Card Reference

All 102 physical cards across 5 decks — with effects, text, and artwork.

🔥 20 Crisis 💡 39 Solution ✍️ 20 Amendment ⚡ 15 Chaos 🕵️ 8 Agenda

📋 Quick Rules

Setup

  • Shuffle the Crisis deck, place face-down.
  • Combine Solutions + Amendments + Chaos into one Action deck. Deal 6 cards to each player.
  • Deal each player 1 Agenda card face-down. Keep secret until end of game.
  • Flip the top Crisis card to begin.

Round Phases

1
Crisis — Flip and read the Crisis card aloud.
2
Proposal — Each player plays a Solution face-down (or passes).
3
Reveal — All solutions flipped face-up simultaneously.
4
Amendment — Attach Amendments to any solution (including your own).
5
Debate — 2 minutes to argue, lobby, and deceive.
6
Vote — Simultaneously point. Cannot vote your own. May abstain.
7
Score — Most votes wins. Apply Amendment effects first.
8
Draw — Draw back up to 6 cards.

Scoring

Win bonus (proposer)+3 pts
Per vote received (proposer)+1 pt / vote
Tie — win bonus only+1 pt (per-vote still applies)
Agenda bonusesapplied at game end

End of Game

  • Game ends when the Crisis deck is exhausted, or by agreement after 8+ rounds.
  • All players reveal Agenda cards simultaneously and apply bonus scoring retroactively.
  • Most total points wins. Ties resolved by a one-sentence pitch to the final crisis — non-tied players vote.

Chaos Card Timing

  • at_proposal — during Proposal Phase
  • at_amendment — during Amendment Phase
  • at_debate — during Debate Phase
  • at_vote — during or before Vote Phase
  • at_resolution — after votes revealed, before scoring

Key Rules

  • You cannot vote for your own solution.
  • Amendments can be attached to any solution, including your own.
  • "No round points" cards (Emergency Recess, Tabling the Motion) do not block agenda bonuses.
  • When Action deck runs out, shuffle the discard pile.

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