Every card costs twice. The bell hears all of it.
A card game of noise and consequence. Every strong card you play raises your clamor, and clamor only climbs. Reach the threshold and the bell rings itself: a boss spawns, sized to the table's combined noise, and it comes for the one who rang it first.
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Three systems, one tension: winning means playing your best cards, and your best cards are the ones that summon the thing that eats you.

Mana pays for the card; clamor pays for how good it is. Fair cards whisper. Pushed cards shout. The track never resets, and at 10, 20, and 30 the bell rings itself.

Fifteen bosses, drawn blind. Health equal to the table's combined noise, and its first strike falls on whoever rang the bell. Kill it and treasure enters play at once.

Your champion returns from death, but each return costs more and rings louder. By the fourth fall, letting them rest is often the wiser prayer.
One hundred sixty cards across Fire, Water, Earth, Air, and what belongs to no one.






The rest stay behind the bell. Sign in to build your collection — cards are earned in the Crucible, and we won't spoil the hunt.
Clamor is built to be printed: duplex-ready decks, the full Boss Deck, and treasure tokens, all cut-and-play from your own printer. The digital Crucible and the kitchen table run the same rules, the same shuffle, the same bells.