Twelve master crafts, each grown into a standalone strategy game. Free, in the browser, no account.
One hidden formula, two rival alchemists, a shared market of essences. Probe, feint, purify — and call it first.
PLAY NOWOne hall, one pantry, rival cooks. Palates are read, never printed — and every reaction is public.
PLAY NOWBuild a frame that must stand, declare its class, then author the stress program that breaks the one they sealed against you.
PLAY NOWTwo dyers, one ceremonial cloth, one shared pigment market. Wax claims ground, dye floods it, and the Unveiling pays area times fidelity.
PLAY NOWTwo enchanters, one tile stream dealt identically to both. Cascades sound across the hall; bind first for safety or ride the storm for greed.
PLAY NOWTwo physicians, one outbreak, one apothecary shelf. Unclaimed cases worsen on a triage clock, and the village judges care, not throughput.
PLAY NOWSealed roughs under haze; study is a budget, bids are the bluff, and what you did not study you pay for at the bench.
PLAY NOWDraft the hides, promise the orders, cut by hand around the scars — and sell your offcuts to the shop next door.
PLAY NOWTwo unbroken lines on one slab. Every extension is also a wall: seal your reading first, or strand the rival's pen.
PLAY NOWOne lost text, scraps dealt unevenly. Stake your readings, challenge the rival's — and never claim to have SEEN what you only inferred.
PLAY NOWBid the commission down to a number you must then forge — hang a rider on the rival's nerve, or pass and let the anvil call the bluff.
PLAY NOWWeave figures the season wants in drafts the rival cannot read — then put their marketed cloth under the glass and take the rent.
PLAY NOW