an original card game · designed by benedict frimpong boateng · 2026
ZERO
The Architect's Edition, a game of controlled chaos
Seven seats. Twelve laws. No luck. A psychological card game where information is a weapon, every alliance creates debt, and the winner decided the outcome before the first card was drawn.
- max players
- 7
- laws
- 12
- special cards
- 6
- wild types
- 4
- token tiers
- 3
the project
what i made
ZERO is a card game built to reward reading people instead of luck.
I designed the full ruleset, six new special cards, a reworked deck with its own suit names, and an influence token economy that makes power visible to the whole table. Then I built the brand around it: a dark, classified-file look in black, gold and crimson, plus card faces, group artwork for the players and a website to teach the rules.
I'm now taking it toward a printed edition in Ghana, with the intellectual property protected first.
Core philosophy
Most shedding card games are luck disguised as skill. ZERO strips away the disguise. Information asymmetry is weaponised. Alliances are permitted, and punished. Every act of cooperation leaves a debt. Every act of aggression leaves a scar. The winner is not the fastest, nor the luckiest, but the one who made everyone else believe they had a chance.
Seven players maximum. Any more and the web becomes unmanageable. Any fewer and there is no web to weave.
the ruleset
twelve laws
Twelve laws sit on top of a classic four-colour deck. Here's what each one does to the table. The full rulebook comes with the printed edition.
ISetupbefore the first card
The Silent Auction
What you give up at the start comes back to haunt you.
psychologyThe Seating Tribunal
Where you sit is earned, not random.
informationThe Open Ledger
Everyone's influence is on show. Poverty and power are both visible.
power
IICore lawsduring play
The Debt Clause
Every favour creates a debt, and debts get called in at the worst moment.
psychologyThe Silence Tax
Talking out of turn costs you. One player is exempt.
punishmentThe Veto
The table can band together to stop a player who's about to win.
chaosThe Dossier
Influence can buy a look at the future.
informationThe Kingmaker Clause
Being knocked out doesn't mean you stop playing.
powerThe Confession
After every round, the table names who manipulated it most.
psychology
IIIVictoryhow it ends
Standard Victory
Empty your hand, and don't forget to say the word.
powerThe Phantom Victory
A secret path to winning that plays out across sessions.
informationThe Architect's Exemption
Win enough and you get to rewrite the rules.
psychology
the Ω arsenal
six new cards
Two of each are shuffled into the deck.
the deck
the full system
Four renamed suits
Numbers 0 to 9, plus Reverse, Skip and Draw Two in each.
- Crimsonthe crimson directive
- Coldthe cold calculation
- Silentthe patient accumulation
- Gildedthe gilded distraction
Influence tokens
A three-tier currency that powers the Veto, the Dossier and the Confession. Holdings are always on show, so the whole table can see who is rich and who is desperate.

Void

Gold

Crimson
Four wild types
The reverse face
Every card shares one back: the Ω mark of the Architect on a gold-lined black field.
Closing doctrine
There is no luck in ZERO. The rules are not a cage. They are a map, and only some players know how to read maps.
Want the full rules, a playtest, or to publish or stock ZERO? get in touch.
