and explore six regions.
Coming soon to Google PlayA game for adults (18+). Epic fantasy, imaginary creatures.
Centuries ago the first Summoners sealed the ancient creatures in shards. Now the shards are waking: you can summon them, bind them to you and find out who else is listening.
Four elements — Water, Earth, Fire, Air — and four rarities, all hand-painted. The rarest have special abilities.
Deploy creatures on your row, move, attack and use the terrain: on its own element a creature gets +1 Attack. No dice, everything readable.
Pick a road on the map and your Summoner sets off, even with the screen off. Events, choices, encounters and duels along the way.
Warden, Knight, Smith, Captain, Voice and Oracle: each unlocks as the story goes on and changes how you play.
20 to 24 cards, up to two copies each, plus spells bought in the Village. Edit and test as you like.
Come back every day for the coin gift, climb the weekly leaderboards and compare collection, exploration and duels.






Mills, fords and hollow oaks: the rural heart where it all begins.

A fallen kingdom of crypts and knights, spectral yet noble.

Forges, mines and high-altitude storms.

Harbours, lighthouses and sunken cities.

Primeval forests and sleeping giants.

Golden deserts, stelae and mirages.
Warden of the Valley
Spectral Knight
Storm Smith
Tide Captain
Voice of the Ancients
Oracle





No direct power for sale: fragments are new creatures to collect and the odds are always shown in the game.