Honour Vs Madness

A dark magical card duel where the Wizarding Society binds spellcraft with oath and iron, while the Shadow Realm tears power from the breach.

  • Build RitesCombine one to three cards into ritual spells.
  • Break ShieldsWin duels by shattering the enemy ward first.
  • Claim PowerAdd reward spells and survive the run.

The Breach

A covenant cracked open the world.

Long ago, the Wizarding Society forced magic to answer to witnesses, written consequence, and the First Covenant. Then the Night of the Broken Rite tore a passage into the Shadow Realm, and every spellcaster had to choose what power should become.

Honour protects the world, but can become cold and punishing. Madness frees the impossible, but often leaves ruin behind.

The Wizarding Society

Agatha Flint leads the Society's disciplined wardens into the breach. Their Honour magic is gold law-script, ward lanterns, star sigils, iron seals, and disciplined chains that turn defence into judgement.

The Shadow Realm

Edric Vane commands raiders who dress rebellion as theatre. Their Madness rites are soul wisps, cursed rigging, bone masks, crooked blades, sacrificial pressure, and beautiful spells that refuse to behave.

Champions And Card Spirits

The duel is fought by names worth remembering.

Leaders command the arena. Battlers and card characters bring the schools of Flame, Veil, Bone, Star, Iron, and Rift into the ritual row.

Agatha Flint
Wizarding Society

Agatha Flint

Commander, oath-mage, and the first to return from the breach with her mind intact.

Edric Vane
Shadow Realm

Edric Vane

A Shadow Realm pirate hero who turns sacrifice, curses, and souls into advantage.

Sister Maera Solenne
Star Judge

Sister Maera Solenne

She mends wounds only after naming the truth that caused them.

Octavian Grin
Rift Swordsman

Octavian Grin

He treats distance, walls, and battlefield lines as suggestions.

Cards Become Spells

Every hand is a ritual waiting to happen.

Choose cards, form patterns, and cast before the Shadow shield outlasts yours. Consecutive tiers, shared schools, faction chains, and fractured alliances all change the force of a spell.

Covenant Run

Three neighboring tiers become a precise chain, sharpened by the old laws of the First Covenant.

Echo Pair

Shared schools resonate: Flame with Flame, Veil with Veil, Bone with Bone, and stranger echoes beyond.

Fractured Rite

Wizarding Society and Shadow Realm magic can be forced into the same cast. It is dangerous lore, but powerful play.

Prototype Run

Step into the arena and break the Shadow shield.

The guided duel teaches the ritual row, then Free Play carries reward spells forward through a five-duel prototype run.

Play Honour Vs Madness