Karma's Gambit is for Tavern members. Sign in (or create a free account) to enter the game.
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No account, no email — sit down at Learn, Story and Practice on house decks. Your own cards, a collection and Descend wait behind the Oath, and the game will ask when it matters.
Tavern accounts live on the server — sign in once and your legend follows your account.
Tap cards to add or remove them from your run deck. 20–30 cards — the Stranger refuses a thinner or thicker deck.
You are sitting in as a guest — the house lends you decks at Learn, Story and Practice. Browsing the archive is free; cards of your own, deck building and Descend live behind the Oath.
Your legend, your look — avatar, mat, card back, borders, title and theme. Every pick previews live and saves to your Tavern account.
The full 2,767-card archive — dimmed cards aren't yours yet. Owned cards show their copy count; tap one to add a copy to the deck.
Slide your tankard down the bar. The Tavern has no last door — choose your next room.
Five duels, five teachers, one road. Old Merrow is dealing you in — win a table to open the next.
Guest tables: the house starter deck stands in, and the road is not kept when you leave — sign the Oath to make your tables count.
Three gods were stolen from Merrow's lockbox — and it was not Skitterjack. Descend the three roads beneath the Tavern and win them back, seven tables a road.
A quiet corner of the Tavern. No tabs that matter, no rewards — just you, the cards, and a dealer who deals fair. Hone your timing against the Gravity Tides and the Signal before you descend for real.
Two doors, both open. Pick the one that sounds like tonight — the other will still be here tomorrow.