Atelier · Edition I
How to play

before · during · after

Disasters:Through the Looking Glass

A 3D board game about how disasters reveal and deepen social inequality. Six chess pieces. Five card decks. Eighty-eight cards. One story you carry to the end.

Live · atelier theme
⚀⚂⚅ 2d6
  • 88Cards
  • 5Decks
  • 11Envelopes
  • 8×8Board
  • 2–6Players

enter the game

Pick a piece.
Roll the dice.

or join

No account · anonymous · 5-minute setup

chapter i · the cast

Five pieces.
Five powers.

Your envelope reveals a piece. Each piece moves differently, and once per game, draws a power to bend the social order around the table.

Any direction · up to dice5 good · 1 bad

Queen

Force Swap

Force any two players to swap their entire hands.

Any direction · 1 cell6 good · 0 bad

King

Gift & Draw

Give a card to any player, then draw a bonus card.

Orthogonal · up to dice4 good · 2 bad

Rook

Steal

Take one card of your choice from any other player.

L-jump · leaps over3 good · 3 bad

Knight

Team Up

Team up with a Pawn — share hands the rest of the game.

Forward · 1 cell2 good · 4 bad

Pawn

Pool

Pool cards with up to two other Pawns — all hold the same set.

chapter ii · the deck

Eighty-eight cards,
five voices.

Three decks shape who you are before the storm. One delivers the disaster. One decides how the world responds.

12 cards
Setup

Policy

Insurance · zoning · aid

3 good9 bad
31 cards
Setup

Structural

Roof · drainage · grid

15 good16 bad
20 cards
Setup

Socio-Cultural

Language · age · income

7 good13 bad
13 cards
During

Hazard

Hurricane · heat · flood

0 good13 bad
12 cards
After

DRM

Early warning · relief

6 good6 bad

The first three decks (Policy · Structural · Socio-Cultural) are dealt the moment you open your envelope. Hazard cards appear when you cross Rows 2–4. DRM cards land in Rows 5–8, and good ones grant a one-shot trade power.

chapter iii · the arc

Seven phases.
One unfolding story.

The game runs as a state machine. Each phase changes what you can do, and what becomes visible at the table.

  1. 01
    Lobby

    Open a room. Invite friends or fill empty seats with AI.

  2. 02
    Roll for Rank

    Everyone rolls 2d6. Highest total picks an envelope first.

  3. 03
    Envelope Pick

    Eleven sealed envelopes hide your piece — and your starting hand.

  4. 04
    Placement

    Place your piece anywhere on Row 1. The character zone.

  5. 05
    Playing

    Move forward through Hazard (Rows 2–4) and DRM (Rows 5–8).

  6. 06
    Storytelling

    Lay your hand on the table. Tell the story your cards reveal.

  7. 07
    End

    Reflection. The point isn't who won — it's what was made visible.

chapter iv · the board

Eight rows.
Three zones.

The 8 × 8 board is seeded by the room code; every player sees the identical layout. Forward is row 1 → row 8. Reach the eighth row and your story is sealed.

Row 1Character zone

Place your piece. No card draws.

Rows 2–4Hazard zone

14 hazard cells. Draw a disaster.

Rows 5–8DRM zone

16 DRM cells. Good ones unlock your trade.

Seed · room ABCD1234Direction → row 8
⚠ hazard◆ drm● character

when you're ready

The board is set.
Open an envelope.

Two to six players. No accounts. Five minutes from here to the first roll. The story your hand tells at the end is yours to keep.

📖 Read the full rulebook
Atelier Edition·Walnut · Alabaster · Gold·v1.0