before · during · after

How to play

Disaster: Through the Looking Glass is a 3-D board game about how disasters reveal and deepen social inequality. Six chess pieces. Five card decks. One story you carry to the end. Play solo against AI, or invite up to five friends online.

2–6players
8×8board
10envelopes
88cards
5decks
~30maverage game

The board has three zones, read from the colored left tabs. Row 1 is the Character zone — everyone places their piece here; no draws. Rows 2–4 are the Hazard zone; Rows 5–8 are the DRM zone. Land on any zone cell and the orange die decides which of the five decks you draw from (see below). Land on a ⇄ Trade circle instead — 3 in the Hazard zone, 5 in the DRM zone — and you run your piece's Trade rule. Reach Row 8 to finish. When everyone finishes, the game switches to storytelling. There is no winner — there's only what each body carried through.

deck breakdown Policy 12 (3+9) · Structural 31 (15+16) · Hazard 13 (0+13) · Socio-Cultural 20 (7+13) · DRM 12 (6+6) = 88 cards total

step 1

Set up a room

From the welcome page, type your display name, then choose:

  • Play solo · with AI — instant solo room. Fill empty seats with up to 5 AI players.
  • Create multiplayer room — generates a shareable URL. Friends join with the room code.

Once in the lobby, set how many AI to add (so total players = 2–6), then click Start game. The host (you) can copy an invite link at any time.

tip Add at least 1 AI to start — the engine needs ≥ 2 players.
determinism The board layout, envelope order, and deck shuffles are all seeded by the room ID. Everyone in the same room sees the exact same Trade-circle layout and draws cards in the same order. Multiplayer stays in sync.
Lobby view with board 1
Title — game name lives top-left only.
2
Player roster — see everyone's piece, hand size, and finished status.
3
Card decks — see how many cards remain in each deck.
4
Lobby bar — set AI count, copy invite, start the game.

Lobby · hover the numbered dots to learn the panels

step 2

Roll for rank

Every player rolls two six-sided dice. Highest sum picks an envelope first. Ties break by join order.

Click the dice below to feel the animation — it's the same physics you'll see in-game.

Order matters even though envelope contents are hidden — you still want first pick, because rolling high feels good and you get the freshest pool.

Rank roll modal in-game

In-game rank-roll modal · every player rolls in turn

step 3

Open your envelope

Ten envelopes are shuffled. In rank order, each player picks one. Contents stay hidden until you click — then your envelope reveals:

  • Your piece (King, Queen, Rook, Knight, or Pawn)
  • A starting hand of 6 Character cards (mix of good and bad fortune)

The envelope pool is fixed but shuffled: 1 King · 1 Queen · 2 Rooks · 2 Knights · 4 Pawns — 10 pieces. With fewer players, some envelopes go untouched. There are five roles only — no Bishop.

How the starting hand is dealt: when you open your envelope, you are dealt 6 cards from the Character deck (positive = green back, negative = red back) at your piece's ratio: King & Queen get 4 positive · 2 negative, Rook & Knight get 3 · 3, Pawn gets 2 positive · 4 negative. Everyone holds six; only the mix differs. The five play decks (Policy, Structural, Socio-Cultural, Hazard, DRM) are not dealt here — you draw from them during play.

Why this matters: the piece you get determines how you move and what trade power you wield. The starting hand seeds your story — the King or Queen wakes up with 4 advantages and 2 disadvantages; the Pawn wakes up with 4 disadvantages and 2 advantages. Same disaster, different bodies.

Envelope picker showing opened pieces

Opened envelopes reveal the piece and add cards to your hand

step 4

Take your seat

Click any empty cell on Row 1 to place your piece. Choose your column carefully — pawns can only move forward, so they're committed to one file.

The board zones

Row 1
Character zone · place your piece here. No card draws.
Rows 2–4
Hazard zone · land on a cell and the orange die picks your deck. 3 ⇄ Trade circles here run your piece's Trade rule instead.
Rows 5–8
DRM zone · land on a cell and the orange die picks your deck. 5 ⇄ Trade circles here run your piece's Trade rule instead.
Row 8
Finish line · reach any column on row 8 to be marked finished.
Board with row labels

3-D board view · rows labeled, pieces visible on Row 1

step 5 · the heart of the game

How pieces move

Each turn the blue die sets how you move — and every role reads its own 1–6 table (the authoritative tables are below). Same number, different life: the renter inches while the resourced sweeps. A face with no reachable square means don't move — you stay put and draw nothing that turn.

