NIDDAK Tactical Card Duels
45s to your first real decision
4–6 min average duel
2 of 3 Marks to win
0 downloads, accounts or ads to start

One duel, three ways to win

Three territories, eight rounds, and a rival who is deciding at the same moment you are.

Hold the Throne

Command the centre territory and the board tilts your way. It is worth more than the flanks, and every rival knows it.

Read the reveal

Both sides lock in blind, then reveal together. No card is played into a counter you could see coming. Unless you should have seen it.

Your card remembers

Every win and every clutch Mark stays on your Legacy Card. The scars and the story travel with it.

Then there is the Climb

A single duel is one fight. The Climb is 15 floors of them, on a branching map, with one life.

  • 13 difficulty tiers
  • 6 rivals who play differently
  • 27 cards, 4 factions
  • 6 Match Trials

Your deck changes under you

Win a duel and take one card of three. Camps let you remove one instead of healing. The deck you finish with is never the one you started with.

Vigour does not come back on its own

It is the health of the whole climb, not of one duel. The lower it falls, the less your Champion carries into the next fight.

Relics rewrite a rule

Elites cost more and pay a relic. There are 9 of them, and a relic never leaves you for the rest of the climb.

Every duel moves the world

Pick an Alliance. Your Marks feed a seasonal front, and the map changes because you played rather than because a timer ran out.

In this build the front is a single-player preview: your contribution is real and persists, and the rival movement is a daily drift simulation.

Arabic first, not Arabic later

One typeface carries both languages, the whole interface mirrors properly right-to-left, and numerals localise. Not a translation layer bolted onto an English game.

What money cannot buy

Nothing sold in the store affects a duel. No card is paid-only, no purchase adds Power, and there are no random paid packs. Memberships add digital identity, access, and creative participation—not combat advantage.

  • No pay-to-win
  • No paid randomness
  • No cash-out
  • Spend limits you set yourself

You can cap your own monthly spending from your account page. Lowering that cap takes effect at once; raising it waits a day, deliberately.

The link is the game

No download, no store page, no account until you want one. Open it and you are duelling.

Play now, no download