Harvest is in the deck. Each player is dealt a hand of five.
Ember Grid
Harvest
Continue your match
Daily deal
Rulebook
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Your 7 touches their 4. Higher wins, and their card turns to your side.
1
Your turn
Play one card from your hand onto an empty cell. Drag it, or tap the card then the cell.
2
Capture
Compare the touching sides. On a square grid that is top, right, bottom, and left. On a honeycomb, each card also has an upper-right and upper-left number, and you compare whichever sides touch. Strictly higher takes the enemy card.
3
Ties
If the touching numbers are equal, nothing happens. Equalizer still captures on a tie. In Classic Mode, you can turn on Ties capture in Options so equal numbers capture too. Ember Mode never uses that setting.
4
Your hand
You always hold five cards. On a bigger grid, you draw another card after you play so you stay at five.
Close-up. Right-click or long-press any card to see its rule, a tip, and its numbers up close.
Preview. With a card picked, hover over a cell (or tap it once on a phone) to see what the play would do.
Hint. The Hint button under the table shows the play the Hard AI would make for you.
5 - 4 When the last cell fills, the side holding more cards wins.
The grid
When every cell is filled, whoever owns more cards on the grid wins. Cards still in your hand do not count unless Leftover scores is on in Options.
Numbers
Numbers run from 1 to 10 (shown as A). Boosts cannot go above 10. Live numbers turn gold when they go up and red when they go down.
Your record
Every match counts toward Stats, except Ember Road chapters. Wins with a card build its mastery star: bronze at 3, silver at 10, gold at 25.
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Deal hands
Shuffle the Base Set and Harvest, then deal cards for the grid size in Options.
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Draft hands
Take turns picking cards, back and forth, until both sides have a full deal. Five each on 3ร3, eight each on 4ร4, thirteen each on 5ร5, ten each on Honeycomb.
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Decks
Build a deck and save up to ten per grid. 3ร3 is five cards, 4ร4 is eight, 5ร5 is thirteen, and Honeycomb is ten. Each card costs embers: in a tribe the weakest card is free, then 1, 2, 3, and 4, so a whole tribe is 10 embers and fits on 3ร3. Starter decks give you a ready-made one, and the deck menu copies or pastes deck codes. The computer brings a random deck under the same cap.
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League
You plus Ash, Vesper, and Rook on 3ร3. Draft twenty cards, five each, or bring a finished 3ร3 deck. Everyone plays everyone twice, best of three. Rankings use series wins, then game wins, then grid score. Leftover scores and Ember/Classic stay locked for the season.
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Daily deal
The same hands, rival, and ability rolls for everyone each day, on 3ร3 against Hard. Your first finish is your score; replays are practice. Share your result as an emoji grid.
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Ember Road
Twenty short chapters that teach the game one tribe at a time. Until you finish it, Deal and Draft only use the tribes you have met.
The table
Grid size
The usual grid is 3ร3, five cards each. In Options you can play 4ร4 (eight dealt), 5ร5 (thirteen dealt), or a Honeycomb of nineteen cells (ten dealt). You still start with five in hand. League always uses 3ร3.
The cards
85 cards in seventeen tribes. The Base Set is 70. Harvest adds 15, for Halloween and Thanksgiving. Every Ember card has an ability.
Ember or Classic
Ember Mode uses abilities. Classic Mode is numbers only. Set this in Options before you deal.
Every Ember card belongs to a tribe, and the tribe is its ability. Tap one to see a card from it.
Changelog
Alpha stamps. Newest first. Tap the version on the menu anytime.
0.54 Alpha
License and credits: Ember Grid is ยฉ 2026 sybernomad, all rights reserved. Options now ends with About and credits for the emoji, fonts, and icons the game uses.
0.53 Alpha
Deck builder on phones: the deck is now a compact bar at the top (name and embers on one row, a strip of small cards, Play beside the hint), and the deck builder fills the screen, so the card list gets most of the room. The starter deck prompt no longer stretches the empty slots.
A new Rulebook: tabs for Basics, Winning, Modes, and Tribes, an animated capture diagram, and a tribe guide grouped by when each ability works. Tap a tribe to see one of its cards up close.
0.52 Alpha
Continue your match: close the game mid-match and pick up where you left off from the menu. Works for Deal, Draft, Decks, shared codes, and the daily deal.
Daily deal: the same hands, rival, and dice for everyone each day, on Hard. Your first finish is your score; practice after that. Share your result as an emoji grid and keep a day streak.
Card mastery: win with a card 3, 10, and 25 times for a bronze, silver, and gold star. The close-up shows how close each card is.
