A word-study card game about the words themselves.
Four players, mid-Chapter. The navy stack is the Tower, the gold coins are Letters, and the near player is laying a Word Card down.
Two to six players write a Chapter together. You reveal words from a shared 90-card Tower, spend them for their abilities, and Record exact combinations of grammatical types to score. Every card is a real Hebrew or Greek lemma with its verses, its frequency and its etymology printed on the face — so the vocabulary you manipulate mechanically is the vocabulary you end up learning.
The oldest piece is Shanghai rummy. My family has played it every Christmas for as long as I can remember — long before I had heard of any other card game. Each round hands you a different contract to complete and everyone races to fill it, and that shape stayed with me.
Next came systematic theology — not as a field I mastered, but as the thing I was raised on. Grow up around doctrine taken seriously and you end up at the words themselves sooner or later, and Hebrew and Greek turn out to be worth knowing for their own sake — a word like chen or diatheke carries a history that translation flattens. What I wanted was playable flashcards: something that would put real lemmas, real verses and real frequency counts in front of me often enough to stick, without ever feeling like drilling.
Magic: The Gathering came last, and I did not play it lightly. I won a number of competitive EDH tournaments with Prossh and Food Chain, and I spent a while as a Level 1 judge — which is where the lesson actually landed. Judging is how you learn that a game which plays simply is holding up an enormous amount of thinking about rules and systems: a card that carries its own rule, a rarity that has to mean something, a cost that has to bite, and an edge case waiting under every one of them. That is the craft this set is trying to learn, and it is why so much of the work here went into the grammar of an ability rather than into the art.
Those two are also what led me into systems engineering, which is now what I do for a living. They train the same habit: hold a large structure in your head, keep every part of it consistent with every other, and go looking for the place where one rule quietly contradicts another. That is systematic theology, that is a rules set, and it turns out that is also a build pipeline — which is why the second half of this page looks the way it does.
The three turned out to be one game. The rummy contract became the Lot. The languages became the card's whole face — the lemma, the verses, the occurrence counts, the etymology. And the systems thinking became everything underneath: what an ability may say, what a rarity may cost, and what the set as a whole is allowed to contain. What I ended up with is a game I genuinely think is interesting and fun to play, which happens to teach you vocabulary while you argue over whether to spend a card or save it.
Every Word Card has a grammatical type — NOUN, VERB, ADJECTIVE, NAME or TITLE. A Lot is a recipe written in those types: five, six or seven cards in an exact composition. Recording a Lot means laying down precisely that combination from your hand.
So a card is worth two different things at once, and they compete. Its ability wants to be spent — activating sends it to Sheol. Its type wants to be saved — you need it to complete a recipe. Almost every decision in the game is that tension.
The three stats printed on each card — LORE, CONTEXT, COMPLEXITY — are not power levels. They measure the word: how much doctrine rests on it, how often it occurs in the original languages, and how tangled its history is. Abilities read them, so a card's scholarship is also its mechanics.
Flip the top card of the Tower. Either activate it free, paying only its printed cost, or pass and take it into hand with one more card. Power now, or material for later.
Play cards from your hand. Each costs 1 Letter plus the card's printed cost. Repeatable while you can pay — but Letters are worth 3 points each at scoring, so every activation is spent score.
Lay down an exact Lot match. The shared Chapter Lot becomes a Page worth 8–14 points. A Portion Lot pays Letters instead. Each Lot may be Recorded once per player per Chapter.
Discard one card — and the table gets a window to Redeem it, taking it into hand at the cost of a debt discard next turn. Empty your hand and the Chapter closes.
Three currencies pull against each other, and the Chapter ends when someone empties their hand — so the clock is set by whoever is running out of cards, not by a turn count.
| Lot size | As the Chapter Lot | Your own Portion Lot | Another player's |
|---|---|---|---|
| 5-card | 8 points (a Page) | 2 Letters | 1 Letter |
| 6-card | 10 points (a Page) | 2 Letters | 1 Letter |
| 7-card | 14 points (a Page) | 3 Letters | 2 Letters |
Chapter Value of each Page you created
+ remaining Letters × 3
+ Wreath bonuses (+2 each)
− 1 per card left in your hand
Then all 90 cards are gathered — hands, Tower, Sheol, and every Page — reshuffled, and the next Chapter begins with a fresh Tower and a new Chapter Lot. Pages do not carry over. Only the score does.
