2–6 players · tactics · cards, dice, and one Tearing

Six worlds. One Tearing. Only one winner.

Reality cracked, its incompatible pieces stuck together as a new board, and six very different people decided they were uniquely qualified to run what remained.

One table. Six personalities. The rules last until the first card.

What happened

The universe did not break with dignity. Its parts simply stopped matching.

Flagships crashed into magical kingdoms. A neon metropolis acquired a border with the wasteland. Steam automatons met armed zealots, and both sides took it as proof they had been right all along.

I

The board promises no stability

Stopping removes the space token and triggers its effect. Leaving an empty space draws a new surprise from the bag.

II

Half the plans stay hidden

The board and discard pile are open information, while cards in hand leave ample room for catastrophe.

III

Rules exist for cards to challenge

The common rules provide order. Powers and special cards provide persuasive reasons to break it.

Six incompatible biographies

Choose the person whose idea of order sounds least dangerous.

Every character has their own powers, pace, and preferred way to ruin a neat plan: set a trap, steal a card, stop a fight, or arrange an explosion.

Admiral Dagger before a space fleet and planet

The Alliance’s city-fleets

Admiral Dagger

Escalating attack

He lost his fleet but kept the fury and the autonomous laser guns. The longer an argument lasts, the less it resembles an argument.

Diplomacy detected. Pre-emptive fire authorised.

Alaniel wearing a crown among the ruins of a magical world

A world of studied magic

Alaniel

Card search and control

She foresaw the disaster, but the councils preferred another meeting. Now she saves her people and gathers knowledge faster than reality can revoke it.

Knowledge is power. Other people’s knowledge especially.

Cas in a respirator on a motorcycle among post-apocalyptic ruins

The post-apocalypse

Cas

Endurance, healing, and de-escalation

He barely noticed the Tear: fewer zombies, roughly the same number of hazards. His respirator still works, the bike starts, and that counts as a good day.

Survived one end of the world. The new one is underwhelming.

Joys in a bright workshop full of steam-powered machinery

The steam world · Enderwick

Joys

Treasure and a larger hand

She loves gears and neat little mechanisms. She builds robots for friends and enemies alike, though the enemy models are notably larger and come with guns.

Engineering optimism. Heavy calibre included.

Reverend Arcanis in a gothic temple between angelic and demonic forms

The warring theocracies

Reverend Arcanis

Monsters and enemy attrition

He cannot say whether prayer to god or sacrifice to the devil worked. Results arrived: zealots, pistols, stigmata, and a remarkably flexible reading of virtue.

Miracle confirmed. The committee did not survive verification.

Sheila with a laptop against a neon cyberpunk city

The city beneath a solar shell

Sheila

Traps and manipulation

The best hacker in the world, according to her; dissenters tend to meet an accidental bot. Without the Network she was suffocating, so she is building another. Her rules this time.

System secured. From its previous owner.

One turn at a time

How reality tears

The polygonal board changes shape with the player count. Everyone travels around its edge while space tokens disappear and return in new places.

  1. 01

    Choose a facet

    Take one of six characters, with their own powers, personality, and personal method for ruining everyone else’s plans.

  2. 02

    Play a card

    On your turn, play a movement or special card. The game draws a card for you; some effects change this sequence or let you use a card on the table instead. At the end, discard down to your hand limit—usually five.

  3. 03

    Five dice, different odds

    Five six-sided dice look familiar but distribute their values differently: low, high, even, odd, and ordinary.

  4. 04

    Refresh the board

    After you stop, the space token is removed and its space stays empty. Once your character leaves, the bag supplies a new space token: same route, different surprise.

  5. 05

    Survive the consequences

    Monsters, portals, traps, treasures, and other characters wait on the spaces. Cards let you argue with the rules themselves.

  6. 06

    Be the last one standing

    The base values are 20 health and 1 attack; Cas and Dagger begin with personal exceptions. The last character above zero health wins.

Players
2–6
Base health
20 (Cas has 25)
Base attack
1 (Dagger has 2)
Die types
5
Cards in hand
usually 5 (Joys has 7)
Winner
1

Your match is waiting

One table. People, bots, and other people’s plans.

Create a room, invite friends with a short code, or fill empty seats with bots. You can play solo: one human plus bots. The board changes throughout the match, but the consequences remain entirely yours.

  • play solo with bots or gather up to six participants;
  • add bots to any open seats;
  • play cards and watch the board change;
  • return to an unfinished match from the same device.

Nothing to set up. Except your intentions, which are better kept hidden.

The table is ready

Choose a problem. The others will arrive on their own.

Enter your name, choose a hero, and create a room. Friends can join with the room code.

Start game