Rival themes: each rival has their own music during a match, and it builds as the board fills. Turn it off in Options, under Sound.
0.51 Alpha
Options always shows the Install section now, with a note when this browser or this copy cannot install yet, instead of hiding it.
0.51 Alpha
Plays offline. Card pictures and fonts now come with the game, so it no longer needs the internet once it has loaded.
Install it: Options, then Install, adds Ember Grid to a phone's home screen or a computer's apps. On iPhone, use Share, then Add to Home Screen.
When a new version is out, a note offers to update. It waits until you are not in a match.
Tap to preview on touch screens: the first tap on a cell shows what the play would do, a second tap plays it. On until you finish the Ember Road; change it in Options.
A bigger "Start the Ember Road" banner on the menu for new players.
0.49 Alpha
Ember Road replaces the tutorial: 20 short chapters, each hosted by a rival, that teach one tribe at a time. A guided play shows the tribe working, then the match is yours to finish.
Until you finish the road, Deal and Draft only use tribes you have met. Turn that off in Options.
Starter decks in the deck builder: six ready-made decks, one per rival style.
Hint button: shows the play the Hard AI would make for you.
Right-click or long-press any card for a close-up with its rule, a tip on how to play it, and its live numbers.
The first time you meet a tribe in a match, a short note explains it.
Comfort settings: effects level, text size, opponent pace, and team symbols on every card.
0.48 Alpha
Play preview. Pick a card and hover or drag over a cell to see what it would capture, the fight on each edge, and who its ability hits. Random abilities say so. Turn it off in Options.
Every match has a rival: Ash, Vesper, Rook, Marrow, Bramble, or Quill. Each leans on their own tribes, has a face on the scoreboard, and has something to say when the match starts, when a big capture lands, and at the end.
New sound: a card whoosh and slap, capture bells that climb with a chain, and win and loss stings. Table ambience in Options adds a quiet fire and a harp under the game.
Cards can show paintings. Any card without one keeps its emoji.
0.47 Alpha
Cards on the table wear their tribe color, like in Decks and the draft. Team shows on the frame, the glow, and the nameplate. A captured card keeps its old frame until it turns.
Honeycomb plays are smoother. The cells no longer redraw their outlines and shadows on every frame of an effect.
Honeycomb cards in Decks and the draft are hexagons, laid out like the ones on the board.
The match screen shows the result big, a bar of the final grid, and your captures, their captures, and your streak.
Decks, League, and Tutorial on the menu have icons and match each other.
Fixes: on phones the build stamp no longer covers the match code box, and the Decks filter opens in place instead of over the cards.
0.46 Alpha
A new look across the table. The menu is a full screen with a big Play tile that shows three cards from your deck. Stats, Rules, and Options sit at the top.
Every pop-up shares one layout: title and close at the top, the content scrolls, and the buttons sit at the bottom. Switches replace checkboxes in Options.
Decks has two panes on a wide screen: the collection on the left and your deck on the right. Embers show as pips, cards are tinted by tribe, cards in the deck are checked off, and Play this deck starts a match from right there.
The draft shows whose pick it is, the whole pick order as dots, and both hands filling up. Each pick flies into its hand. Big drafts use wider rows so cards stay readable.
On phones, five cards in hand now fit across the screen.
0.45 Alpha
Every tribe has new ability effects. Bolt charges before it strikes. Curse sends a skull. Cinder lobs a fireball. Siphon spins a whirlpool. Pendulum swings a clock hand. Each has its own colors and a short sound.
Changes float over the card they hit: -2 from Bolt, +1 from Buff, and so on. Siphon and Notch show it on the side they cut.
Wither drifts to the hand card it weakens. Symbiosis now shows when its cards grow in hand.
When one play sets off several abilities, they show one after another.
0.44 Alpha
A played card flies from the hand to its cell and lands with a hit: a ring, sparks, and a nudge to its neighbors. Heavy cards shake the board.
A captured card turns away from the card that took it and keeps its old color until it is edge-on. Several captures turn one after another, with a Double, Triple, or Sweep call.
Ability effects, capture sounds, and the turn banner wait for the card to land. Reduced motion skips the flight.
0.43 Alpha
Ember Grid can be built as a Windows program. It is this same table.
0.42 Alpha
The battle-page title is the words Ember Grid again. The holiday gradient stays inside the letters.
0.41 Alpha
Harvest, the first expansion. Fifteen cards, three tribes: Wither, March, and Notch. Names and faces are Halloween and Thanksgiving.