The first player to Record the Chapter Lot takes the Record Wreath. The player who empties their hand takes the Empty Wreath and closes the Chapter — after which every other player gets one final Record in a Grace period. Two points each, and two very different races.
A TITLE card — SHEPHERD, KEEPER, PRIEST — can fill a NOUN or NAME slot in a recipe, but never a VERB or ADJECTIVE, and only once per Record. It is the one piece of give in an otherwise exact system, and it is a grammatical joke that happens to be true: a title is a noun that has become a name.
All 90 cards and 30 Lots were produced with a Gemini-backed pipeline. The interesting part was not the generation — it was discovering that a model will happily produce ninety cards that each look fine and collectively make no sense. Almost everything that made the set coherent is a check that can fail a card, not a better prompt.
I am an AI architect and DevOps engineer by trade — a trade I came to, as above, through doctrine and a card game — so when the generation started drifting I reached for the tools I use at work rather than for better prompts. The set is built like a service: every rule is a check, every check fails closed, and the expensive step never runs until the cheap one has passed. A card is rejected on paper before a render is ever spent on it.
That framing is what made a 90-card set tractable for one person. The model is a fast, tireless, unreliable contributor — excellent at producing a plausible card, incapable of remembering the other 89. So the memory lives in the pipeline: shape signatures, lemma uniqueness, rarity budgets, coverage targets. Prompting alone would have produced ninety plausible cards and no set.
That cabinet is real. A card is never generated from a blank page: every render starts from a blank template and a short, ordered stack of references, and the pipeline picks that stack rather than the prompt author.
The 20 card templates are the Cartesian product of the five grammatical types and the four rarities, verified as a package before any run: exact dimensions, digests, and a mapping check that fails the build if a single cell is missing. The 3 Lot templates cover the three recipe sizes. Because the template already encodes type, rarity and slot count, the model is never asked to remember them.
Then references are gathered, in a fixed order the pipeline controls:
This is the same lesson as the icon that took three attempts: the model is far better at copying an artefact you show it than at obeying an adjective you write. The templates and the exemplar manifest exist so that showing is cheap and repeatable.
| The check | What it caught |
|---|---|
| Ability estimator rates the printed copy |
Rarity drift. Ratings derive from the words on the card, not the designer's intent, so a "Rare" that only draws two cards fails to price as one. |
| Shape signature core motion + qualifiers |
Two cards doing the same thing in different words. Look count, where the untaken cards go, and whether it reads your Lot or the shared one all separate one card from another. |
| One-lemma rule | Two cards printing the same Hebrew or Greek word. STONE and BRICK both claimed λίθος until it did. |
| Word weight | A pillar of the story printed as a common. Weight 5 must be the top rarity; the set carries at most nine. |
| Mechanic axes | Unused game surfaces. Two of 76 abilities read a printed stat; a per-batch minimum took it to 22 of 90. |
| Verse lexical rule | Verses that allude to a word without containing it. The printed verse must contain the printed lemma. |
| Deterministic stamping | Stat pips, type pill, number and footer are drawn by code, never the model — the image prompt zeroes them and a pixel gate verifies the rest. |
Three separate numeric gates were built to catch one wrong icon — ink coverage, glyph overlap, pixel drift — and all three disagreed with the eye. What fixed it was showing the model the correct card as a reference image instead of describing the glyph in words. Measure what you can; for everything else, show rather than tell, and look at the result.
Set one — Babel Alpha — covers the era from creation to the tower. All 90 Word Cards and 30 Lots are finished and signed, a proof deck is at the printer, and the rules have already been through two playtested iterations with a third on the way. The version described here is what those sessions produced, not a paper design.
What the next round is still probing: player counts, Chapter length, whether Letters are priced right at 3 points, and whether the race between the Record Wreath and the Empty Wreath stays as tight at six players as it is at four. Expect the rules to keep moving. Set two is Egypt; the 30 Lot recipes are universal and carry across every set, so each new set is a new vocabulary played on the same grammar.
36 Common · 31 Uncommon · 14 Rare · 9 Glorious — 0 duplicate abilities, 0 shared lemmas, 120 print files at 825 × 1125.