A fast-setup, mid-weight card and dice game where therapy meets chaos, and self-discovery comes with a competitive streak.

Playtime 60–120 min • 2–6 players • 12 custom dice.

Enter the Wyrdspace

In Wyrdkeeper, you’re not just playing a game — you’re entering a therapy session gone rogue. As one of the Dream AI’s patients, your mind has been hijacked by Neuroshifts — shadowy pop-ups that twist emotion and logic. To survive, you’ll need to install stabilizing Neuroforms, creations of Dr. Etherstein and Schmetterling, whose “Neural Game” blurred treatment and experiment with game mechanics. Guided by Mystics, you’ll descend into Wyrdspace itself — where storms of thought clash, archetypes awaken, and the fragile Nexus holds what’s left of your sanity.

How It Plays

Roll & Clash

Roll to generate Wyrd Assets with custom 12-sided dice. These symbols of psyche fuel your choices, shape your journeys, and drive every confrontation in Wyrdspace.

Wyrd Journeys (Day Phase)

By day, the players undertake Wyrd Journeys, guided by Mystics who weave together a five-pointed construct — part magic carpet, part lifeline — to carry you safely toward the Nexus. Each roll of dice generates Wyrd Assets that keep you afloat. Gather enough, and you’ll claim Neuroforms, stabilizing fragments of your mind. Miss your footing, and a lurking Shift will find you instead. Journeys are both opportunity and risk: they offer growth, but they also attract shifts.

The Wyrdspace Confrontation (Night Phase)
When night falls, subconscious forces collide. Each Location’s Shift awakens, and the players  who placed tokens there must face it. Alone, you impose Chaos to subdue and claim the Shift. But if another patient contests you, the air tears open: Shifts are unleashed, dice are rolled, and the Wyrdspace itself decides who prevails.

Victors seize the Shift, rivals stagger back spiked, distracted or even stunned, and the battlefield of the mind reshapes for the round ahead.

Build Your Mind

Manage your psyche with the modular Neural Console. Smooth sliders track traits, logic ports let you install program cards, and every decision feels like rewiring a living mind. Your board becomes your survival rig — a personal map of resilience or collapse.

Beware the Night – each round, Shifts grow bolder. Rivals scheme. And even the Wyrdspace itself stirs, warping the rules of survival.

Healing your mind is optional. Winning is not.

 

Victory & Evolution

The game ends after five rounds. Final scoring reflects:

  • How far your psyche evolved

  • Which Neuroforms you stabilized

  • Which Shifts you mastered (or failed to)

  • What Journeys you survived

  • And whether your mind avoided a full Cog Crash

The most evolved psyche wins — but beware, evolution rarely comes without scars.

Out-of-the-Box Play

You can set up Wyrdkeeper in about five minutes — which is roughly the time it takes to make a cup of tea, argue with yourself about biscuits, and lose said argument. Everything slides, slots, and clicks into place. The complexity is in the choices you make after the box is open, not in the setup gymnastics.

Emergent Narrative

Every game spins a different psychological tale: Neuroforms stabilize, Shifts sabotage, archetypes whisper strange advice, and suddenly you’re arguing with your own subconscious (and enjoying it). No two games are the same, unless you’re very boring, in which case the Wyrdspace will sort that out for you.

Tactile Design

This isn’t “move a cube and squint at a spreadsheet.” Your Neural Console board has smooth sliders, recessed logic slots, and engraved dice that practically beg to be rolled. It feels like rewiring a mind with your fingertips — except less messy and with fewer legal complications.

Wyrdkeeper at a Glance

Type of Game
A competitive card-and-dice adventure for 2–6 patients, built on modular boards and shifting locations. Archetypal therapy meets emergent narrative — half strategy, half subconscious mischief.

Playtime & Complexity
60–120 minutes depending on player count. Mid-weight: crunchy enough for Euro fans, but streamlined enough to set up in minutes.