Wither lowers a random card in the enemy hand. March steps into a friendly neighbor's seat and captures from there. Notch cuts one touching number by 2, then captures.
The table wears a holiday coat: pumpkin and violet, plus cobwebs in the corners. Remove season-harvest from the page to bring the ember colors back.
A new build stamp loads fresh styles and scripts. Career stats, decks, and the league stay saved.
0.40 Alpha
The face on a card is the art. The emoji fills most of the card on the table, in your hand, in a draft, on the honeycomb, in the compendium, and in the deck builder.
0.39 Alpha
The deck builder on a phone fills the screen. Your deck sits in a tight grid (two rows of four on 4ร4). The collection scrolls underneath, four cards across on a phone and five or six on a wider screen.
Deck slots page five at a time, up to ten lists. The menu adds a deck, deletes one, fills a random legal list, and copies or pastes a deck code.
Search cards by name. A full deck can swap: tap the card you want, then tap the deck card it replaces.
Collection cards each get their own slot. Mechanic, ember, and sort filters open from a Filter button so the list can use the screen.
0.38 Alpha
Symbiosis counts on the turn you play the card, then the card goes back to its printed numbers. Cards still in your hand keep growing.
Decks replace Tribe Decks. Build and save eight decks for each grid. Cards cost embers, and the weakest card in each tribe is free.
A tribe is the ability name. Buff, Curse, Blast, and the rest. The old flavor names are gone.
Every tribe costs the same: free, then 1, 2, 3, and 4. A whole tribe fits in a 3ร3 deck.
The deck builder shows every mechanic as an icon. Pick more than one. Hover an icon to see its name. Sort by name, ember, or mechanic, then flip ascending or descending.
A deck code copies the current list so a friend can load the same cards. The deck window stays one size, and a click outside it leaves it open.
A finished deck plays from the menu in one tap. Deal Hands and Draft Hands stay their own games. The tutorial is a line under How to Play.
The deck builder saves and returns to the menu. Play stays on the menu tile.
League can open with a draft, or with a finished 3ร3 deck. The other three seats bring random decks.
5ร5 deck cards show the mechanic mark. On a phone the sort list stays a short pill.
0.37 Alpha
No rule changes. Styles, the card list, match rules, the AI, and the league now live in their own files.
0.36 Alpha
Tutorial on the menu is three replayable lessons. Each turn shows you which card to play and where.
Capture is the fight, ties, and the Battle log. On play is abilities that fire when you play a card. On the board is abilities that keep working.
Tutorial matches are not added to your record.
0.35 Alpha
Honeycomb stays in Options, with 3ร3, 4ร4, and 5ร5. The title screen is just the menu again, centered.
The grid stays put when the other hand runs out.
Viewing the final board shows Battle log once.
Honeycomb draft cards fit inside the draft window.
0.34 Alpha
Honeycomb in Options. Nineteen cells. Ten dealt, open five, draw after you play. League and Tribe Decks stay 3ร3.
Each card gains an upper-left and upper-right number, so every side of a hex has a facing. Square grids still use the original four.
Base Set is 70 cards in fourteen tribes. Poison can capture after it lowers neighbors. Grove grows with captures. The Tide card is Clock.
0.33 Alpha
4ร4 and 5ร5 in Options. League and Tribe Decks stay 3ร3.
Hands stay five. Bigger deals start with five in hand and draw after each play. 3ร3 still deals five with no draw.
A drawn card flies into the hand so the refill is obvious.
Selected hand cards on 4ร4 and 5ร5 sit above the grid so the top number stays readable.
Replay / New Hands on the final grid stay centered on the bigger tables.
Menu How to Play is three steps with no numbers. Rules is grouped: How to Play, How to Win, The Table, Game Modes, and Abilities.
4ร4 and 5ร5 card faces on desktop use larger glyphs so the art matches the bigger cells. Phone layout is unchanged.
The 5ร5 draft pool stays inside the window. Ability rules keep the mechanic icon and description.
0.32 Alpha
Classic Mode can turn on Ties capture, off by default.
Ember Mode never uses Ties capture, so Equalizer stays the only tie capture.
0.31 Alpha
Each ability has a short table effect when it actually lands.
Haptics in Options, off by default. Short pulses on play, ability hits, and captures.
0.30 Alpha
Ember League is a six-week double round-robin. Each meeting is best of three.
0.29 Alpha
Ember League: you plus Ash, Vesper, and Rook. Snake-draft twenty, then a season on 3ร3.
0.28 Alpha
Leftover-off by default. Most cards on the board wins.
Leftover scores lives in Options if you want the unplayed card to count.
