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.
2–6 players · tactics · cards, dice, and one Tearing
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
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.
Stopping removes the space token and triggers its effect. Leaving an empty space draws a new surprise from the bag.
The board and discard pile are open information, while cards in hand leave ample room for catastrophe.
The common rules provide order. Powers and special cards provide persuasive reasons to break it.
Six incompatible biographies
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.

The Alliance’s city-fleets
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.

A world of studied magic
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.

The post-apocalypse
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.

The steam world · Enderwick
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.

The warring theocracies
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.

The city beneath a solar shell
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
The polygonal board changes shape with the player count. Everyone travels around its edge while space tokens disappear and return in new places.
Take one of six characters, with their own powers, personality, and personal method for ruining everyone else’s plans.
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.
Five six-sided dice look familiar but distribute their values differently: low, high, even, odd, and ordinary.
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.
Monsters, portals, traps, treasures, and other characters wait on the spaces. Cards let you argue with the rules themselves.
The base values are 20 health and 1 attack; Cas and Dagger begin with personal exceptions. The last character above zero health wins.
Your match is waiting
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.
Nothing to set up. Except your intentions, which are better kept hidden.
The table is ready
Enter your name, choose a hero, and create a room. Friends can join with the room code.