Grandma broke the world.
Someone has to fix it.

Grandma broke the world.
Someone has to fix it.

YAMAGEDDON · DEV LOG & RULES

A card game set after the collapse. Two factions, two win conditions, one deck neither side can win alone. This page is the working record: what changed, and how the game plays right now.

Framework

Locked

31

Cards in design

2

Factions, one shared deck

Round 8

The Wolf always comes

DEV LOG

Building in the open.

Sep 23, 2026

Mechanics

The Wolf checks both sides

Locked the Wolf card. Either faction can invoke it, but it judges both factions’ karma, including the caster’s. It’s a shared risk, not an attack move. Also settled provisional wins: Hay and Wood can still be knocked back. Only Brick locks it in.

Sep 23, 2026

Mechanics

The Wolf checks both sides

Locked the Wolf card. Either faction can invoke it, but it judges both factions’ karma, including the caster’s. It’s a shared risk, not an attack move. Also settled provisional wins: Hay and Wood can still be knocked back. Only Brick locks it in.

RULES & SYSTEMS · DRAFT V0.1

The living rulebook.

A working draft, not final. Anything marked TBD is still undecided and will change as we playtest.

01

Overview

Yamageddon is a card game for a table split into two rival factions, Pigs and Hoods, surviving a post-collapse world where the fairy tale went wrong.

Each faction has its own win condition and its own resource, and needs the resource the other produces. Cooperation is forced by scarcity, not sentiment.

01

Overview

Yamageddon is a card game for a table split into two rival factions, Pigs and Hoods, surviving a post-collapse world where the fairy tale went wrong.

Each faction has its own win condition and its own resource, and needs the resource the other produces. Cooperation is forced by scarcity, not sentiment.

02

Roles & win conditions

Pigs: build to survive. Each Pig builds their own house, alone, in order:

  • Hay: material cost TBD. Not Wolf-proof.

  • Wood: material cost TBD. Not Wolf-proof.

  • Brick: material cost TBD. Wolf-proof.

Hay and Wood are a provisional lead. A bad Wolf check can knock them back a tier. Only Brick locks in the win.

Hoods: craft to survive. Hoods share one goal: be the first among them to collect all three Cure ingredients (A, B and C, names TBD). When one Hood completes the Cure, the whole Hood faction wins.

Win trigger: the game ends the instant a Pig completes Brick or a Hood completes the Cure, whichever happens first.

02

Roles & win conditions

Pigs: build to survive. Each Pig builds their own house, alone, in order:

  • Hay: material cost TBD. Not Wolf-proof.

  • Wood: material cost TBD. Not Wolf-proof.

  • Brick: material cost TBD. Wolf-proof.

Hay and Wood are a provisional lead. A bad Wolf check can knock them back a tier. Only Brick locks in the win.

Hoods: craft to survive. Hoods share one goal: be the first among them to collect all three Cure ingredients (A, B and C, names TBD). When one Hood completes the Cure, the whole Hood faction wins.

Win trigger: the game ends the instant a Pig completes Brick or a Hood completes the Cure, whichever happens first.

03

Resources

Each faction produces what the other needs. Neither side can win alone.

  • Pigs produce Ingredients for Hoods, and need Water.

  • Hoods produce Materials for Pigs, and need Food.

Water and Food are upkeep, not trade currency. Exact use TBD.

03

Resources

Each faction produces what the other needs. Neither side can win alone.

  • Pigs produce Ingredients for Hoods, and need Water.

  • Hoods produce Materials for Pigs, and need Food.

Water and Food are upkeep, not trade currency. Exact use TBD.

04

Decks

Deck 1: Action

  • Vice (7): Greed, Lust, Pride, Gluttony, Envy, Sloth, Wrath. Steal from or sabotage another player. Costs karma.

  • Trial (3): Push-up, Pull-up, Squat. Complete it to claim the resource printed on the card. Anyone can attempt any Trial.

  • Event (6): Invoke the Wolf, Enemies, Obstacles.

Deck 2: Supply

  • Resource: Ingredient, Material, Water, Food.

  • Potion (3): Ignition, Hope Fuel, Telepathy. Effects TBD.

House tiers and Cure slots aren’t a deck. They’re progress trackers on each player’s tableau, filled by spending Supply resources.

04

Decks

Deck 1: Action

  • Vice (7): Greed, Lust, Pride, Gluttony, Envy, Sloth, Wrath. Steal from or sabotage another player. Costs karma.

  • Trial (3): Push-up, Pull-up, Squat. Complete it to claim the resource printed on the card. Anyone can attempt any Trial.

  • Event (6): Invoke the Wolf, Enemies, Obstacles.

Deck 2: Supply

  • Resource: Ingredient, Material, Water, Food.

  • Potion (3): Ignition, Hope Fuel, Telepathy. Effects TBD.

House tiers and Cure slots aren’t a deck. They’re progress trackers on each player’s tableau, filled by spending Supply resources.

05

Turn structure

Every turn runs in four steps:

  • 1. Draw: one card from Deck 1 or Deck 2. Choice or fixed order TBD.

  • 2. Resolve: attempt a Trial, play a Vice, trigger an Event or bank a Resource.

  • 3. Bargain: an open trading window. Pigs and Hoods swap what the other needs.

  • 4. Karma tally: Trials add good karma, Vice cards add bad. Tracked per player, summed per faction.

05

Turn structure

Every turn runs in four steps:

  • 1. Draw: one card from Deck 1 or Deck 2. Choice or fixed order TBD.

  • 2. Resolve: attempt a Trial, play a Vice, trigger an Event or bank a Resource.

  • 3. Bargain: an open trading window. Pigs and Hoods swap what the other needs.

  • 4. Karma tally: Trials add good karma, Vice cards add bad. Tracked per player, summed per faction.

06

The Wolf

Either faction can play Invoke the Wolf at any point before round 8. Round 8 always triggers one automatically.

Mutual risk, not a one-sided attack. The Wolf checks both factions’ karma, including the caster’s.

  • Positive karma: Wisdom. Bonus resources.

  • Negative karma: Chaos. Resources stripped. Any Pig house below Brick drops a tier: Hay is destroyed, Wood reverts to Hay.

A lost house is a setback, not elimination. The Pig keeps playing and rebuilds.

06

The Wolf

Either faction can play Invoke the Wolf at any point before round 8. Round 8 always triggers one automatically.

Mutual risk, not a one-sided attack. The Wolf checks both factions’ karma, including the caster’s.

  • Positive karma: Wisdom. Bonus resources.

  • Negative karma: Chaos. Resources stripped. Any Pig house below Brick drops a tier: Hay is destroyed, Wood reverts to Hay.

A lost house is a setback, not elimination. The Pig keeps playing and rebuilds.

07

Open questions

  • Material and Ingredient cost per house tier

  • Names and effects for the three Cure ingredients

  • Potion effects: Ignition, Hope Fuel, Telepathy

  • Enemy and Obstacle card specifics

  • Water and Food: upkeep cost, or purely thematic?

  • Draw rule: choice between decks, or fixed order?

  • Player count and table size

07

Open questions

  • Material and Ingredient cost per house tier

  • Names and effects for the three Cure ingredients

  • Potion effects: Ignition, Hope Fuel, Telepathy

  • Enemy and Obstacle card specifics

  • Water and Food: upkeep cost, or purely thematic?

  • Draw rule: choice between decks, or fixed order?

  • Player count and table size