
The Aristocrats
When you buy an action card, draw 1 extra card to choose from.
Only one tribe gets in.
Every hundred years, the walled city of Dusk opens its gates to a single tribe. Plan your leaders in secret, scavenge the wasteland, hold ground with your militia, and bring the richest offering to the gates.






Hundreds of years after the bombs, the wasteland is all that's left, and the walled city of Dusk is the only safe place in it. Once every century, its gates open to a single tribe.
That time is coming. Six tribes are scrambling across the ruins for supplies, territory and the one offering that might buy them safe passage. Whoever brings the richest haul to the gates walks through them. Everyone else stays outside.
Each round, every tribe quietly programs its three leaders. Then they're revealed one wave at a time. Get somewhere first and you take the best reward; arrive late and you take what's left. The places you leaned on hardest stay locked next round, so every plan costs you something later.
Station militia to take control of locations. Every rival who passes through pays you a bonus, unless they decide to fight for it. Battles are fast, brutal dice-offs where defenders have the edge, and Adrenaline, Steroids or a well-timed Decoy can turn a hopeless fight.
Scrape together Coin, Food, Steel, Stone and Wood, then spend them at the Black Market on offerings: antibiotics, a shotgun, a working radio, the things that keep a tribe alive at the end of the world. After the last round, the richest haul wins.
Each tribe has its own ability, brought to life by original hand-drawn charcoal portraits.

When you buy an action card, draw 1 extra card to choose from.

Twice per game, take the first-arrival reward at a location even if another leader got there first.

After you play an action card, roll a die. On a 6, it goes back into your hand.

Before the first round, station 2 free militia on any open locations.

Your dice hit on 4+ in every battle, attacking or defending.

At any time, trade any 2 of your resources for 1 resource of your choice.
Face up to three AI tribes on Easy, Normal or Hard, each with its own personality.
Up to four players on one screen. Secret plans stay secret behind a pass-the-screen prompt between turns.
Runs in your browser on desktop or phone. No download, no account. Pick 6, 7 or 8 rounds.
The digital edition is in active playtesting. Play a game, then tell me what you loved and what broke.