The board below is a reach explorer — drag the range to feel how far each role can stretch. Five roles only: Queen, King, Rook, Knight, Pawn.

Queen · face 1 · survey · 1 any dir · 8 legal moves

Gold cell · your piece  ·  glowing cells · legal destinations


Each role's blue-die table

This is the authoritative movement — your blue die (1–6) reads down your role's column. Tap ❖ Rules in-game to see the same tables any time.

Pawn

Easily stranded; slow, hard-won progress.

  1. Stranded — can't move
  2. Displaced — 1 backward
  3. Pushed aside — 1 left or right
  4. Inch forward — 1 forward
  5. Inch forward — 1 forward
  6. Lucky break — up to 2 forward

Knight

Always the L-jump, leaping over anything.

  1. Leap ahead — forward L-jump
  2. Leap ahead — forward L-jump
  3. Hold position — don't move
  4. Fall back — backward L-jump
  5. Cut wide — L-jump 2 columns aside
  6. Free leap — any L-jump

Rook

Straight lines; stopped by anything in the way.

  1. Survey — 1 up/down/left/right
  2. Lay foundation — up to 2 forward
  3. Pull back — up to 2 backward
  4. Hold the site — don't move
  5. Raise the frame — up to 3 forward
  6. Open road — up to 3 one straight way

King

One careful square at a time, any direction.

  1. Step forward — 1 forward
  2. Walk the block — 1 diagonally forward
  3. Survey — 1 any direction
  4. Double back — 1 backward or sideways
  5. Hold the line — don't move
  6. Decisive step — 1 any direction

Queen

Reaches far in any direction; rarely stops.

  1. Survey the estate — 1 any direction
  2. Mobilize — up to 2 any direction
  3. Portfolio setback — up to 2 backward
  4. Call in favors — up to 2 any direction
  5. Private route — up to 3 any direction
  6. Sweep — up to 3 any direction

Movement rules in a nutshell

🚫

No captures

Pieces cannot land on an occupied square. Sliding pieces stop one cell before a block.

🐎

Knight leaps

Knights ignore blockers and may jump over occupied squares. Their landing must still be empty.

⬆️

Pawn struggles

The Pawn often can't move at all, gets pushed back or sideways, and only sometimes inches forward — its blue-die table is the harshest. On a "don't move" the Pawn stays put and draws nothing that turn.

🏁

Finished is gone

Once a piece reaches Row 8, it no longer blocks others — the cell becomes pass-through.

step 6

Anatomy of a turn

01

Your turn opens

A "Roll for movement" modal pops up with your piece's movement rules.

02

Roll the dice

Two dice tumble: the blue die sets how you move (your role's table), the orange die which deck you'll draw on landing.

03

See legal cells

The board highlights every cell you can legally reach. Click one to commit.

04

Land & resolve

Zone cell → the orange die picks which deck you draw · ⇄ Trade circle → run your piece's Trade rule · Row 1 → no draw.

05

Add to hand

Your hand grows. Cards stay with you for the storytelling phase.

06

Next player

Turn passes in rank order, skipping anyone who's already finished.

Turn roll modal

Step 2 · the turn-roll modal

Board with legal moves highlighted

Step 3 · legal cells glow gold

step 7

The five decks

Click any card below to flip it. You draw from all five decks during play — when you land on a zone cell, the orange die decides which deck (see the next section). Your starting hand isn't from these — it's dealt from the separate Character deck when you open your envelope.

P
Policy
Policy · 01
Neighborhood policy
Redlining, zoning, insurance, assistance. 12 cards · 3 good · 9 bad. Drawn on orange 1 (either zone).
S
Structural
Structural · 02
Home & infrastructure
Building conditions, flood risk, lifelines, shade. 31 cards · 15 good · 16 bad. Drawn on orange 2 (either zone).
H
Hazard
Hazard · 03
Hazard draw
Hurricane, heat, flooding, surge, outage. 13 cards · all hardship. Drawn on orange 4–6 in the Hazard zone.
C
Socio-Cultural
Socio · 04
Lived conditions
Income, language, caregiving, age, mobility, housing. 20 cards · 7 good · 13 bad. Drawn on orange 3 (either zone).
D
DRM
DRM · 05
Disaster Risk Management
Warnings, shelters, aid, planning. 12 cards · 6 good · 6 bad. Drawn on orange 4–6 in the DRM zone.

