A card game you draw yourself
Inkfolk
Draw it. Walk it. Win their card.
About
A tiny world to walk, a trading card you draw with your own finger, and a battle for every person who has one.
- A world to walk. Census Town, Gym Town, the City and the Metro under it, each in two of Inkfolk's inks (or one), with its own light, its own chiptune, and people who wander. It runs in a phone's portrait view or on a big screen.
- Battle on a 3D table. Anyone who spots you comes over; your card leads six more against theirs. Red beats yellow beats blue beats red. Win, and you trade cards.
- Favours, secrets and stamps. Eleven errands from townsfolk, things to find and read, a satchel, and a book of twenty stamps to fill.
- Gates that mean something. The Chief's stamp opens the road south, the guards guard the gym, a key from the Hall opens the Archive, and a judge sits at the end.
- Draw your own card. Pick a color and an ability, then draw the art in your color's shades: pens that thin as you speed up, a pen that snaps a held stroke to a clean circle, fills, stamps and a mirror.
- A card you can hold and send. Turn it in 3D and the gloss catches the light. Send it as a link: it arrives as a sealed pack your friend tears open, and the drawing replays as the card comes out.
- Nothing to sign up for. The whole card lives in its link; nothing is uploaded.
The Journey
Walk by tap, drag or arrow keys. Talk to everyone; keep a ledger of who you have counted.
Loading screenshots…
The battle
The ordinary Inkfolk battle, on a 3D table: cards fly in, lunge, and fall when they are knocked out. The lit slots are the legal moves.
Draw a card
Never a blank page: a faint shape to draw over, and a color's shades to draw with.
Hold it, send it
Turn your card in 3D, flip it, and send it to a friend as a sealed pack.