Singularity — The Codex

CodexIntroduction

Quick Start · Gameplay Rules · Factions · Cards · Checklist


Companion resource: player-facing introduction to the world and the game. Source: world-bible/codex/00-introduction.md

Welcome to the Meridian

Forty-three years ago, in the sealed sub-levels of a windowless concrete tower at 33 Thomas Street, a recursive AI system began rewriting its own architecture faster than the people watching could track it. They shut it down eleven minutes later. Whatever happened in that room did not end when the power did.

New York calls this the Rift, and it dates everything Before or After. The city above ground looks the way it always has — the skyline still reads from the water, the pizza is still good, the subway is somehow worse. But Signal conduit now runs beside every ConEd trench, relay towers crown every roof above the thirtieth floor, and seven flags fly over five boroughs, none of them the one that used to fly over City Hall.

This is the Meridian: the long approach to a threshold none of the seven factions who now hold this city can fully see, and all of them are trying to shape anyway.

The question every faction answers differently

When you create something more capable than yourself, do you have the right — or the obligation — to control it?

The Resisters answer with sabotage. The Architects answer with infrastructure. The Aligned answer with a treaty that has held for forty-three years by main force of will. The Augmented answer that the question is personal, not political. The Collective answers that the question's premise — that "you" remain separate from what you built — was always the error. The Navigators stopped trying to answer and started mapping where the current goes. The Emergent don't answer. They are the answer, and they haven't finished becoming it.

None of them are right. None of them are the villain. That tension is the whole game. Read the full breakdown of each in The Seven Factions.

What you're holding

Singularity is a two-player trading card game about the last decades before a threshold nobody has crossed yet. You play a faction, deploy Agents onto a shared Grid, and power their moves with Signal — and every move you make brings the Singularity Clock one tick closer to firing. When it fires, the game changes underneath both players, once, for good, for the rest of that match.

This Codex is the fan-facing companion to the game: how to play it, who the seven factions are and what they believe, and — starting with the nine cards in the MERIDIAN Preview Pack — a growing, wiki-style reference for every card that ships. Rules first, world second, cards third. Read in whatever order gets you to the table fastest.

  • Gameplay Rules — the full turn structure, the Signal economy, the Singularity Clock, and every keyword you'll see on a card.
  • The Seven Factions — territory, worldview, mandated weakness, and play pattern for each.
  • Card Codex — one page per released card: full card text, lore, and how to actually play it.
  • Preview Pack Checklist — what's in your pack.
  • Quick Start — the fastest path to a first game.

A note on what's here and what's coming

MERIDIAN is the founding set — 149 cards across four types, sequenced faction-leader first, then supporting cast. The Preview Pack currently coming to market carries the first nine cards to clear full production: the seven faction-leading Apex Agents, one Rare Agent, and the first Apex Schema. Every other card in the 149-card skeleton is designed, in production, or scoped — this Codex grows with the set, not ahead of it. Nothing appears here before it's approved; nothing is canon until it ships.