Grakk the orc, Hakon the amphibian and Vex the alien pilot cross roots glowing with fluorescent green sap, accompanied by a floating core.

A TACTICAL CARD ADVENTURE

Three worlds.
One way home.

Lead a company from Elaria and Veyra.
Enter the land of the Moenites.

Play (beta)

Beta in development · play in Spanish in your browser

Discover Moenar
3 heroes on the field1 ally in reserveElaria and Veyra, one path

MOENAR · LAND OF THE MOENITES

The roads remember
those who cross them.

For generations, the Moenites built roads between the forests and stone cities of Moenar. They knew the roots that shine at night and the green veins beating beneath the mountains. They knew which places were best left alone.

Then a rift opened from Elaria, and an expedition from Veyra fell from the sky. The newcomers followed an old Moenite trail toward shelter. As they crossed its entrance, roots began to close behind them. Something glimmered inside the green gems. It did not look like a reflection.

A green sap watercourse leads through a forest toward an ancient causeway among limestone cliffs, with a stranded spacecraft hull on the left.
From the Forest of One Night to the Cantiles.

TWO CIVILISATIONS FAR FROM HOME

Choose who fights.
Decide who returns.

The clans of Elaria and the crews of Veyra bring together different species and skills. Choose three fighters and one reserve: their techniques share a single deck.

Elaria

On Elaria, the clans guarded the passages between worlds. When one broke open, mages, wardens and trackers crossed it, unaware that it would never open again. On Moenar, they seek the secret that might take them home.

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Grakk

Grakk

Orc · tank

Ysel

Ysel

Elf · support

Hakon

Hakon

Amphibian · fighter

Liriel

Liriel

Elf · assassin

Brunhild

Brunhild

Dwarf · tank

Ysolde

Ysolde

Human · mage

Veyra

On Veyra, travelling between stars was a profession. A green light drew one expedition off course; its hull came to rest among the mountains of Moenar. The survivors set out to find help with whatever they could salvage.

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YOUR CARDS GIVE THE ORDERS

Think like a company.

01

Gather your company

Choose three heroes and one ally in reserve. Their techniques come together in one shared deck.

02

Play your hand

Spend mana to attack, protect or prepare your next move. Cards are actions performed by your heroes.

03

Mind your position

There are two flanks. A hero in front protects the ally behind. Enemies keep their next action hidden.

The opening mission guides you step by step. Then choose your route, collect cards and decide how to carry on.

THE WAY FORWARD STARTS WITH YOU

Nobody crosses alone.

Take command and guide the travellers to the refuge.

Play (beta)

A playable prototype in development. Its look and experience will keep growing.