Trading card game
The world is a contract
Eight companies trade on the market. Two more are only rumour. No cause worth fighting for except the one paid up front.
Get the latest development news, the first cards, and word the moment the campaign opens.
The world is a contract.
Loyalty is a currency.
Power is the only truth.
No glory. Only objectives.
How it works
Four design decisions that shape every single game.
01
Won by control
The board isn't cleared by force, it's occupied. Every square you take is a square your opponent can no longer use, and the game is decided by territory long before it's decided by casualties.
02
Squads, not heroes
Three copies of the same unit merge and level up. Nobody reaches the end of a contract alone: loose cards are expendable until they form a squad.
03
Ten factions
Stealth, assault, survival, engineering, air dominance, looting. A faction doesn’t hand you a different way to win: it forces a different way to lose.
04
No luck cards
There's no random draw that flips a game on the last turn. Everything you lose, you decided three turns ago — you just didn't know it yet.
Who fights
Eight companies trade on the market. Two more are only rumour.
- 01Stealth, sabotage and infiltration
The Night Whisperers
Hemates
- 02Vanguard and assault
The Boar Legion
Orcs
- 03Desert and extreme heat
The Sand Regulars
Humans
- 04Medical care, rescue and pharmaceuticals
Order of the White Lily
Elves
- 05Engineering and combat vehicles
Lion Shield
Dwarves
- 06Air dominance
Air Brigade
Mixed
- 07Looting and anarchy
Mecha Corta
Goblins
- 08Tracking and high mountain
The Mountain Hunters
Volvids
- 09Special operations
GHOST
Unknown
- 10Intelligence and shadows
The Black Market Agents
Unknown
Visual identities in development.
STATUS / 004
First set in production
We're closing the first set: card art, rulebook and tactical board. If you want to follow development or talk distribution, get in touch.
Let's talk


