Memoria Land
The card duel where only three variants of one motif count.
Take turns flipping — and remember more than your rival.
Interactive · Trio duel
Play a round against the Princess.
You take turns flipping three cards each. If all three belong to the same motif, that player takes the trio. This is the rule that turns a matching game into a duel: you have to remember three positions, not two — and your opponent is remembering too.
The real table, the real cards: four motifs from the Princess level deck, each in three variants.
Your turn
Flip three cards. Only three variants of the same motif stay on the table.
- Your trios
- 0 / 4
- The Princess's trios
- 0
- Turns
- 0
In the game a win pays coins and XP for the magic shop — and the opponent has a visibly human memory: she notices what you reveal, and she forgets things too.
Trios, not pairs
A trio is never three identical pictures. A straw hat, a scarecrow and a stormy night can belong together — which asks a lot more than classic matching.
A campaign that bends the rules
Every keeper recalls more sharply than the last, and they bend the rules along the way: the Ghost wraps cards in fog, the Witch secretly swaps them after your mistakes.
Short rounds
A round takes one to five minutes, with a gentle turn timer that keeps duels moving. Wins pay out coins and XP for the magic shop.
The keepers guard the land.
The campaign leads from the friendly Princess through the Pirate and the Ghost to the Witch — level by level, each keeper on a bigger board and at a higher difficulty.
Every keeper reacts to the match with hand-drawn expressions, voiced lines, and the occasional taunt. Beat one on a higher difficulty and their statue in the trophy hall changes crest. Seven plinths stand there — one of them is still in the dark.
A statue for every keeper you have beaten — the crest shows the difficulty.
Every league has its own stage — this one is Golden Hills.
Ranked duels against real players.
Once the campaign has warmed you up, the arena is waiting: live one-on-one matches for trophies.
- Fair matchmaking pairs you with opponents around your strength.
- Climb seven leagues, from Rose Castle to Olympus — each one unlocks its own table in the magic shop.
- Tournaments run as real brackets against real players, not against a simulator.
- Play friends directly with private room codes, at any distance.
- Chat stays friendly by design: a handful of predefined phrases, no free text.
Your table, your rules.
Set up any duel you like, practice solo without a timer, or hand the device around for a two-player match. The magic shop holds seven card backs and fourteen tables.
Fair by design.
- Play as a guest, or sign in with Google or Apple to back up your progress to the cloud. You can delete your account at any time, right in the app.
- No advertising and no tracking.
- Campaign, solo rounds, and local two-player duels work offline. Only the arena and tournaments need a connection.
- Ages 13 and up.
Details are in the privacy policy and the terms of use.
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