228 creatures across five rarities. Draw seven, bluff your lineup, flip for the win. Type beats type — even a common can fell a mythic. One-finger math, nothing over 10.
Play now with a free digital pack — no wallet, no risk, nothing lost. Physical & on-chain cards (with real for-keeps stakes via contract) arrive with the printed set. Your Pentagon account carries your collection across both.
A number-first battler for ages 8+. Two players, a deck of ten, first to four captures. Learn it in one match.
⚔ ATK — how hard it hits (1–5). ❤ HP — how much it takes to fall (2–10). +N ▶ element(s) — its combat box: it hits +N harder against the listed element(s). Common & uncommon list one element; rare and up list two.
Kill rule: a card falls if the attacker's effective ⚔ ≥ its ❤. Checked both ways at once.
| Hunter | Chance to fell a mythic (with the counter element) |
|---|---|
| Common | Never — max 3+3=6, a mythic has 7–10 HP |
| Uncommon | ~11% — a lottery ticket |
| Rare | ~31% — a real gamble |
| Legendary | ~50% — the mythic-slayer |
A mythic is a fortress that only the right element brings down. To hunt one, you have to risk your own big cards — which is exactly the point.
Friendly (default): nothing changes hands — play for bragging rights. Keeps (both agree): the winner takes the cards they captured. Your deck churns every match — you're always losing winners and rebuilding, so deck construction is the real skill, and copying a good list is fair game. DNA Arena (on-chain, coming soon): build decks from your DNA fragments and stake fragments — not whole NFTs — so for-keeps stays affordable.
Who holds the most cards of each rarity. Keeps wins move real cards — climb by capturing.
Standings shown are the live demo pool — global rankings go server-side at launch.