Chart standing · US
What changed · US
Listing changes AppTracker has observed for this app in this storefront — new versions, price moves, rating shifts, and store copy.
Price & rating history · US
Reconstructed from the listing changes AppTracker has observed in this storefront, so each line starts at the first change on record.
Average rating
About
The east-wing house stood dark for a generation — cold hearth, shuttered glass, empty beds. Then you lit the fire. House Cup is a magic-school strategy game where the smarter house wins. Found your own wizard house, train your students, and out-think a field of fifty houses for the term's greatest prize. FOUND YOUR OWN WIZARD HOUSE Name it. Choose its crest, colours, and the words it lives by. Six students wait at the gate — pick the three who'll light the hearth with you. OUTSMART EVERY RIVAL Duels are won by scouting, not luck. Every rival house has a pattern — read it, counter it, and send the lineup that breaks it. No dice, no random draws. If you win, it's because you saw it coming. RECRUIT & TRAIN YOUR WIZARDS Send students to Charms Hall, the Hexwork Yard, and the Potions Cellar. Every finished lesson changes what your next duel can win. Victories earn trophy shards — fill the meter and a new student joins your house. Choice, never chance. CLIMB TO THE HOUSE CUP Fifty banners line the long gallery. Win duels, climb the standings, and fight to hold a promotion place as the term counts down toward the House Cup. PLAY FAIR, ALWAYS No pay-to-win. No ads. No account to create. Every edge that decides a duel — training, scouting, and the lineup you send — is earned by playing, not bought. ALSO WORTH KNOWING • Works offline — train and duel anywhere • Collects no data: your house lives on your device, full stop • Gentle notifications, only when something finishes — no streaks, no guilt • A full session is about four taps: collect, assign, duel, done The hearth is lit. The gate is open. The house is yours to found.
Details