Europe Has Fallen. You Will Decide What Rises
2140. After the floods came famine. After famine — war. Governments crumbled. Borders dissolved. What’s left is a continent in ruins, choked by mud, smoke, and silence.
You command a faction forged in the ashes. Your people are cold, armed, and desperate. They don’t need speeches. They need land.
Dealers in Hope is a post-apocalyptic, war-driven deck-building game of territory, tactics, and total control. You lead. You fight. You survive — or you vanish.
Available now on Tabletopia for full-scale digital deployment.

OPERATIONAL OVERVIEW: Deck-Building Under Fire
Each player takes command of a unique faction leader, complete with asymmetric victory conditions and a tailored starting deck. Most points come through conquest — but how you achieve dominance depends on who you are.
The battlefield operates on a tight action economy. Each turn, issue one of three orders:
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Train: Reinforce your deck with specialists and combat upgrades. No veteran starts that way — they’re made, step by step.
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Reorganize: Restructure your forces, preserve strength, manipulate the draw. Your next strike begins here.
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Assault: Launch offensives. Overrun positions. Seize high-value territories before others do.
Slots are limited. Hesitation is punished. This is not a negotiation table — this is a war board.
Combat is a fast, back-and-forth engagement. You commit. The enemy counters. You push again. No dice. No bluffing. Just card-driven pressure and consequences. Territories grant bonuses — or bleed you dry trying to take them.
Your deck evolves across three professional tiers — from basic recruits to elite masters — all trained in strict order. Each new card is a tool. A weapon. Or a trap for the unprepared.

PRIMARY OBJECTIVES: Why You Deploy
Post-Apocalyptic Conflict, Grounded in Tactics
The map is Europe, fractured into desperation. This is resource warfare — no fantasy, no magic, just strategy, iron, and attrition.
Asymmetric Faction Leadership
No two leaders play the same. One controls through fear, another through speed, another through calculated influence. Master yours — or be buried under someone else’s.
Real Control, Not Chance
Victory depends on timing, efficiency, and deck management. Every decision changes the battlefield. Every misstep leaves you exposed.
Accessible Digital Platform
Launch operations directly on Tabletopia. No setup. No cleanup. No excuses.
Initiate Deployment →

CLASSIFIED ORDERS — Transmissions from Field Command
“Secure choke point Delta by Year 4. No second assault will be authorized.” — High Command Directive: Crimson Banner Faction
“Mobilize three Assault Actions before Winter. If we fail to take Prague, we don’t see Spring.” — Leader’s Briefing, Ashen Shield Movement
“You get one Leader Cube per era. Use it to break the game — or die wishing you had.” — Training Protocol, Western Reclamation Forces
“Reorganize if your hand is dead. You pass in this state, you give the enemy everything.” — Internal Memo, Blackstone Logistics Command

Final Directive: Take What Remains
You’re not building an empire. You’re reclaiming a graveyard.
Every region you hold means shelter, steel, and the chance to endure another year.
Dealers in Hope is not a game of heroes. It’s a game of commanders — and survivors.
You will not be given second chances. You will not be forgiven for mistakes.
Your people follow because they have no choice.
You lead because you must.