You are finishing a saved night under its original rules. This night does not earn packs. Start a new night

ONE MORESHIFT.

SHIFT 01 / 100 ChargePreparation
0/ 50 things30s
8coins
0 Charge3 / 6 on the clock
Your crew. Their ridiculous demands.
0 / 3 missesConnecting your saved run…

ONE MORE SHIFT · CLOCKING IN

Who's on tonight?

Your cards. Three seats to start. A whole night of bad decisions.

The opening shift

0 / 3 chosen

Tap two seats to move or swap. Neighbours share an edge.

8 coins for the night market

They’re coming to work, not leaving your collection. Prints don’t change battle stats.

From your collection

TEN SHIFTS. ONE VERY LONG NIGHT.

Small crooks. Big problems.

Six petty nuisances. Four unreasonable bosses. Everyone has something for you to do.

OPEN LATE. NO QUESTIONS.

The night market.

Hire a coworker or improve the ones you have. Every card has three levels. Changes last for this run.

8 coins in your pocket

One open position. Nobody has to sit on the printer.

Choose a replacement.

Make things.
Make it weird.

  1. Build your crew.

    Choose up to three different cards from your collection and arrange them before starting with 8 run coins. Hire for 3 coins, upgrade to level 2 for 4, or reach level 3 for 6. Use the market or select a crew card to improve it.

  2. Find the good neighbours.

    Use Move / swap, then tap another position to rearrange. Cards activate on their own. Charge powers the Living CRT. Adjacent cards can speed each other up. Effects target the lowest numbered eligible neighbour.

  3. Defeat your opponent.

    Every thing your crew makes removes one point of the opponent’s demand. Meet the target within 30 game seconds to win immediately. Each attempt pays 6 coins, with 2 extra for a clear. A miss lets you improve the crew and retry. Three misses end the run.

The timer, card cooldowns and production use the same game clock. 2x runs them all twice as fast. Your selected cards stay in your collection. Incidents are jokes and have no effect on play.

SHIFT 01 · CROOK

Cache Goblin.

He has six hands, eleven stakeholders, and one tiny request that requires rebuilding civilisation.

Starting demand 50 thingsShift length 30 secondsDefeat condition Demand reaches zero

Each thing made removes one demand. The number is locked before you start: the opponent cannot move the goalposts. Taunts and incident reports never change your cards or the rules.

Your starters come from your collection. Hires and upgrades last for this run. Your run saves with your collection. Use its recovery code to continue on another device. Hires and run coins do not add cards or packs to your permanent collection.

ONE MORE SHIFT / NIGHT OFFICE
Cache Goblin

Cache Goblin

DEFEATED
TARGET CLEARED

Somehow,
that worked.

387/ 50
things made

INCIDENT REPORT

Someone downloaded more RAM.

It worked. We are deeply uncomfortable.

Purely commentary. No gameplay effect.

ONE COLLECTION. ONE RUN.

Your run moved on.

Another tab or device saved a newer run. Load it to keep playing with the crew and coins saved there. Your card collection is unchanged.