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Trumps Of Albion

Ka Yan Liu · Sep 14, 2026

A persistent multiplayer card-RPG in Arthurian Britain. Merlin bound all war into a card rite: the same hand moves you across the isles and fights your duels. Beat one of his escaped Trumps and tear its page free — but now a living world is dealt orders to hunt you.

About Trumps Of Albion

Merlin lost. Then he changed the rules. After Camlann shattered Britain, the sorcerer sealed in the crystal cave bound every blade and every footstep into a card rite. No step is taken, no blow struck, except by the hand fate deals. The wars became the Great Game, and Merlin became the Dealer — dealing every soul its sixty cards a day. Death is just a discard; the fallen are shuffled home, bruised but breathing. One hand, two uses. Your best travel card is your best attack card. Play a card to cross a route-map of the British Isles; play a card to strike in an instanced, tactical duel on a charge-time clock. The defense you wear is the guard printed on the card you just committed. Every play is a decision you can't take back. The world never sleeps. Log out on any device and your character stays on the map — a living NPC others can meet, trade blows with, or hunt. There is one Britain, not a thousand copies: more players means more world, never more worlds. Power paints a target. Merlin bound the great souls of Arthur's age into his deck as Trumps. Some have torn free and walk the map as bosses. Beat one and you rip its page loose — its skill is yours. But the deck wants its cards

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