Ratty Arcana · Soul Siphon

How to Play

A fast 1v1 duel over one shared pool of energy. Siphon it with poker-style combos, defend when you're the target, and drain your rival's pool to nothing.

1v1 Duel Fast Matches Free to Play Beta
1v1
Head to Head
100
Energy Pool
7
Opening Hand
9
Combos
100
To Win
The Goal

One pool, conserved

Both rivals begin with an equal share of one shared pool. Energy is never created or destroyed. When you win an exchange, it flows from the loser into the winner. The total never changes.

Your orb glows brighter as it fills and dims toward grey as it drains. Drain your rival's orb to nothing — hold the entire pool — and you win the rite on the spot. It's a tug-of-war, not a health bar. To win, you must take it all.

YouFilling
RivalDraining
Win the exchange · siphon their energy
Your Turn

Attack, Then They Answer

On your turn you strike your rival with a combo from your hand, and they get to answer. Win the exchange and you siphon from them; lose it and the energy flows the other way.

I

Face Your Rival

One rival sits across the shared pool. Every strike you make lands on them. There is no target to pick.

II

Build a Combo

Select cards from your seven-card hand to form a poker-style combo. The stronger the combo, the more energy it siphons.

III

Resolve

They defend, counter, or take the hit. Energy moves, you both draw back up to seven, and play passes on.

Combos

The Hands You Can Play

Combos work like poker, with one twist: straights and flushes only need three or more cards, not five. A combo's siphon power is its card values multiplied by the strength below.

×1.15
Pair
Two of a rank.
×1.45
Three of a Kind
Three of a rank.
×1.4
Straight
Three or more in a run.
×1.5
Flush
Three or more of one suit.
×1.7
Full House
Three plus a pair.
×2.2
Straight Flush
A run, all one suit.

Also in the deck: Single ×1.0 · Two Pair ×1.3 · Four of a Kind ×2.0. Weakest to strongest, the multiplier climbs.

Defending

When You're the Target

Being attacked is not the end. It's a chance to flip the flow. When a combo is aimed at you, you have three ways to respond.

Clash
Answer Bigger

Play a stronger combo. Win the clash and you siphon them instead.

Counter
Play a Major

Nullify, halve, or reflect the strike with the right Major Arcana.

Take It
Pass

Let it land and keep your cards for a better moment.

Resources

Orbs & Suits

The orbs you hold quietly strengthen every combo you play. An orb whose element matches a suit in your combo hits far harder. Line your suits up with your orbs and your strikes bite deep.

Orb of Embers

Embers

Will · Fire
Orb of Tides

Tides

Emotion · Water
Orb of Daggers

Daggers

Thought · Air
Orb of Spoils

Spoils

Material · Earth

Resonance: match an orb's element to a suit in your combo for a bigger boost. Hold more matching orbs and the bonus stacks.

Major Arcana

Fate-Shifting Powers

Majors break the normal rules. Some are counters you save for when you're attacked; others empower your next strike or refill your hand. Eight of the 22 are dealt into each game, so no two matches play the same.

Winning

How the Rite Ends

Victory

Take the Whole Pool

The instant you drain your rival's orb to nothing — holding all the energy in play — you seize the rite and win.

Danger

Bled to Grey

Lose exchanges and your energy drains into your rival. Run dry and you're out. Defend before it's too late.

Soul Siphon

Take the Pool

Soul Siphon is in open beta. Jump into a table against bots or friends.