Rankbreaker

Rankbreaker

About the Game

Six rounds. Thirty seconds. That's all you got. Pick your cards, unleash your powerful Disruptors, and dominate the board. Take two out of three locations and the win is yours. You're stepping into a battleground where the rules are simple but the climb is not.

It's turn-based card battles, pure and simple, but with a twist. Your rank is your wallet. Every point you have you took from someone else, and every point you spend on your collection is a point off your standing. Your climb up The Trophaeum determines your power, your status, and how far you can fall before you don't matter.

Four disruptors in your deck. One gets drawn per match. One round to play it or burn it. It could be anything. Raven and suddenly both players are playing with their hands face up for the rest of the match. Void wipes your entire field on round five, turns every location to Deadspace, and gives you one round to figure it out. Lean into The Trophaeum, or get off the tower.

Paragons can't be bought. Every one of them gets unlocked by playing their base card in winning matches. Pure skill, no shortcut. And once you've got one, normal cards don't register. Only other Paragons, disruptors, and locations can touch them. Power isn't an in-app purchase.

Lost? That sucks. That player becomes your Rival. They stay on your list until you take them down or someone else becomes your rival first. Hunt them directly or pair up against them in matchmaking for a double or nothing rematch or let your list build and watch your options grow.

If that's not enough, put a price on their head. That price gets displayed on The Trophaeum, and hunters will try to take them down. If they win, they earn the Scrip and you get a portion of the rank points. But if they choke, the target walks away with half your Scrip and you go from paying for revenge to pouring salt in your own wound.

Three random locations reveal every match, each with their own rules. Deadspace kills abilities. Clocktower forces a seventh round. The Steps adds an extra card to your hand. You're playing whatever the board gives you.

Factions change that. If your faction controls a location, it shows up in every match you play. Two locations are still random. One never is. Rival faction holding the location you want? Declare war. Win the war, take their land. They're left with nothing.

(Even if you hate the game, the soundtrack kicks ass.)

Initial Release