Siren: Absorb
Pull the tide toward you. Absorb an enemy's last ability, then turn it right back on them.
The one champion you can't afford to lose is the one you have to march into enemy territory. Ten champions, a 6×6 board, ten minutes on the clock, and no such thing as a draw. Game of Minds is coming soon.
Ten champions, ten different ways to bend the board, and every one of them is holding something back. Scroll through the lineup, or open a champion's page and start pulling at the thread.










A different genre for each champion's vibe. Something fun while you wait for the real thing.
Pull the tide toward you. Absorb an enemy's last ability, then turn it right back on them.
Move once, then rewrite the board. Blink allies across the grid before the clock runs out.
Rooftops, guards, and one blade. Slip past the watch or don't slip at all.
One champion secretly carries the crown. Lose them and the match ends. They're also the only one who can capture the flag, which means winning requires walking them straight at the person hunting them. Every step forward is a confession.
Spend exactly ten points across three to six champions. Go tall with two heavyweights, or wide with a swarm of bodies. Your lineup decides what kind of lies you're able to tell.
Chess clock, no draw condition. Stall and the game forces you forward. Run out the clock and you lose.
Made by three people who argue about board states. Drop your email and we'll tell you the moment it's live.