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Meromorph Games is a game company, creators of the card games The Shipwreck Arcana and Norsaga.

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The Shipwreck Arcana

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The Shipwreck Arcana

16.00

Trapped in a drowned world, you and your allies are doomed -- or are you? Using a mystical deck and a healthy dose of logic, you can predict each others' fates and escape unscathed.

The Shipwreck Arcana is a compact, cooperative game of deduction, evaluation, and logic, combining simple, speedy play with incredibly deep strategy. Players take turns playing tokens according to rules found on an ever-changing tableau of cards, in order to convey information to the rest of the group before their doom arrives.

Want even more challenge and variety in your game? Grab the Kickstarter 2017 promo cards and The Imago convention promo as well!

2-5 players, 20 minutes, recommended ages 10+.

Ships anywhere in the world. NOTE TO INTERNATIONAL CUSTOMERS: up to 3 copies of the game + 3 copies of the promo cards can be packaged together before the shipping cost increases.

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2ND EDITION REPRINT COMING SOON

As of September 2018, we've exhausted the 1st Edition print run of The Shipwreck Arcana. But don't worry! We're planning a 2nd Edition print run, plus a mini-expansion of new cards, in January 2019. If you're outside the United States, this also presents a chance to pick up The Shipwreck Arcana for reduced shipping! Check out the blog post for more information, sign up for our mailing list to stay tuned, and keep an eye on Kickstarter in early 2019. Until then, we apologize for the inconvenience, and want to thank you for checking out The Shipwreck Arcana!

 

CONTENTS

  • 1 wooden score tracker token
  • 1 wooden doom tracker token
  • 35 wooden number line tokens
  • 21 wooden fate tokens
  • 20 oversized arcana cards
  • 1 The Hours card
  • 1 embroidered token bag
  • 1 rulesheet

GAMEPLAY

The Shipwreck Arcana is about cleverly conveying information. Each turn, the active player draws 2 fates from the bag (without showing the rest of the group), and plays 1 of those fates in front of a card, according to that card's ability.

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After this, the rest of the group may try to predict the value of the active player's hidden fate (the one they still have) by evaluating where they played (and where they did not play). If the group chooses not to make a prediction, the active player keeps their fate hidden and only draws 1 new fate on their next turn. Number line tokens track information between rounds.

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The players collectively earn points for correct predictions, and advance the doom track with incorrect predictions. Arcana cards also fade over time, which changes the tableau, advances the doom track, and unlocks special powers.

The game ends when the players earn 7 points or their doom reaches 7.