The collectible, trading card, fighting game!
(NOT FOR THE WEAK)
Use the cards you have collected, find your opponent.
Both players draw:
5 character cards
2 item cards
1 relic or event card
Play:
Both place 1 character card, or + item, or + relic or event card
(items, relics and event cards may boost a character’s stats)
Total the ATK+DEF+SPD+INF of the characters.
The player with the highest total wins the round
Play to 3 rounds. Or More! Up to the sore loser!
FACTION BONUS MODE:
Sparkers Team:
3+ Sparkers gain +2 ATK each
Syndicate Team:
3+ Syndicate gain +2 DEF each
Ashborn Team:
2+ Ashborn gain +1 SPD each
Phantoms Team:
2+ Phantoms gain +1 INF each
The Ember Keepers Team:
+2 Ember Keepers gain +1 extra card of choice
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THE AGE OF EMBERS
Two centuries before the events of Burnverse, humanity discovered a source of energy unlike anything ever recorded. Buried beneath the world’s largest megacity was a living celestial flame known as the Eternal Ember. It promised unlimited power, infinite innovation, and an end to scarcity.
For a time, the world flourished.
Then came the First Burn.
An experiment designed to harness the Ember’s full potential fractured reality itself. Entire districts vanished. Mountains melted into ash. Digital systems fused with living matter. Millions disappeared overnight.
From the ruins emerged five powers that would define the future of Burnverse.
THE SPARKERS
(MAIN HEROES)
The Sparkers believe the Eternal Ember was never meant to be controlled. To them, Ember energy represents creativity, freedom, and evolution. They are pre-firstburn inventors, rebels, artists, racers, dreamers, and visionaries.
THE SYNDICATE
(CORPORATE VILLAINS)
Their mission was simple:
Control everything before everything is lost.
Through surveillance, advanced technology, and strategic forces, they brought stability to countless regions.
Many citizens welcomed their protection.
Others saw only tyranny.
The conflict between both Sparkers and Syndicate factions became the first great war of Burnverse.
THE ASHBORN
(MUTATED SURVIVORS)
The worst affected area of Burnfall became known as the Ashlands.
Humans exposed to overwhelming Ember corruption transformed into creatures of ash, fire, and molten fury.
Most lost themselves.
Some adapted.
One of those survivors was Inferno King.
Unlike the others, he retained his intelligence.
He united the corrupted survivors into a single faction.
The Ashborn believe Burnfall was not a tragedy.
It was evolution.
They see themselves as humanity’s next stage and consider the old world weak.
To the Ashborn, destruction is necessary before rebirth.
THE PHANTOMS
(STEALTH FACTION)
When Burnfall shattered reality, strange tears opened between dimensions.Some survivors disappeared into those shadows.
Years later they returned.
These survivors could manipulate illusions, shadows, memories, and perception itself. The world called them Phantoms.
Unlike other factions, they never built cities or armies.
They built Knowledge.
They sought hidden truths.
Ancient ruins.
Lost relics.
Forgotten histories.
The Phantoms believe the true cause of Burnfall remains hidden. Until it is discovered, they trust no faction completely. Not even each other.
THE EMBER KEEPERS
(ANCIENT PROTECTORS)
Long before Burnfall, an ancient civilization existed. Their records spoke of Ember energy and a future catastrophe.
When that civilization vanished, they left guardians behind. The Ember Keepers.
For centuries they lived in secrecy.
Protecting relics.
Studying Ember energy.
Preparing for the prophecy they knew would come.
When Burnfall arrived, the Keepers emerged from hiding.
Led by Solara, Oracle, and the Eternal Guardian, they became custodians of humanity’s future.
Unlike the other factions, they seek neither power nor control. Their goal is balance.
They know the Ember energy sustaining the world can also destroy it. The Keepers believe a second catastrophe is coming. One far worse than Burnfall.