Frenzy Kitty Games
Digital playtest · free in your browser

Tribesof theApocalypse

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.

2–4 tribes45–60 minWorker placement · Area control
The Aristocrats, charcoal portrait
Children of the Bomb, charcoal portrait
The Lost, charcoal portrait
The Savages, charcoal portrait
The Augmentors, charcoal portrait
Mudlurkers, charcoal portrait

The world ended.
Dusk didn't.

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.

01

Plan in secret

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.

02

Hold the wasteland

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.

03

Buy your way in

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.

Six tribes.
Six ways to bend the rules.

Each tribe has its own ability, brought to life by original hand-drawn charcoal portraits.

The Aristocrats

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

Children of the Bomb

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

The Lost

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

The Augmentors

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

The Savages

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

Mudlurkers

At any time, trade any 2 of your resources for 1 resource of your choice.

Play it now

Solo vs AI

Face up to three AI tribes on Easy, Normal or Hard, each with its own personality.

WarlordTraderSchemerSurvivor

Pass and play

Up to four players on one screen. Secret plans stay secret behind a pass-the-screen prompt between turns.

Anywhere

Runs in your browser on desktop or phone. No download, no account. Pick 6, 7 or 8 rounds.

The gates
are opening.

The digital edition is in active playtesting. Play a game, then tell me what you loved and what broke.