Sentiment

Every card has a sentiment: ● good fortune or ● hardship. Your starting Character-card mix depends on the piece you drew — the King or Queen gets 4 good + 2 bad, the Pawn gets 2 good + 4 bad. That asymmetry is the point: not all disasters land the same way on all bodies.

Card overlay when drawn

Drawing a hazard card · everyone sees the moment

Hand of cards at bottom

Your hand stays pinned at the bottom · hover to lift a card

step 8 · the second die

The orange die · decks & trade

The blue die moves your piece. When you land on a zone cell, the orange die decides which deck you draw from — and that depends on your zone. Low faces pull the everyday decks (Policy, Structural, Socio-Cultural); high faces pull the zone's own deck.

In the Hazard zone

Orange 1
Policy card
Orange 2
Structural card
Orange 3
Socio-Cultural card
Orange 4 · 5 · 6
Hazard card

In the DRM zone

Orange 1
Policy card
Orange 2
Structural card
Orange 3
Socio-Cultural card
Orange 4 · 5 · 6
DRM card

Trade circles · ⇄ your piece decides

Land on a ⇄ Trade circle3 in the Hazard zone, 5 in the DRM zone — and instead of drawing a card you run your piece's Trade rule. Pieces come from the opening envelope pool: 1 King · 1 Queen · 2 Rooks · 2 Knights · 4 Pawns.

King's gift

1 · King

Give one card to whoever you want and draw a bonus card from any deck.

Queen's decree

1 · Queen

Force any two players to exchange one card each with each other.

Rook's raid

2 · Rooks

Steal one card from any one player. They cannot refuse.

Knight's coalition

2 · Knights

Team up with one Pawn and one Rook. For one round the coalition moves together and shares the benefit of all positive cards held by any member.

Pawns' coalition

4 · Pawns

Pawns may form a coalition of three or more. Share all positive Structural cards across the coalition for one round.

act iii

The story you carry

When every player reaches Row 8, the board fades and a storytelling page opens. Every player's full hand is laid out as a grid of cards. You can type a written story in the textarea, or simply tell it out loud while everyone reads the cards together.

There's no scoring. There's no "winner". The cards are evidence; the story is the point. Each piece reached the finish — but they reached it carrying different weight.

What you'll see: tags by deck, sentiment colors (good fortune in moss, hardship in rust), and the full card text on each tile.

Storytelling phase with 6 players

Storytelling · all 6 hands laid out side by side

closing notes

Tips & strategy

🎯

Aim for ⇄ Trade circles

Landing on a Trade circle runs your piece's Trade rule instead of a draw — the DRM zone has 5 of them, the Hazard zone 3.

📐

Mind your piece

A Pawn can't pass anyone in its file. A Knight can leap clutter. Choose your starting column accordingly.

Pick your moment

Trade rules fire when you land on a ⇄ Trade circle. You can decline and wait for a juicier target or a better position.

📷

Pan the camera

Four presets in the top nav: Study (close, intimate), Hero (default), Plan (top-down), Cinema (sweeping). The button toggles slow auto-rotation.

↔️

Collapse the side panels

Hit ◀ players or decks ▶ in the top nav to hide either panel. A thin tab on the edge brings it back. Use this for a maximum-board view.

🎒

Watch your hand

Your hand sits pinned to the bottom and shows good / bad totals. Hover any card to lift it. Click the chip to collapse / expand the fan.

🏁

Game ends together

The game switches to storytelling only when every player has reached Row 8. Finished pieces stop blocking — so you can't get permanently stuck behind one.

🤝

Multiplayer flow

Online games auto-sync via PartyKit. Solo + AI runs entirely in your browser — no setup. AI cards auto-progress after a brief reveal so you never have to babysit them.

📖

The "? guide" button

Need a refresher mid-game? Hit the ? guide chip in the top nav (this page opens in a new tab so your game state isn't lost).

ready

Step into the looking glass

Start a solo game with AI, or invite up to 5 friends online. Your story begins on Row 1.

↩ play now