A pen-and-ink card battler

SEAL·BOUND

Six schools of mana. Four ranks of mastery. A best-of-three duel fought with creatures drawn from a 16th-century grimoire.

or learn the rules first →

Every card is a page torn from a bestiary, rendered in dense crosshatch and iron-gall ink on aged parchment. Build a folder, charge your mana, and answer the foe summon for summon until one field outweighs the other.

120Hand-drawn cards
6Schools of mana
Best of 3Sets to win a match
The Six Schools

Choose your colours of mana

Every card is sworn to exactly one school. There is no mixing. Fire summons need fire mana.

fire

Fire

Aggressive heavy hitters. Burn bright, fall fast.

water

Water

Adaptive and balanced. The masters of combo.

nature

Nature

Resilient and sturdy. A slow, certain build-up.

dark

Dark

Cunning spellcraft that punishes the foe.

light

Light

Steadfast armoured ranks and late-game power.

earth

Earth

Grinding, brutal, and impossible to dislodge.

Four Ranks of Mastery

From gate guard to celestial Solar

Each line climbs through four ranks. Higher rank means more power on the field, and a steeper mana cost to summon.

I

Initiate

Free to summon, quick to fall. The gate watch of any folder.

II

Adept

Battle-hardened and dependable. The backbone of a side.

III

Master

Rare and decisive. The cards that close out a set.

IV

Archon

Legendary 55 / 55. Too proud to combo, too strong to ignore.

How a Battle Works

Five phases, then one clash

A round flows top to bottom through the same five phases every time. You and the foe alternate inside each one.

  1. IDraw

    Refill your hand. Each new card grants +1 mana of its school.

  2. IIPrepare

    Cast spells, charge mana, draw extra. Set the board before you commit.

  3. IIISummon

    Place creatures into the six field slots, paying their mana cost.

  4. IVCast

    Loose your remaining spells now that the field is set.

  5. VBattle

    Both fields clash. The side with more leftover life takes the set.

How a set is decided

YouAP 30 · HP 35
FoeAP 22 · HP 28
Your leftover life35 − 22 = 13
Foe leftover life28 − 30 = −2

The higher leftover takes the set. Match a recipe and that group counts twice. Combos win games.

The Codex

One hundred and twenty pages

Every creature and spell drawn in the same iron-gall hand, from gate guards to elder dragons.

What Comes Next

Own the cards you draw

As Sealbound grows, the rarest pages of the codex become sealed originals: collectible, tradeable, and verifiably yours.

Sealed Originals

Rare and legendary cards are minted as unique seals on an open ledger. The card you pulled is provably the one you hold.

Limited Drops

Boosters arrive in finite print runs. When a set is gone it stays gone, and the scarce cards inside keep their worth.

A Living Market

Trade, collect, and complete sets in a player-run marketplace that grows richer with every chapter we add.

Quietly On-Chain

You never need a wallet to play

The ownership layer stays sealed beneath the surface. Sign up, draw your hand, and duel in seconds. Beneath it, every sealed card is an NFT on a public chain doing its work silently. Players who came for the game never notice. Players who came to collect will find it waiting.

fireFire
waterWater
natureNature
darkDark
lightLight
earthEarth

Break the seal

The demo is free to play right now. Join the waitlist and we will send word when the full codex opens.