TACTICAL CARD WARFARE · BRIEFING

BUILD. LOCK. KNOCK.
This is total war.

Build walls of matching numbers. Seven cards locks a wall forever — locked walls can't be touched. Knock cards off your opponent's unfinished walls before they lock. Locking 2 walls ends the game — points win it.

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BRIEFING · 01

Your arsenal.

NUMBERS 1–10

Start a wall with any single number, then stack that same number on it. Seven cards locks the wall — locked walls can never be knocked. All numbers = a clean wall, the most valuable kind. Every number is also a weapon: play it at your opponent's matching wall to knock its top card off. There are 17 of every number in the deck.

WILD BOMB

The deck's only special card — 46 of them, and every one is a hot potato. Build it into your own walls as a wild (numbers must always outnumber Wild Bombs in a wall), or throw it to knock any unfinished enemy wall — no matching required. One on top of the discard pile turns the pile true wild. But hold one when the game ends and it costs you a point. Spend them, or shed them.

BRIEFING · 02

This isn't solitaire. It's total war.

OTHER CARD GAMES
Shuffle picks the winner. You sit there and hope. Players never interact with each other's stacks. Little to no strategy involved.
VS
WILDS & BOMBS
Smart strategy consistently dominates luck of the draw. Every turn is a tactical, risk/reward decision.
BRIEFING · 03

Designed to be read.

A card you can't read isn't a card — it's a guess. We researched what actually helps people who have a hard time seeing — published vision science on aging eyes and low-vision reading guidelines — and rebuilt every number card around it, so everyone can play with total confidence:

Big, bold numerals — no glow. The number is the biggest thing on the card, in crisp bold type. We removed glow effects entirely: research on halation shows glowing text blurs edges — hardest on the roughly one in three adults with astigmatism.
Bright faces, dark ink — like real cards on felt. Peer-reviewed legibility research (Piepenbrock et al., Ergonomics) found dark characters on a light background read better at every age — a bright card face sharpens the eye's focus, which matters most for older eyes.
Contrast we measured, not guessed. Every numeral tests between 8:1 and 12.9:1 against its card face using the WCAG formula — beyond the strictest AAA standard (7:1), which is calibrated for roughly 20/80 vision.
Colors chosen for aging eyes and color-blindness. The aging lens yellows and swallows blues — blue-vs-purple is the most documented color confusion in adults over 60 — so our ten card colors keep those apart, follow the colorblind-safe Okabe-Ito palette principles, and never rely on color alone: the numeral always carries the value. The 6 and 9 are underlined so they can never be mistaken for each other.

And we're not done: braille physical decks and a fully-voiced audio mode — the whole game announced play-by-play, for players who are blind — are on our roadmap.

BRIEFING · 04

Choose your war.

REAL-TIME PVP
You vs. a Friend

Head-to-head, live. Knock their walls, lock your own, show them no mercy.

SERVER-TRACKED · LEADERBOARD
You vs. Live Lobby

3-game series matches against live players from around the world. Climb the leaderboard and win!

CASUAL · UNTIMED
You vs. the Bot

No clock, instant moves. Sharpen your strategy anytime — even with just a few minutes to spare.

SUIT UP

The war room is open.

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