Prompt Refinery · beta — has not cleared the world-class gate · PLY

UPTIME

Turn raw silicon into servers, wire your servers into a network, and win the contracts that pay for it — before the supply chain runs dry.

3–4 players (2p variant included) · 25–30 min · ages 10+ · 54 cards

Thesis: This game is about building tech infrastructure, felt as compounding momentum, decided by who converts scarce materials into connected value fastest.
What the crude pitch was:collect cards from draw, negotiation, auction, and assembly to build a computer from raw silicon up, then network computers into server farms, data centers, and a cloud business — with a hard requirement that no turn can ever be a dead end and the game always produces a single winner. The refinery matched an engine-building primary (silicon → component → computer → network → contract mirrors the topic's own build chain) with a once-around auction spice for the negotiation piece, and made Draw/Pass unconditionally legal every turn so the no-dead-end requirement holds by construction, not by luck.

Would you play this game?

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