0.27 Alpha
Battle log window. Captures still flash on the cards.
Facing pass: Paladin, Celestial, and Dragon retuned.
0.26 Alpha
Hush vs Hush cancel. Two Silence cards next to each other no longer strip the rest of the board.
0.25 Alpha
Live numbers tint gold when they sit above the printed face and red when they sit below.
0.24 Alpha
Share stays on the final-board bar with Replay and New Hands.
0.23 Alpha
Public roadmap for what ships next.
0.22 Alpha
Match Over is a compact card so the result does not wrap under the close control.
0.21 Alpha
Slimmer Share on Match Over. Copy the code; no native share sheet.
0.20 Alpha
Share a match code or link so someone else can play the same deal.
0.19 Alpha
Fix the ghost close button that lingered after a window faded out on phones.
0.18 Alpha
Toolbar SVG icons, modal motion, and ember particles on the mobile menu.
0.17 Alpha
Ability names on cards in play. Windows card faces no longer go missing.
0.16 Alpha
Ignore the leftover tap that used to land on Match Over.
0.15 Alpha
Poison now only hurts neighboring enemies.
0.14 Alpha
Bolt restored. Cinder stays a five-card tribe.
0.13 Alpha
Tribe Decks: pick a tribe for you and the opponent, or leave either one random.
Tap a played card to pin its ability tip on mobile.
0.12 Alpha
Alpha build stamp on the main menu. Pre-1.0, so the number moves on every PR.
Compendium
85 cards in seventeen tribes. The Base Set is 70. Harvest adds Wither, March, and Notch. Every Ember card has an ability. Classic Mode still strips abilities and plays as pure stats.
Options
Match
Game Mode
Ember Mode: Every card has an ability. Seventeen tribes. Harvest is in the deck.
Off (default): Equal numbers do nothing.
AI Difficulty
Grid
3ร3 (default): Five each. Decks are five cards. League always uses this size.
Off (default): Only cards on the grid count. Cards left in hand are choices, not points.
Learning
On (default): With a card picked, hover or drag over a cell to see what it would capture, each fight, and who its ability hits. Random abilities say so instead of guessing.
On until you finish the Ember Road: The first tap on a cell shows the preview, a second tap on the same cell plays. Off: one tap plays right away. Dragging always previews as you move.
On (default): A Hint button under the board suggests a play and shows why.
On (default): The first time a tribe shows up in a match, a short note explains it.
On for new players: Until you finish the Ember Road, Deal and Draft only use tribes you have met. Turn it off to play with every card.
Comfort
Effects
Full (default): Every effect. Light drops the screen shake, smoke, and extra sparks. Off keeps only color flashes.
Text size
Makes the words in menus, notes, and pop-ups bigger.
Opponent pace
How long your rival waits before playing. Relaxed gives you time to watch each effect.
Off (default): On adds a shape to every card's name, โ for yours and โ for theirs, so team never depends on color alone.
Off (default): No vibration. On: a short pulse on play, ability hits, and captures. Phones that support it only.
Sound
On (default): A quiet fire and a few harp notes under the game. The mute button turns off all sound.
On (default): Each rival has their own music during a match. It builds a little as the board fills.
Install
Play offline
About and credits
Ember Grid ยฉ 2026 sybernomad. All rights reserved. The game, its cards, rules, and art are original work and are not licensed for copying, re-hosting, or redistribution.
Emoji graphics: Twemoji ยฉ Twitter, Inc and other contributors, CC-BY 4.0.
Fonts: Cinzel and Outfit, SIL Open Font License 1.1.
Sounds and music: synthesized in the game, no recordings.
An Ember League is in progress. Leftover, Ember/Classic, and Classic Ties capture are locked for that season. Ash, Vesper, and Rook all use the AI difficulty set here.
Career stats
Record (W-L-D)
0-0-0
Win Rate
0.0%
Streak / Best
0 / 0
Total Captures
0
Most played cards
None yet.
Draft hands
Sixteen cards from the deck. Snake order: 1 pick, then pairs of 2, until each hand is five.
Your Hand: 0/5 | AI Hand: 0/5
Decks
Embers0 / 10
Mechanics
Ember
Sort
Delete this deck?
Match Over
-Blue
-Red
Your captures
0
Their captures
0
Win streak
0
Battle log
This match, in order. Card names wear the team color they had on that play. Captures still flash on the cards.
Ember Road
Learn the game one tribe at a time. Each chapter opens with a short guided play, then the match is yours. Finish a chapter, win or lose, and the next one opens. Until you finish the road, Deal and Draft only use the tribes you have met. Road matches are not added to your record.