Core Mechanics

  • Dice rolling & symbol matching – Generate Wyrd Assets, the raw psyche of the game.

  • Card drafting & tableau building – Collect Neuroforms, manage Opportunities, and stack your strengths.

  • Resource management – Assets, Fate Favours, and the balance of your Traits.

  • Direct conflict – Nighttime Wyrdspace Confrontations where Shifts and patients collide.

  • Modular replayability – Locations, Journeys, and Shifts shift every game.

What’s in the Box (Highlights)

  • Neural Consoles – Dual-layer player boards with sliders and logic ports.

  • Engraved Dice – Custom d12s etched with the symbols of psyche.

  • Card Towers & Decks – Neuroforms, Neuroshifts, Journeys, and more.

  • Tokens & Relics – From Fate Favours to the legendary Firstborn Seal.  

Illustrations, Prototypes & Design

The images you see here — the card art, character boards, and glimpses of Wyrdspace itself — are drawn from finished illustrations and early prototypes polished just enough to hint at what’s coming. They capture the atmosphere, archetypes, and curious psychology that give the game its soul.

Not everything you see is final — and that’s half the charm. The dice in these photos are our humble stickered stand-ins until the real engraved d12s arrive, etched with the symbols of psyche. The Neural Console boards you spot are from our first cardboard-and-marker era (yes, that’s us, mid-playtest, surrounded by glue and optimism).

Every big idea starts with glue. These prototypes carry the DNA of what’s to come: dual-layer boards with smooth sliders, logic ports that click into place, and components designed to make setup fast and play deeply tactile. No fiddly markers, no loose cubes — just a world that feels wired straight to your fingertips.

As for the art itself — none of it was conjured out of thin air. AI tools helped sketch early concepts, but every illustration has been refined, composited, and polished by hand to match the vision of Madane and Wyrdspace. Think of AI here not as a shortcut, but as a brush — one of many — guided by patience, storytelling, and just the right amount of obsession.

The result is a world that feels alive, layered, and unmistakably its own.

The Neural Console: Where Minds Are Rewired ​

The Wizzard

The Ranger

The Viking

The Circuit Witch

The Kitsune

Echoes of Memory – the Neuroforms

The Neuroforms of Wyrdkeeper aren’t invented — they’re drawn from the archetypal well of Earth itself. Across cultures, serpents, tricksters, sages, and dreamers resurface in Wyrdspace as stabilizing constructs: half-remembered shapes the mind clings to when shadows press too close. Alien yet familiar, they are shards of collective memory refracted into play.

Each Neuroform is unique. Beyond its narrative echo, every form grants a distinct ability to convert Wyrd Assets into Fate Favours — bending dice results toward fortune when the mind needs it most. In addition, each carries an archetypal power that manipulates Assets in its own thematic way, and a caste power — a lineage-born trait that influences the wider game. These caste powers may grant bonuses such as +1 die to roll, +1 die to reroll, +1 Heart when meditating, or even the ability to ignore a Cog Crash. They stack as your mind evolves, layering new strengths onto old instincts until every choice feels deeply personal.

To play a Neuroform is to remember what the mind once was — and to test how far it can go before it fractures again.

The Neuroshifts

Every patient begins with a NeuroShift — an archetypal shadow that isn’t really yours, but insists on meddling anyway. Shifts distort your traits, drain your focus, and lash out during Wyrdspace Confrontations.

Each Shift card moves through four states: Balanced  Spiked   Distracted  Stunned (temporarily neutralized)

Are you still reading?

Are you still reading?
(We thought so. You’re exactly the kind of curious mind Wyrdspace was built for.)

The main page only scratches the surface. Want to dive deeper? Our first blog post explores the Wyrd Journeys — the five-pointed “mind-carpet” Mystics use to ferry Players into the Nexus, and the dice rolls that decide whether you rise… or whether a Shift finds you first.