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The Game

One needle. Every item fires.

You don't throw the darts. You build the bar. Then you watch a brass needle decide your fate, one item at a time.

A calm fantasy tavern dart hall in warm brown light

Live gameplay

Coming soon

The real game, shown in action once it is ready.

The needle

Left to right. No take-backs.

Each side has its own bar and its own needle. The needle sweeps left to right without stopping, then wraps back to the left — every sweep is a pass, and every item fires as it is crossed. Some items trigger more than once per pass. Haste quickens your needle, slow drags theirs. Frozen items skip their turn, and what sits to the left or right matters: the order of the bar is the build.

The run

A tournament built to break you.

10

Lives

A lost duel costs lives — and late losses cost more than early ones. Run out, and the tournament keeps your soul.

9

Duel wins

Nine duel wins against the regulars claim the cursed trophy. Grudge duels don't count — they just pay.

Shops

Buy, sell, upgrade, reroll. The shop stocks your hero's items and neutral gear — never another hero's.

Events

Each stretch of road has its own stops. Gold, items, cards, experience — sometimes at a price.

Grimbold AnvilfistHulda HornmugFipps CardpinchEmbertooth the Hoard Dragon

Events

Between the duels, the road gets strange.

  • The Smith's Anvil

    Engrave or enchant a single item. One change, and the whole bar plays differently.

  • The Brewer's Tap

    Gold for a drink, or a drink for your nerves. Sometimes an extra life.

  • The Card Sharp

    A hand of cards, a price you don't see until you've paid it.

  • Embertooth's Hoard

    The hoard dragon sells a legendary piece nobody else carries. Bring gold. Bring nerve.

The board is waiting.