ZibblesPLAY TCG ONLINE
Fun GamesBROWSER DEMO

CREATURE DUEL · YOU VS COMPUTER

A little wild. A lot of strategy.

First to 7 Sparks

CHOOSE YOUR COMPANION

Who’s making the first move?

Click a full card below to choose your starter, then press Play with your chosen creature. Your opponent chooses in secret.
Both begin in the middle lane with a shield.

New to Zibbles? Choose Start tutorial above for popup explanations while you play. You can turn the tips off at any time.

60 creatures per deck · 3 lanes · Up to 12 rounds

Small creatures. Clever moves.

01 / Earn Sparks

Reach at least 7 Sparks, then finish the whole action: higher score wins and equal scores draw. Defeat an enemy for 1 Spark, or Claim an empty opposing lane. Your team can Claim only once per turn.

02 / Spend your actions

You normally get 3 action points. The first player gets 2 and skips their first draw. Deploying costs the card’s displayed action cost; other actions cost 1 and exhaust the acting creature.

03 / Read the battlefield

Ready creatures can act. Newly deployed creatures are exhausted. At the start of your turn, ready your creatures and draw one card if your deck has any.

04 / Attack and defend

Attack the enemy in the same lane. Attack at least their Defense deals 2 wounds; lower Attack deals 1. A shield prevents 1 wound, then disappears. There is no counterattack.

05 / Make a Relay

Swap with a teammate within your movement range and attack from the new lane. Only the creature initiating the Relay exhausts. Or use Move to reposition without an attack.

06 / Meet your creatures

Select a creature to read its abilities and legal moves. Bolterwisp can intercept attacks; Gearsnout lets you choose a searched card. Abilities resolve automatically after your choices.

After round 12, higher Sparks wins; equal scores draw. Each wound represents 100 damage; fill a creature’s wound spaces (Health ÷ 100, rounded up) to defeat it. Ability wounds ignore Defense but use shields unless stated otherwise. Skill sets deployment cost: 100–199 costs 1 action, 200–299 costs 2, and 300–399 costs 3. Speed 100–199 reaches a neighboring lane; 200–299 reaches either other lane. This demo uses Rules Edition 1.0 and the September 9 creature data. Refreshing or leaving this page loses your match.

The computer waits while you read. Your match uses the normal rules.

THE SPARKS HAVE SETTLED