Control the elements.
Build an empire.

Objective: Build the strongest empire, capture the opposition and protect your home. Control pairs of Earth, Air, Fire, and Water elements. Use tactical and strategic game mechanics to maintain a stronghold that leads to victory! The expert level negotiates a 5th element – Spirit.

3 challenge levels for ages 4 and up. Contents: 67 cards +1 rule reminder.

Rules in 2 formats:

(booklet fits in box with cards. print 2-sided, cut guides, and fold accordion ⓦ style)

(single 1-sided 8.5″ x 11″ page)

Optional end-game conditions. Selected condition must be agreed to by all players prior to dealing cards:

Quitters never win: When the end game condition is triggered, players excluding the triggerer take 1 additional turn in the usual fashion. Rulebook ratified in honor of the sacrifice made by king Christopher the Hopeful to his victor queen Tracy the Vanquisher.

Equal opportunity: Game ends after a full Round during which the end game condition is triggered. This provides each player an equal number of turns regardless of who first completes an empire. No sacrifice was made in the bringing of this option.

Cold war: The same rules as the equal opportunity option, except if at the end of the Round there is no empire with the required constituent pairs that normally trigger an end game condition, gameplay continues. Rulebook ratified in honor of the sacrifice all opposing players make communing with Bill the Dweller.


“I’ve strong defense for my new empire. None can breach these walls,” Zenthaea secretly keeps. She pairs Water’s cool constancy with Earth’s richness. Together their 14 strength dominates the battlefield.


“My wilderness will erode their elemental strongholds,” Litelsnek plans.


Katanya stocks an Air element for the end game.


Rhysca discards a broken, rusty sword.

Standard edition available for purchase at DriveThruCards.com.
Premium edition at MakePlayingCards.com.
Contact me for information about the Dungeons & Dragons edition.

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