You have inherited the manor of your uncle, the late zoologist Argon — a man who claimed, in his final correspondence, to have discovered the origin of every curious creature ever sketched in a field journal. The estate is yours now. The Lab still bubbles. The Garden is overgrown. The Study is locked. And somewhere, within this gothic structure, something has been waiting.

— a brief notice from Winslow & Associates, Solicitors

The Doors Are Sealed

SOONThe manor opens later this week.

How the Game Plays

— a brief tour for the curious naturalist —

1

Brew a Creature

In Uncle Argon's Lab, sketch your own creature, choose one of the six natures, give it stats, and christen it with a proper name. Each becomes a card in your collection.

2

Collect & Catalogue

Your creations live in the Menagerie Garden. Browse them, trade duplicates with visitors in the Parlor, and find rarer specimens through Mira Oakes' shop.

3

Battle in the Arena

Send a creature into the ring against a challenger. Turn-based combat — speed decides who strikes first, attacks chip away at HP, and type advantage tips the scales.

4

Uncover Secrets

Win battles, find journal pages, meet visitors, and slowly piece together what your uncle was really doing in this manor — and what he meant to leave behind.

A Specimen Card

— each creature is recorded on its own card —

  • Name & HP The wooden header bears the creature's name and its starting health — how many wounds it can take before it faints.
  • The Specimen A generated - or one of your own, framed in parchment. Every card in the game is unique.
  • Nature One of the six elemental natures. The colour of the card and its border tells you at a glance.
  • Two Attacks Each creature has two moves, each with its own damage value. Choose carefully — they aren't equal.
  • Three Stats Attack shapes damage dealt. Defence shields against it. Speed decides who strikes first.

The Wheel of Natures

— each nature has its rival, and each has its prey —

Wheel of Natures — type matchup diagram showing Ember, Thorn, Tide, Storm, Phantom, and Iron
Core rivalry — 1.5× damage
Phantom — slight edge against all, slight weakness to all
Iron — neutral, no advantages either way

The Six Natures

— as catalogued in Uncle Argon's field notes —

Ember
Ignis vivax
Burns through Thorn
Quenched by Tide
Tide
Marinus profundus
Drowns Ember
Struck down by Storm
Thorn
Silva vivens
Roots into Tide
Withers in Ember
Storm
Tempestas aurea
Crackles into Tide
Grounded by Thorn
Phantom
Umbra incerta
Slight edge against all, slight weakness to all
Iron
Ferrum stabile
Neutral. No advantage. No weakness.

Within the Manor

— the rooms you will come to know —

The Lab

Brew curious creatures from sketch and supposition. Choose their nature, set their stats, and christen them with a properly Victorian name.

Uncle Argon's workbench

The Menagerie Garden

An overgrown glasshouse of hedgerows and ponds where your creatures roam. Browse your collection by type, power, or peculiarity.

Across the manor's top floor

The Arena

Stake your best creatures in turn-based combat. Speed decides who strikes first; type advantage decides who falls.

Where coins are won

The Study

Argon's library, packed floor to ceiling. Read his journals, decipher his sketches, and discover what his life's work was leading toward.

Secrets within secrets

The Parlor

Visitors from the village arrive to trade. Buy cards, sell duplicates, and pay attention to the merchants — some carry stories worth more than coin.

friends and visitors meet

…and other places, should you find them.