Find the extraordinary.
From tiny sparks of personality to creatures that look capable of moving a mountain because it annoyed them.
Across Clashborne, remarkable creatures wait to be discovered — clever, stubborn, magnificent, occasionally ridiculous, and never quite as predictable as your rivals hope.
Creature Clash is a quick-playing fantasy card game for 2–6 Tamers, built around collecting unforgettable creatures, reading the table, and choosing exactly the right moment to make somebody else's excellent plan become considerably less excellent.
The rules stay approachable. The choices do not. Build a team worth bragging about, protect the creatures you cannot bear to lose, and remember: the closer a rival looks to victory, the more suspiciously friendly everyone becomes.
From tiny sparks of personality to creatures that look capable of moving a mountain because it annoyed them.
Build the team you want, watch the table carefully, and never assume the quiet player has nothing planned.
A Parasite, a sudden Sanctuary, one impossible Mimic — a Clash can turn sideways with a single card.
Only a glimpse. The rest can wait until you open the deck.







Creature Clash rewards a plan. It also rewards knowing when to abandon one with dignity.
Flame, Tide, Volt, Stone, Mystic, and Wild are more than colors on a card. They are the old currents of Clashborne — powers that shaped the land, its creatures, and the Tamers bold enough to cross it.
Where the mountains glow after dark and even the smallest creature carries a spark of audacity.
Cathedral waters, hidden depths, and creatures that have had a very long time to grow enormous.
Lightning towers, restless skies, and a realm where standing still is practically considered rude.
Old roads, older sentinels, and creatures who treat patience as a competitive advantage.
Moonlit magic, impossible places, and mysteries that tend to notice you before you notice them.
Root, fang, feather, vine — everything grows, everything watches, and very little asks permission.
Long before today's Clashes, the earliest Tamers of Clashborne learned that real strength could not be forced. A creature could be challenged, befriended, rescued, or won over — but the bond had to be chosen.
That idea still sits beneath the game: power is useful; trust is better. Of course, your rivals may still steal the creature you were trusting very much.
Creature Clash has been shaped in a very real way by my son. His influence is woven through the creatures, the humor, the sense of discovery, and the simple idea that a family game can be easy to welcome to the table without ever feeling small.
I wanted a game where a child could love a creature because it looked incredible, an adult could love the choice it created, and both could spend the next ten minutes arguing — cheerfully — about what just happened.
The fuller story behind Creature Clash will be shared as the game moves toward release.
BASE GAME
PHYSICAL CARD GAME
FIELD GUIDE & RULEBOOK
Creature Clash is currently in production. Join the launch list for preorder timing, production milestones, first looks, and the occasional dispatch from Clashborne.
Somewhere in Clashborne, a creature is already making a questionable decision about trusting you.
Make sure you hear about it.