Tide
Duel
Your whole deck in your hand. Both players seal their orders at once, then the envelopes tear open together. No draws. No dice. Free to play.
Get on the list
One email when the doors open. Nothing else, and never shared.
A 1962that never
happened Tide harbor authority · patrol boat
Every card is priced by how often it wins



Units are cream cards with attack and health. Orders are the dark slips. A card's point cost is set by measuring how often decks that carry it win, and it is re-measured as people play, so there is no best deck. There is only yours, and how you play it.
Three lanes. Ten turns. One reveal a turn.
Build a deck
Fifteen different cards inside forty-five points. Cheap scouts, expensive champions, orders that bolt, shield, snare, jam. The whole deck is your hand from turn one.
Seal your orders
Each turn you get a little more energy. Spend it on any number of cards, then seal the envelope. Your opponent does the same, at the same time. The clock only runs while you choose.
The reveal
Both envelopes tear open together. Units land, orders resolve, the lanes fight. Read what they did last turn and chain your people for a bonus. Every match becomes a replay you can share.
Four peoples meet at the shoreline and settle claims by standoff

Ember
The reactor works. Heat, haste, and the first strike.

Tide
The harbor authority. Reach, patience, and the long shot.

Stone
The concrete cartel. Shields, walls, and bodies that stay.

The Commons
Contractors who work for anyone. Jam, recall, intel, and a wall for hire.
Ember beats Stone, Stone beats Tide, Tide beats Ember. Every card is painted in the flat colour of an atomic-age poster, because this is a 1962 that never happened.