Advanced rock-paper-scissors, with numbers

Collect the realm.
Clash for keeps.

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.

▶ Open a free pack & play Browse all 228 cards Read the rules
228
Designs
17
Elements
88
Gold grails
2 min
A match
Digital first, collectable later.

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.

The Rulebook

EF CLASH

A number-first battler for ages 8+. Two players, a deck of ten, first to four captures. Learn it in one match.

Every card, three things

⚔ 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.

The ritual

1
Stack. Commit a deck of exactly 10 cards you're willing to play.
2
Show. Seven of your ten are dealt face-up — both players see each other's 7. Three stay hidden.
3
Swap. Secretly switch up to 3 of your shown 7 with your hidden 3. They know 7 of your 10 — never your final line.
4
Order. Arrange your final 7 face-down in a pile — the flip order — and place it on the table.
5
Clash. Flip top card vs top card. Element advantage adds +N ⚔. A card falls if the attacker's ⚔ ≥ its ❤ — checked both ways. Whoever's card falls is captured; both fall = mutual KO, nobody scores.
6
Win. First to 4 captures ends it. (All-in, agreed up front: no early stop — all 7 flips play out.)

The ladder — who can fell a mythic?

HunterChance to fell a mythic (with the counter element)
CommonNever — 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 & Keeps

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.

The Encyclopedia

All 228 cards

All Common Uncommon Rare Legendary Mythic
The Standings

Top Collectors

Who holds the most cards of each rarity. Keeps wins move real cards — climb by capturing.

All cards Common Uncommon Rare Legendary Mythic

Standings shown are the live demo pool — global rankings go server-side at launch.

Friendly · Keeps · DNA Arena

Build your deck & CLASH