NOT LORE
ACCURATEGAMES

NOT LORE ACCURATE GAMES

Other worlds.
Your game night.

Read your rivals. Make your move. Give them something to think about.

Board and card games from a two-person indie studio. Tactical card play today. A growing focus on asymmetric area control.

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 COMBAT

RYN Rite Spirits

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

A shared deck. Five spirit realms. One survivor. RYN is a competitive card battle where your choice changes what the next player can play. Build powerful Rite combinations, restrict your rivals’ options, and decide when to spend a Legendary card to break the pattern. Winning takes more than a strong attack: it takes control of the sequence.

  • Hand management
  • Pattern-based combos
  • Direct player interaction

A good fit if you enjoy… short, confrontational card games in which you adapt your hand, spot combinations and put the next player under pressure.

Explore gameplay & contents

How it plays

The world

Fire, River, Sky, Shadow and Forest once shared an ancient cycle called the Rite. Now that cycle has broken, and the spirits battle beneath a darkened sun. Everyone draws from the same deck; the realms provide different effects, rather than fixed player factions.

Every play changes the next move

Your card must differ in both colour and type from the previous card. Its immediate effect can attack, protect, heal, draw cards or disrupt a rival. Choosing the right colour and type can also leave the next player with fewer legal options.

Build a Rite — or break the sequence

Match the colour from two turns earlier to complete an A–B–A sequence and trigger an additional Rite effect. Legendary cards are always playable and break the usual flow. If a rival cannot play a legal card after drawing, the previous card’s Last Hit can punish that opening.

Survive the Final Eclipse

The first elimination starts the Final Eclipse: healing stops and defensive options weaken. The remaining players face a faster, more dangerous finish. The last surviving player wins.

First edition

Inside the physical edition

  • 95 poker-size cards
  • 1 tuck box for the deck

Component quantities follow the physical edition listed at The Game Crafter.

Read the free rulebook (PDF) ↗

Choose your edition

Physical edition
US$33.99
Print & play
US$4.99

A manufactured copy, printed and shipped by The Game Crafter.

Digital files to print and prepare at home. No physical copy is shipped.

Prices in USD, checked 25 September 2026. Shipping and any applicable taxes are additional; the shop shows the final price.

View the full shop listing ↗
A trader with glowing Amber beside a city’s canals at night

SIMULTANEOUS PLANNING & RISK MANAGEMENT

Definitely Not Smugglers

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

Prepare a hidden shipment, then commit to a route before you know where everyone else is going. In Definitely Not Smugglers, profitable deliveries depend on concealment, timing and reading the table. The richest route can become the worst choice when it draws a crowd. Use contacts and bribes to protect your cargo, and know when staying out of sight is worth more than another payday.

  • Hidden cargo
  • Simultaneous route selection
  • Risk versus reward

A good fit if you enjoy… planning a clever move in secret, predicting other players and deciding how much profit is worth the risk.

Explore gameplay & contents

How it plays

A respectable line of work

Amber keeps the city alive, and the Empire wants to tax, inspect and confiscate it. You are a merchant with an unusually good network of contacts and a few very discreet compartments. Across six rounds, your aim is to earn the greatest fortune after final Heat penalties.

Pack, choose, reveal

Build a shipment from your Cargo cards: Amber earns Coins, while ordinary goods and hidden compartments provide concealment. Everyone secretly chooses a forest, canal or trade-road route, then reveals together. Safer routes pay less; dangerous ones offer more.

Read the changing routes

Patrol increases the pressure on a route, Demand improves its rewards, and Overcrowding makes popular routes harder to use. Your concealment must cover the shipment’s load and the pressures of the chosen route, including your own Heat. The best route depends on what the others are planning.

Spend your influence wisely

Limited Favor pays for Contacts that can hide Amber, reduce Control, change routes or disrupt a shipment. A bribe may save a delivery. You can also Lie Low, giving up a shipment to reduce Heat. These are resources to time carefully, rather than a guarantee that every delivery will succeed.

First edition

Inside the physical edition

  • 83 poker-size cards
  • 60 round tokens
  • 52 square tokens
  • 1 tuck box

Component quantities follow the physical edition listed at The Game Crafter.

