A cursed clock. One rule: reach zero before it takes you.

You wake at a table you don't remember sitting down to. In front of you: a deck, a handful of chips, and a black alarm clock whose display bleeds a sick yellow light. It reads 01:30.

It doesn't tick.

It only moves when you do.

Every card you draw drags the clock five seconds closer to 00:00 — your only way out. But the deck knows what you are, and shuffled between the hearts and the hourglasses waits The Collector. Draw it unguarded, and the numbers stutter, glitch, and go dark.

This is a game about knowing the odds — and drawing anyway.

The Countdown is a tactical horror card game with a gambler's heart. There's no running clock and no reflexes to test. There's only the next card, everything you know about the deck, and the decision you make before you flip it.

🃏 How you survive

  • Draw from the Fate deck. Each draw ticks the clock toward zero — plus whatever the card does to your life and time.
  • Read the odds. A live panel shows the exact chance of every card still in the deck. The Collector at 12%? Maybe don't draw blind.
  • Build a hand. Eyes, Clovers, Hourglasses and Blood Drops don't fire on draw — they go to your hand. You decide when to peek, shield, freeze the clock, or double your next card.
  • Spend your chips. Burn a Collector off the top before it can find you, or gamble on the Pakt deck for stronger rewards and nastier punishments.
  • Manage the tension. Five life. A shrinking deck. A clock that only ever wants one thing.

☠️ What's in deck

Healing hearts and cursed ones. Bombs. Time that helps and time that hurts. A clover that saves your life exactly once. An infinity card that halves the clock — and doubles the things hunting you. And The Collector, who is patient, and who is counting too.

🕯️ Atmosphere

No jumpscares. Just dread — a dark table, a humming void, and a clock that flickers when something wrong is near. The pressure is all in the math and the dark between draws.

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