

Play your creatures face down across three haunted places, reveal at the same time, and cry wolf to double the stakes. Over 100 folklore legends, from the Dahu to the Ankou, each drawn from a real belief. One match: five minutes. Free, with no random packs and no cards for sale.
Overview
Play your creatures face down across three haunted places, reveal at the same time, and cry wolf to double the stakes. Over 100 folklore legends, from the Dahu to the Ankou, each drawn from a real belief. One match: five minutes. Free, with no random packs and no cards for sale.
Description
Two players, three haunted places, six turns. You play your creatures face down, they all turn over at once, and whoever holds two places out of three takes the pot.
A match lasts five minutes. Learning the game takes three.
Every match is played for candles. Sure of your hand? Press the seal: the stakes double, you have just cried wolf. Your opponent calls, or folds and leaves you the pot.
The name comes from the fable. The shepherd boy who cried wolf was lying. So can you.
The Dahu, the Ankou, the Tarasque, the Beast of Gévaudan, Melusine, the korrigans, the White Lady, the Wendigo, Baba Yaga, the Yeti, the Kelpie, the Mothman. Every card comes from an attested legend, with its dates, its sources and its home ground. The full bestiary, with the real story behind each creature, is free to read on the official site.
The Dahu has shorter legs on one side, so it can only be played on the leftmost place. The White Lady always comes back: destroy her and she returns to your hand. The Ankou reaps the weakest card on each side. The Werewolf changes face when night falls, every other turn.
The eighteen places have laws of their own: Brocéliande shelters the fae, the Sabbath Clearing is night at any hour, and Gévaudan devours the smallest card every turn.
No random packs, no cards for sale, no power you can buy.
The collection opens up by playing: renown rises every match, won or lost.
What may be sold one day is how the cards look. Nothing that changes a match.
The game runs in the browser, on phones and on Steam, all on a single match server. Your opponent may well be on a sofa using one thumb: you will never know, and it changes nothing. A challenge link is all it takes to sit a friend down across from you.
Ranked online matches, private rooms, challenge links, instant rematch.
A solo mode against an AI that actually plays the game: it cannot see your hand, and it plans ahead.
A tutorial that is a real match, not a stack of pop-ups.
Twelve-card deck builder, several named decks, cost curve on screen.
Daily quests, a season track, a candle leaderboard, replays of your matches.
The full bestiary at any time, with the legend behind every card.
One developer and a lot of late nights. The illustrations are generated with AI on an art direction held by hand, card by card; the writing, the rules and the folklore research are human work, with every source opened and checked one by one. This is stated here because it is true, and because the site's devlog tells the rest without dressing it up.
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