Read the free rulebook (PDF) ↗

Choose your edition

Physical edition
US$36.99
Print & play
US$4.99

A manufactured copy, printed and shipped by The Game Crafter.

Digital files to print and prepare at home. No physical copy is shipped.

Prices in USD, checked 25 September 2026. Shipping and any applicable taxes are additional; the shop shows the final price.

View the full shop listing ↗
The animal clans of Wild Crown gather in a mythical savannah

ASYMMETRIC AREA CONTROL

Wild Crown

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

Claim a changing savanna with one of nine animal clans, each built around a different approach to power. Wild Crown combines a shared territory map with face-down Influence, hidden traps and secret Glory commitments. Winning a battle binds one of your cards to the territory as a guard. You gain a foothold, but lose flexibility — and that guard will weaken as the seasons pass.

  • Nine asymmetric clans
  • Hidden strength & bluffing
  • Temporary territory control

A good fit if you enjoy… contested maps, faction abilities and battles where reading an opponent matters as much as committing strength.

Explore gameplay, clans & contents

How it plays

A savanna worth fighting for

Failed rains have left water sources, hunting grounds and ancestral sites contested. Territory cards create the shared map, with different combinations of points, income, terrain and tactical effects. Across four Seasons, each clan must decide which claims it can afford to make and keep.

Commit strength without revealing it

Collect income and Glory, place or move face-down Influence, prepare Traps, draw Tactics or Challenge a rival. Opponents can see where you have committed cards, but not their strength. A small presence may be a bluff or a serious threat.

Battles have a price

Traps can trigger before Influence is revealed. Territory Guards add defence, while secret Glory commitments and Combat Tactics can change the outcome. The winner leaves an Influence card as a new guard; the other cards used in the battle are exhausted until the Season ends.

Control changes hands

Guards weaken over time and eventually return to their owner. Taking more territory can earn points and income while tying up the cards you need elsewhere. At the end of the fourth Season, controlled territories, Conflict markers and your clan’s objective determine the winner.

Nine clans. Different ways to win.

The Goldmanes
Strong in direct battles and in defending established claims.
The Bone Laughers
Traps, raids and taking Glory from defeated rivals.
The Graybacks
Patient defence that makes attacks costly.
The Mud Jaws
Rivers and water territories support power and income.
The Reedbreakers
Control movement and punish intruders near water.
The Red Hooves
Fast repositioning and well-timed retreats.
The Ashhorns
Turn sacrifice and exhausted Influence into opportunities.
The Highnecks
Use information and reach to contest distant territory.
The Thundersteps
Keep guards in play and hold land across Seasons.

First edition

Inside the physical edition

  • 168 poker-size cards across three decks (72 + 48 + 48)
  • 25 tarot-size cards
  • 113 round tokens
  • 1 Small Stout Box

Component quantities follow the physical edition listed at The Game Crafter.

Read the free rulebook (PDF) ↗

Choose your edition

Physical edition
US$64.99
Print & play
US$4.99

A manufactured copy, printed and shipped by The Game Crafter.

Digital files to print and prepare at home. No physical copy is shipped.

Prices in USD, checked 25 September 2026. Shipping and any applicable taxes are additional; the shop shows the final price.

View the full shop listing ↗

PREVIEWS · WORK IN PROGRESS

Next on our table.

This is where we’ll share our upcoming games: first looks, the ideas behind them, and updates as they take shape.

Our development direction

More ground to fight for.

Our growing focus is asymmetric area control. We want each faction to approach the same map differently, with meaningful decisions about where to commit, when to challenge, and what a victory should cost.

  1. Distinct factions

    Different tools and priorities, with room to discover your own approach.

  2. Contested territory

    A shared map where every commitment creates opportunities for someone else.

  3. Decisions that matter

    Tension from timing, positioning, and reading the other players.

Individual game previews will appear here as we introduce them. Follow the journey from first look to release.

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.

We’re increasingly drawn to area control: shared maps, distinct factions, and the difficult choice between taking new ground and holding what you have. Wild Crown explores that direction already. Our next designs will take it further, alongside the card games that started our collection.

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.