Play
Several games. One ledger.
Each game is its own table. They share the cats, the packs, the birds, the winnings.
You play one game at a time. What you hold carries: the eighteen, booster packs, Catelonia birds, the accounts that settle in Heliopoly. Marketplace is where you get those pieces. This page is the map of the tables.
They open in an order. Earth first, then the city, then everything the city needs — and a few that never asked permission and can be played on their own. Open a game to read what it is.
Two of us are building this. Some tables already have rules. None of them is a finished product you can sit down and finish tonight — each page says plainly where that game actually is.
Start here
Nobody begins in Heliopoly. Everyone begins on Earth, and there are two things to finish before they leave it. They run side by side, and you need both.
The Good Luck Cats
Eighteen Astral Bridges, one Good Luck Cat lost at each. Find the cat, light the bridge. Eighteen lit bridges and you may leave.
Designed in full. The first thing being built. →
Operation Acolal
A passport, a flight ticket, and a visa stamped by the envoy of the gods. Two ways to get them, and both of them introduce the wrong sort of people.
Designed. Built alongside the hunt. →Launchpad Logistics
The platforms are work boards. Cargo, departures, queues and the scramble when a window closes early — run by whoever turns up.
Designed. Supporting path, not required of everyone. →Then the city, and what it needs
Heliopoly is where you land and settle. Everything after it exists because the city needs feeding, building and powering.
Building Heliopoly
Land, air rights and the ground underneath. Permits, work, rent, franchises, the bank, the tax office, the courts, and the prison when it goes wrong.
Rules are up. The full table is still being built. →
Seeds, robots, harvests
A whole planet of farmland, and nobody can breathe on it. You plan the work; the robots do it.
In the works. →SpaceArch Shipyards
Permits, materials, launch slots and transport contracts. The industrial game that links what Earth makes to what Neterios needs.
Designed. Transport can be bought or earned. →On Planet 65, pick your trade
Planet 65 is the other satellite planet of Neterios, and nobody lives on it either. Three different jobs on the same world: do one of them, or all three.
The Mines of Planet 65
Sixty-five levels down, each one worse than the last, for the ore the rest of the universe runs on.
In the works. →The Morabots
The robot works. Build them, ship them, and watch them turn up doing the jobs in every other game.
In the works. →
Making the power
Cells and batteries, from the ordinary kind to the ones nobody will explain. Nothing else runs without them.
In the works. →Catelonia
An island on Neterios, near the Guardian Islands. It carries more games than anywhere else, and it does not wait for any of the above — most people get there early.
Feathers of Fury
Raise a bird, enter the ring, or just take a ticket and bet on somebody else’s.
The fight-night film is up. The game around it is in the works. →
Catelonia Playground
A collection of short games: scratch tickets, the Fortune’s Wheel, the house games, and whatever is running that night.
Written. Not built. →
Princess Amarie’s Castle
Your own wing of the castle, to put what you have collected on show. What you would rather not show goes in the back rooms.
Written. Not built. →
Hapi Times
A game set inside the largest water source and bottling works in the world.
New. Being written. →
Casino Royale
A spy game, not a gambling one. The casino is the setting; the bad element on the island is the subject.
Being rewritten from the ground up as a spy game. →Elsewhere in the system
Games that stand on their own. One of them you can play without ever settling anywhere.
Narco City
Street wars, territory, the casinos nobody licensed, and the market that supplies all of it. Playable on its own.
Written. Not built. →
The Guardian Islands
On Neterios, near Catelonia and nothing to do with it. Seven tribes, protected ground, and materials useful in two ways at once.
Written. Not built. →
The Nexus
The Umbrax trading floor for things that should not be traded.
Written. Not built. →Neterios Island
The endgame destination. Qualification is not wealth — it is what you did in every other world, and who will vouch for it.
Designed. Late game, optional, gated. →The Ancient Worlds
Reached from the present, not from a menu. You need the means to get there, and the people who know how.
The Last Egyptian Pharaoh
A dynasty, its territory and its sacred sites. Reached from Gravitrek once you have the means and the people.
Written. Not built. →
London 1852
The Great Exhibition, Lord Taylor, and the pieces of the resurrection that exist nowhere else.
Written. Not built. →Ancient Worlds
Historical tables you reach through the Sphere and a present-day Bridge discovery. You come back with what you can prove, and nothing else.
Designed. Mid-to-late game, optional. →