You are finishing a saved night under its original rules. This night does not earn packs. Start a new night
ONE MORE SHIFT · CLOCKING IN
Your cards. Three seats to start. A whole night of bad decisions.
Bringing a new crew starts a fresh run with 8 coins. Close this window to keep your current run.
Tap two seats to move or swap. Neighbours share an edge.
They’re coming to work, not leaving your collection. Prints don’t change battle stats.
Open a pack to find your first crew. Then come back and choose who gets a seat.
No cards match that search.
TEN SHIFTS. ONE VERY LONG NIGHT.
Six petty nuisances. Four unreasonable bosses. Everyone has something for you to do.
OPEN LATE. NO QUESTIONS.
Hire a coworker or improve the ones you have. Every card has three levels. Changes last for this run.
One open position. Nobody has to sit on the printer.
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.
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.
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
He has six hands, eleven stakeholders, and one tiny request that requires rebuilding civilisation.
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.
Cache Goblin
It worked. We are deeply uncomfortable.
Purely commentary. No gameplay effect.
ONE COLLECTION. ONE RUN.
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.