A GAME OF SEALED BIDS · AFTER THE TONTINE OF 1725

The dead fund the living.

Six players stake into one pot. Every round, each of you secretly picks a target and a price, and every bid lands at once. The last player holding tokens takes everything — including yours.

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FREE, PERMANENTLY · NO ACCOUNT TO JOIN · SIX SEATS · FIFTEEN MINUTES, HARD CAP
HOW A SESSION ENDS

Every token spent does something. Every round, someone has less.

I — STAKE

Equal chips, one pot

Everyone sits down with the same tokens. They live for this session only — and every one of them ends up in the pot.

II — BID

Sealed target, sealed price

Each round, pick a player and a spend — in secret. Spend X, and your target loses more than X. You never know who else chose them too.

III — RESOLVE

All at once

Every bid lands simultaneously. Attacks on the same target stack. There is no winning bid — only what's left of you afterward.

IV — THE RATCHET

The floor sinks

Each round the pot drains a little from everyone still alive — and it escalates near the end. Hide all you want. You are still bleeding.

THE POT ONLY GROWS. PLAYERS ONLY SHRINK. FOUR FRIENDS IS ENOUGH TO START.

THE POT

Not a number. A record of everyone who died funding it.

Every contribution in the pot carries the name of the player who put it there — and the round they stopped being able to fight for it. Survivors can see exactly whose money they're playing for.

The dead see it too. Their own labelled stake, still on the table, still being fought over — without them.

LOBBY 4C7F — ROUND 9 POT 3,940
MARGAUX ✝ R2 610
OKONKWO ✝ R4 585
PIETRO ✝ R6 640
SIGRID ✝ R8 705
HALVARD ALIVE 720
YOU ALIVE 680
WINNER TAKES ALL SIX NAMES
THE DEAD

Elimination is permanent. Leaving isn't the custom.

The eliminated stay in the room, an accumulating gallery around the table. Together — never alone — the dead decide whether and when to intervene. The rules decide who benefits. Always.

M
MARGAUX
✝ ROUND 2
O
OKONKWO
✝ ROUND 4
P
PIETRO
✝ ROUND 6
S
SIGRID
✝ ROUND 8
H
HALVARD
ALIVE
Y
YOU
STILL HERE
LOBBY 4C7F — FINAL RECEIPT 23:41, 14 ROUNDS
R2 MARGAUX dies — three sealed bids landed at once
R4 OKONKWO dies — HALVARD spent 310 in one round
R6 PIETRO dies — untouched, bled out on the ratchet
R8 SIGRID dies — YOU moved, after six quiet rounds
R14 HALVARD dies — you both fell; you entered richer
YOU take 4,120 — carrying all six names
RUN IT BACK SEND THE RECEIPT
AFTER

The share card is a receipt of a betrayal, with names on it.

Not a scoreboard — the sequence. Who died when, who moved on whom, whose money the winner walked away with. It gets forwarded because it's evidence in an argument.

And under it, one button. Run it back rebuilds the lobby and pings all six seats — because the winner posts once, but the five who died want a word with you.

EST. 1725 · A BRIEF HISTORY

Subscribers pooled their money. The last one alive took everything. It kept producing murders.

The tontine financed governments and buildings still standing today, haunted detective fiction for a century, and was eventually curtailed across Europe — in part because a scheme that pays you to outlive your co-subscribers gives you an interest in their not living long.

So we built one. Tokens instead of inheritances, fifteen minutes instead of a lifetime.

FIELD NOTES — WAYS TO PLAY IT
NAMED BY US. RENAMED BY WHOEVER SURVIVES THEM.

The Widow's Play

Spend nothing. Grieve convincingly. Let the table thin itself while the ratchet does your bidding — then bury the survivor.

The Loud Axe

One catastrophic overspend, delivered where everyone will feel it. Expensive, unmistakable, and excellent for your reputation.

The Long Bet

Small, patient bids on the same name, round after round. Nobody notices the leak until the round nobody can stop it.

WHAT'S ACTUALLY AT STAKE

The chips evaporate. Your rating doesn't.

TOKENS

The chips on the table

Dealt equally at the start, gone at the end. Never purchasable, never bankable, never traded. The pot they fill has no value beyond the session — its job is to be watched.

RATING

The stake that follows you

Every finish moves it — dying fourth beats dying first, and second place in a bloodbath is worth fighting for. It can't be bought, transferred, or reset. Your first game is unrated; the account prompt at the end is the offer to start keeping score.

HEAD-TO-HEAD RECORDS FOLLOW YOU TOO. YOU'RE 3–7 AGAINST YOUR BROTHER-IN-LAW, AND HE KNOWS IT.

EVERY NIGHT, ONE GAME, SAME HOUR

The Nightly Twelve

One announced game at the historical maximum: twelve players, eleven eliminations, a gallery of ghosts around a single headline pot. You show up because it's on — and tomorrow morning, everyone has the same thing to talk about.

HOUSE RULES

A fair fight — and a house that isn't hungry.

THE FIGHT IS FAIR
01

Nothing purchasable affects outcomes. Ever. Your odds are your play, not your wallet.

02

Everyone acts at once. No turn order to exploit, no waiting to be next.

03

The dead never pick who benefits. They act together, on everyone equally, or not at all.

04

Ties are never a coin flip. Every ending is deterministic — highest count entering the round wins.

05

Passive play is legal, and disconnecting isn't dying. Sit still, drop, rejoin. The ratchet keeps your seat warm — and your balance falling.

THE HOUSE IS NOT HUNGRY
06

No nudge follows a loss. When you're done, you're done. Nothing here is designed to call you back at a weak moment.

07

No streaks that punish leaving. Records, not obligations. Nothing breaks because you took a week off.

08

No rewards for recruiting. Invites earn nothing. The link spreads because the game is worth playing, or it doesn't spread.

09

You hold the brake. Session limits you set yourself, cooling-off on request, and your time on the table always visible. Built in from day one, not when required.

There's a difference between a game people want and a game people can't put down. We are deliberately building the first.

One of six leaves with everything. Be difficult about it.

SEND ONE LINK. SEAT FIVE FRIENDS. NO ACCOUNTS, NO DOWNLOADS.

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