Boz Universe

A Boz Universe game · cards on your phone

The Hollow are at the gate.

Build a deck of the old peoples, the archers of the steppe, the reavers of the north, the hoplites of the coast, and hold your camp against the creatures of their myths. Short fights, a road that never ends, and every card painted.

  • iPhoneComing
  • AndroidComing

painted cards so far

Hollow from three myths

endless roads, more to come

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How a fight goes

A fight at the gate

Filmed from the game as it is today, on a phone-shaped screen.

  1. I

    Play your people

    Each turn brings 3 Var and five cards. Drag a card onto a Hollow to strike it, or play it to guard the camp or call a companion to your side.

  2. A turn against the Draugr: it will strike for 10, and the info bar says what to do
    II

    Read the Hollow

    Every Hollow shows what it will do next: strike, bind, guard. Hold any card to read it, tap a Hollow to see what it will do to it.

  3. III

    The gate holds

    Win and you choose one card for this road. Your deck grows fight by fight, and the road goes on: eight stops an act, and acts without end.

The cards

Every one of them painted

Archers and reavers, oracles and valkyries, a wolf, a centaur, an eight-legged steed. Pick a card to read it.

Three peoples, one deck

Mix them, and they lift each other

Each people has its own word. Play them in the right order and a weak card hits hard.

Türk

Hospitality

+2 for each Norðmenn card you played earlier this turn.

Norðmenn

Kin

+3 if the camp was hurt in the Hollow's last turn.

Hellenes

Chorus

+2 for each other people you played earlier this turn.

The roads

Each road is a myth that never ends

Eight stops an act: fights, an elite, Korkut's fire, the forge, and a boss at the pass. Beat it and the camp mends, and the next act begins, a little harder. The road ends when the camp falls.

Free

Türk

Road of the Steppe

Körmös in the grass, the Albastı at the lamp's edge, Tepegöz in the pass.

  • KörmösHollow
  • AlbastıElite
  • TepegözBoss

In the Unlock

Norðmenn

Road of the North

Draugr on the shore, the Mara at the bed, Níðhöggr under the roots.

  • DraugrHollow
  • MaraHollow
  • NíðhöggrBoss

In the Unlock

Hellenes

Road of the Olive Coast

Shades on the temple stair, Sirens on the rocks, the Hydra in the marsh.

  • ShadeHollow
  • SirenHollow
  • HydraBoss

Today's road

The same road for everyone, one try a day. Locked myths open on their day, so everyone gets a taste.

The Training Yard

New to cards? A short guided fight shows you every move before your first road.

Inside the game

Made for one hand

Choose a road: Each road is a myth, told in acts that never run out.
Choose a roadEach road is a myth, told in acts that never run out.
Hold the gate: Körmös comes for the camp. Your hand is four of your people.
Hold the gateKörmös comes for the camp. Your hand is four of your people.
A road of its own: The North in knotwork, the Steppe in kilim, the Coast in marble.
A road of its ownThe North in knotwork, the Steppe in kilim, the Coast in marble.
Hold to read: Every card says plainly what it does.
Hold to readEvery card says plainly what it does.
The gate holds: Choose one card for this road.
The gate holdsChoose one card for this road.
The forge: Raise a card a step on the material ladder.
The forgeRaise a card a step on the material ladder.

A fair game

Free to try. Pay once. No ads.

Free

A whole road to keep

The Road of the Steppe is free, for good, with every act of it.

Once

One purchase

The Unlock opens every other road, now and later. Pay once.

0

No ads

Not between fights, not for rewards.

0

No power for sale

Nothing you can buy makes a card stronger. Only playing does.

The waitlist

Hold a place at the gate

Boz Cards is coming to iPhone and Android. Join the waitlist for the playtest and the day it opens.

Where would you play?