

The powers of capital clung to walled enclaves and private armies, but were overcome by communal movements with nothing left to lose. From the wreckage came new societies—communes and tribes rebuilt around ecosystems, each shaped by the biome they call home.
When conflict returned, no one wanted another war. The world’s factions convened and built the Rites—ritualized contests fought in digital arenas before a watching world. Skill and strategy replace mass destruction. Outcomes settle disputes, redraw agreements, and keep the balance without burning the world again.

Radical Asymmetry — Six factions with completely different mechanics: fog and death echoes, bio-network terrain control, ice resonance, solar momentum, fire transformation, hydro-hacking
30-Minute Matches— Tabletop wargame depth in the time it takes to eat lunch
Objectives Over Elimination — Win through territorial control and completing Rites, not just killing units
Three-Stage Combat — Hit, Wound, Armor rolls on 2D6 with meaningful modifiers at every step
Army Building — Draft your force from a roster of unique units with abilities, subfaction bonuses, and point costs
Free to Play— One faction completely free. Additional factions available as DLC

The Veilbound— Fog zones and death echoes. Kill their enemies and face spectral copies.
Symbiont Ethos— Living terrain. Growth tiles spread across the battlefield, buffing allies and hindering foes.
Glacial Chorus — Resonance networks. Units harmonize for devastating area effects.
Solar Nomadry — Speed and light. Aerial cavalry and momentum-based combat.
Reforged— Fire and transformation. Units grow stronger as they take damage.
Tideborne Collective — Deception and control. Holo-decoys, hacking, and wall generation.

Matches run 5 rounds and take about 30 minutes. Wargame depth in the time it takes to eat lunch.
Draft your force from a deep roster of units across five categories — Chaff, Core, Elite, Character, and Heavy. Each unit brings unique stats, weapons, and abilities. Subfaction bonuses reward themed compositions. The army you bring shapes how you play.
A three-stage resolution system built on 2D6 + stat differentials:
Hit Test— Martial vs Martial (melee) or Aim vs Dodge (ranged). Can you land the strike?
Wound Test— Weapon Strength vs Durability. Can you hurt them through their toughness?
Armor Test — Piercing vs Armor. Can you punch through their protection?