Two duelists in a candlelit canal-side fencing hall reach toward a single shared rack of swords.
PC game concept · 2026-11-02

The CommonRack

You and the duelist across from you draw from the same rack of blades, so every card you win after a fight is one the next opponent can pull and turn on you, unless you notch it first and let it fail in their grip.

Roguelike deckbuilder PC · Windows Keyboard & mouse · Controller Premium · $17.99 EA

The loop

Strike with the blade in your hand or set it back on the shared rack where your opponent draws next, notching the blades you can't afford to hand over, while every blade you win joins the rack the next duelist draws from.

One turn, thirty seconds

  1. Draw the top card of the Rack, the single pile you share. Its top card, the peg, is always face-up.
  2. Spend 3 Breath on Cuts, Parries, Feints and Binds.
  3. Rack one card for free: on top to choose the opponent's next draw, or on the bottom to bury it.
  4. Cards you fed them stay face-up in their hand. Their intent shows exact damage for those and a range for the rest.
  5. A notched blade in their grip turns and does nothing. In yours it cracks; three cracks and it shatters.

Who it's for

Players with hundreds of hours in Slay the Spire who know the decisions by heart, Inscryption fans who liked having someone across the table, and draft players who know every pick is also a pick denied.

Where it gets boring in hour three: thin to 8, notch everything, feed the peg junk. Closed by the Statute of Twelve (the Rack can't go below 12 blades), cracks on notched blades, and opponents who draw from the bottom or draw twice.

Standout systems

The shared Rack

Your deck is the draw pile for both duelists. Each opponent shuffles in a 2–4 card kit for the duel, and you can draw it too.

Racking

A free action once per turn that sets the opponent's next draw. It's the only tool that acts on their next hand.

Notches

Start with 3, earn about one every 2–3 duels. They make a blade fail for the enemy and crack it a little for you.

Read state

Every card in the opponent's hand is known or blind. Good players win with 3 of 4 known.

The ramp, one new pressure per step

StepWhereNew pressureValues
0Act 1, duels 1–3None: learn rackingGuard 18–24, draw 1 from top
1Act 1 eliteVariety: Cutpurse draws from bottomGuard 34, kit 3
2DockmasterDensity: 2 plays a turnGuard 70, Breath 4
3Act 2Speed: opponents draw 2Notch income 1 per 3 duels
4The InspectorCognitive: files your notches offGuard 48
5GuildwardenCompound: racks at you and draws 2Guard 110
6–7Act 3 · MagistratePrecision: audit exiles 2 blades per duelGuard 45–60 · 160

Differentiators

Every reward is two-sided

A blade you take after a fight is a blade the next opponent can draw. Neither Slay the Spire 2 nor Inscryption asks you to weigh that.

You choose their draw

Racking sets what the opponent gets next, and the cards you fed them stay visible, so reading their turn depends on what you gave them.

Sabotage wears your own steel

Notched blades fail for the enemy but crack in your hand, so the more you sabotage, the faster your rack falls apart.

Key features

Six weeks to a slice

Weeks 1–2

Grey-box duel with the shared Rack, racking, known/blind hands, and a greedy AI. Testers log how many opponent cards they know when they win.

Weeks 3–4

Notches, cracks, the Statute of Twelve, then a full Act 1 map with the Dockmaster boss.

Weeks 5–6

Art and sound pass, the notch shader, then an 8-person playtest. Pass if 6 of 8 can explain racking unprompted.