NOT LORE
ACCURATEGAMES

NOT LORE ACCURATE GAMES

Other worlds.
Your game night.

Summon spirits. Make suspiciously good deals. Fight for the crown of the savannah.

Independent board and card games. New ideas, new worlds, and more games to come.

Explore our games ↓

THE GAMES

Find your next world.

Available at The Game Crafter. More games in the making.

RYN: Rite Spirits — spectral beings beneath a dark sun

TACTICAL CARD GAME

RYN Rite Spirits

Every card changes the next move. Switch colour and type, unleash powerful Rites, and throw your rivals off rhythm. When the Final Eclipse begins, only survival matters.

  • 2–4 players
  • Under 30 min
  • Ages 14+
A trader with glowing Amber beside a city’s canals at night

BLUFFING · RISK · HIDDEN CARGO

Definitely Not Smugglers

You are, of course, perfectly honest traders. Hide valuable Amber in your cargo, choose your route, and keep the patrols at bay. A good contact can save your delivery; too much attention can ruin the deal.

  • 2–4 players
  • Under 30 min
  • Ages 14+
The animal clans of Wild Crown gather in a mythical savannah

AREA CONTROL · ASYMMETRIC CLANS

Wild Crown

The waterholes are drying up. The old borders are falling. Lead one of nine animal clans, set hidden traps, and seize the most valuable territories. But every victory ties up your strength — and no reign lasts forever.

  • 2–4 players
  • 30–60 min
  • Ages 14+

THE STUDIO

Two people.
Plenty of worlds.

We’re Not Lore Accurate, a two-person indie studio turning our ideas into board and card games. A knight riding a dinosaur? That’s our kind of starting point.

Sometimes it’s all about timing. Sometimes a convincing bluff. Sometimes the battle you choose not to fight. We keep exploring new ideas, with new games joining the collection regularly.

We also use AI tools as part of our creative process to help bring our ideas to life.

CONTACT

Rule questions or ideas?

Every one of our games goes through playtesting. We’re always open to input from your table, too.

Spotted something unclear in the rules, found an issue, or have a suggestion? Write to us. We review your feedback and may use it to clarify rules or improve our games.

Send us your feedbacknot.lore.accurate@gmail.com

Please include the game’s name and, for a rules question, the relevant passage or a short example from your game.

RYN: Rite Spirits

Read the rhythm.
Unleash the Rite.

Play a card that differs in both colour and type from the previous card. Match the colour from two turns ago to form an A–B–A sequence: your Rite triggers an extra effect.

Five spirit realms share a single deck. Legendary cards break the sequence. After the first elimination, the Final Eclipse accelerates the battle between the remaining players.

Definitely Not Smugglers

A perfectly
legitimate business.

Prepare your cargo in secret and choose your routes simultaneously through forests, canals, or guarded trade roads. Valuable Amber earns money; ordinary cargo and hidden compartments help conceal it.

Patrols, demand, and crowded routes change your odds. Contacts and bribes can save a delivery. Attract too much attention and you may need to lie low for a round. After six rounds, wealth minus Heat penalties determines the winner.

Wild Crown

Conquest is only
the beginning.

Nine asymmetric animal clans compete for the savannah across four seasons. Hidden influence cards keep your rivals guessing: is that a powerful warrior or just a bluff?

Traps, tactics, and secretly committed Glory can turn a battle. The winner leaves a card behind as a territory guard, taking that strength out of their hand. Guards weaken over time, creating new opportunities. Territories, conflict tokens, and your clan’s objective decide the final victory.