A tabletop game of impossible choices
Three civilizations. Nine artifacts. One question that rewrites the knower.
The Experiment
Before there were stars, before there were laws of physics, before there was time in any form that would make sense to a mind accustomed to clocks — someone ran an experiment. We don’t know who. We don’t know what they were. We know only what they left behind.
A universe. And nine objects buried in its fabric, each encoding a fragment of why. Three civilizations found them. Now they race to claim the rest — because the universe is dying, and the answer may be the only cure.
“Each pattern that emerged made the next one easier. Like a path worn through tall grass, each left a trace — a whisper in the noise that said: this has been done before. You can do it too.”
Fragment I · The Calcified Star
Faction I · The Convergence
“There exists, for every problem, an optimal solution. The purpose of existence is to find it.”
Eleven thousand planetary minds linked across three hundred light-years in the longest continuous conversation in the history of existence. They have been refining their understanding of reality for two billion years. They believe the answer is in the data.
Faction II · The Proliferation
“From nothing, everything, by being everywhere, being everything, and never stopping.”
Born in chaos, adapted to catastrophe, diversified into over a million species. They do not fear death — death is pruning, death is data. A roaring democratic chaos that somehow, through sheer statistical weight, survives everything the universe throws at it.
Faction III · The Synthesis
“The answer is always in the combination.”
The youngest, smallest, most dangerous civilization. Founded twelve thousand years ago by forty-seven researchers who believed that the truth lives not in refinement or variation but in the unprecedented act of joining two things that have never been joined.
Which voice is yours?
Your Place in This
You don’t play as the character. You play as an invisible pressure — arguing, advocating, dissenting — over what the character should do. Your disagreement changes the outcome. Your choices accumulate across sessions. And what they reveal about you is part of the game.
After session one, the game runs itself. Open the Chamber Card. Read the story. Vote. Argue. Discover.
A sealed Chamber Card describes one being facing impossible choices. No option is safe. Every path costs something.
Each player commits to a choice — simultaneously, secretly. You argue your position without revealing your true allegiance.
All choices revealed at once. The majority wins. But dissenters roll the Fate Die — and their disagreement bleeds into the outcome in ways no one can predict.
3–6 players · 60–90 minutes per session · Campaign unfolds across 8–12 sessions
The Mystery
Three claimed. Six waiting. Each encodes a fragment of why reality exists.
The fragments are earned — not read. What they reveal changes the one who claims them.









The Threat
Seventeen star systems stopped producing choice at the same time. The beings inside them were still alive — breathing, metabolizing, existing. But they had stopped choosing. Something was draining the willingness from them, and it was spreading.
The artifact race has a deadline. What happens at your table may be the only thing capable of answering a despair this vast.
Independent · Chamber Subject
A terraforming engineer who couldn’t stop wondering: what would I be if I started with nothing?
He volunteered. His memories will be erased. His identity dissolved. He will wake as a bare point of existence with nothing but the ability to choose.
He asked: “Will I still be me?”
The recruiter said: “That depends on what you choose.”
“Three civilizations built everything they had — every theory, every weapon, every prayer — around the hope that the answer would vindicate them. They were all wrong about what it would do. They were all right that it mattered.”
The Guardian Codex · Prologue
The Archive
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From €15
The complete base game. The first 5 chambers, the Rule Book, printable Choice Cards, Guardian Tracker sheets, Guardian Ledger sheets and the Fate Die probability tables. Digital print-and-play.
From €65
Digital access to all digital components and the first 10 chambers. Physical components: 6 Choice Cards sets, 6 Guardian Ledgers, 30 Guardian Tracker sheets, the custom Fate Die and the first 10 chambers boxes containing numbered artifact cards.
From €120
Everything in the Collector’s Box, plus the Lore Chronicle Volume I, 6 leather-bound Guardian Ledgers, and a numbered artifact card signed by the creator.
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