The deck
15 cards chosen from the 12 catastrophes, with as many repeats as you like, up to 32 points (light 1, medium 2, heavy 3) and up to 6 heavy cards. The same deck works in all three modes; you can save up to 3.
Director
You can't throw everything at once: your hand and the draw timer hold you back. Every card is a decision.
How it works
15 cards chosen from the 12 catastrophes, with as many repeats as you like, up to 32 points (light 1, medium 2, heavy 3) and up to 6 heavy cards. The same deck works in all three modes; you can save up to 3.
You start with 4 cards and can hold up to 15. If you draw with a full hand, that card is lost. You can discard up to 3 at once: on the next draw you get the regular card plus replacements for the ones you discarded.
You draw a card every 15 s in Act I, every 10 s in Act II and every 8 s in Act III. One timer for the whole deck.
There's no cooldown between cards: play whatever you want, whenever you want, and the catastrophe hits the instant you press. Spend it all and you're out of cards.
Cards you can't play yet don't come to you: they stay in the deck for later. Heavy cards and level III arrive in Act II.
There can only be one lava flood on the map, counting both Directors'. If there's already one, the other stays in your hand.
The cards
Tap a card to see its details. Change the level to see how it grows.
LAVA
LAVA
LAVA40% lava flow · cools in 32 s70% lava flow · cools in 32 s100% lava flow · cools in 32 s
ZOMBIES
ZOMBIES
ZOMBIES3 zombies at once6 zombies at once12 zombies at once
BLAST
BLAST
BLAST4 m · 40 at the center7 m · 55 at the center10 m · 70 at the center
FISSURE
FISSURE
FISSURE48 m × 6.4 m · warns 3 s ahead90 m × 7.8 m · warns 3 s ahead120 m × 9.2 m · warns 3 s ahead
FLOOD
FLOOD
FLOODUp to 0.5 m · 10 sUp to 4.8 m · 20 sUp to 8.4 m · 20 s
VULTURES
VULTURES
VULTURES3 · peck every 6 s6 · peck every 5 s10 · peck every 4 s
BEAR
BEAR
BEAR1 bear · smell 30%2 bears · smell 50%2 bears · smell 100%
RATS
RATS
RATS6 rats12 rats20 rats
NEST
NEST
NESTSmall · 6 in reserveMedium · 12 in reserveLarge · 12 in reserve + the mother
FOG
FOG
FOG5.2 m · 10 s8.7 m · 20 s13.8 m · 30 s
METEORS
METEORS
METEORS4 meteors8 meteors12 meteors
SCANNER
SCANNER
SCANNERWhere they were · 8 sReal time · 8 sReal time · 8 s · +15% damage
Fuse
Drag a card onto an identical one of the same level: it climbs through bronze, silver and gold (I → II → III). Two level II cards give you one level III plus a spare level I, which goes back to your hand.
Combine
Two different cards make a reaction with its own artwork, at the level of the higher one. Both catastrophes come out at that level, plus the reaction's own effect. Creature with creature doesn't combine, and a combined card can't be merged again.
SPLASH
LAVA RIVER
ERUPTION
BURNING SMOKE
FIRE RAIN
COLLAPSE
MAGMA BURST
TOXIC WAVE
BOMBARDMENT
LAVA CHASM
TOXIC FISSURE
LINE BARRAGE
STEAM
DOOMSDAY
TOXIC RAIN
MAGMA ZOMBIES
FIRE BIRDS
LAVA BEAR
STAMPEDE
VOLCANIC NEST
KAMIKAZE ZOMBIES
EXPLOSIVE DIVE
EXPLOSIVE SWIPE
BOMB RATS
SCATTER
RIFT SWARM
CHASM GUARDIANS
THE DEN
RIFT SWARM
CHASM NEST
MAGMA RISING
ROOFTOP HUNTERS
MAGMA BEAR
RISING PLAGUE
HIGH NEST
RADIOACTIVE ZOMBIES
BLIND HUNT
RADIOACTIVE BEAR
INVISIBLE PLAGUE
TOXIC NEST
INVASION
SCAVENGERS
SKY BEAR
SKY PLAGUE
SPACE EGGSAt a glance
All 144 pairs: F = fusion, the number = its combination, ✕ = creature with creature. Tap a cell to open its details.
F Fusion1 Combination✕ Creature with creature
Evolve
At the start of the match and at every choice pause, the Director picks one mutation out of 3 (whoever is behind sees 4). They only come from catastrophes in your deck and never repeat; those for heavy cards appear from Act II on. Get 3 from the same family (creatures, elements or control) and the next offer brings its legendary.

Flows 40% faster, but sets sooner.
Lava · All three modes
Slows whoever steps in it 40% more.
Lava · All three modes
They run 10% faster (from 6.2 to 6.8 m/s; your sprint is 6.5).
Zombies · All three modes
They spot you at 18 m (instead of 12) and chase you for 15 s (instead of 10).
Zombies · All three modes
1 s later, a second explosion in the same spot at half damage.
Blast · All three modes
Anyone caught at the edge is knocked away and takes 1 s to get up.
Blast · All three modes
Keeps growing an extra 20% over 10 s.
Fissure · All three modes
Its public warning lasts 2 s (instead of 3).
Fissure · All three modes
Rises in half the time.
Flood · All three modes
As it recedes, it leaves lava pools in hollows for 15 s.
Flood · All three modes
Each peck steals your extra item.
Vultures · All three modes
They see you from 50% farther away.
Vultures · Emission Zone · Last One Standing
Smells you from 50% farther away.
Bear · Emission Zone · Last One Standing
After a swipe, it runs 30% faster for 3 s.
Bear · All three modes
They run 15% faster.
Rats · All three modes
They climb twice as fast.
Rats · All three modes
Slowly moves toward the nearest survivor.
Nest · All three modes
The mother shoots two webs in a row.
Nest · All three modes
Inside it, the minimap and markers can't be seen.
Fog · All three modes
Lasts twice as long.
Fog · All three modes
Each impact leaves a small lava pool.
Meteors · All three modes
Each meteorite veers up to 5 m toward the nearest survivor.
Meteors · All three modes
Sends a second pulse after 5 s.
Scanner · Emission Zone · Last One Standing
After a reveal, everyone's footprints show for 5 s.
Scanner · Emission Zone · Last One Standing
The draw timer runs 20% faster.
director.familias.general · All three modes
Every fourth draw brings 2 cards.
director.familias.general · All three modes
A card that hits no one returns to your hand (once per act or round).
director.familias.general · All three modes
When you discard, new cards arrive at once, without waiting for the next draw.
director.familias.general · All three modes
Your catastrophes deal +15% damage inside the zone.
director.familias.modo · Emission Zone
While your team holds the majority in the zone, you draw 20% faster.
director.familias.modo · Emission Zone
Rival survivors take +50% damage from the storm.
director.familias.modo · Last One Standing
When the rival has a single survivor left, you draw every 6 s.
director.familias.modo · Last One Standing
Your creatures spawn already chasing the nearest runner.
director.familias.modo · Race
Your catastrophes deal +20% damage within 40 m of the finish (outside its safe zone).
director.familias.modo · Race
Your possessed creatures deal +30% damage and their ability recharges twice as fast.
Creatures · All three modes
Your combinations last twice as long.
Elements · All three modes
You see rivals under 30 health through walls.
Control · Emission Zone · Last One Standing