Hexeon

Meet a name and a level.

A search that finds something gives you a name and a level. Not the element, not the quality, not the properties: that is what you decide on.

What a search found: a creature’s name and a level, and nothing else.

Stake one creature, win the other.

You send one of your creatures, and the wild one joins your stable if you win. Yours keeps the experience it earned; if it falls, it is out for four hours and comes back with all its life.

Fill the Dex by meeting things.

No creature shows its element. The Dex keeps what you have met, and that is where the six elements are learned, each strong against two and weak to two.

The Dex: the creatures already met, each with its element.

Count six properties per creature.

They are drawn when the creature is found, and it is their spread that separates two creatures of the same level. One that spends no mana has none at all.

The stable: the active creatures at the top, each with its level and its properties.