AMERICAN
COLLAPSE
A crisis hits. What does your family do?
A survival strategy game about getting one family through three years of a country coming apart. The solo game is free in your browser right now. No download, no account.
The boxed edition is a Founder’s Edition prototype, now in playtesting. Get playtest invites
Box in development
Play it tonight, free
The browser game is a digital adaptation of the board game. It deals the same hundred crisis cards and runs a simplified version of the rules, streamlined for one screen. Each round you get a crisis, your family’s stores, and one decision: what to do, and how to answer the crisis. It is a work in progress.
Solo vs. The Regime
LiveYour family against an automated rival that profits from the collapse. Twelve rounds, three difficulties, four victory paths.
Play soloPass & Play
LiveTwo to six families on one phone or laptop. A hand-off screen keeps everyone's stores and choices private.
Start a tableOnline with private links
Coming soonSend each player a private link and take turns on your own time. Not open yet; join the list to hear when it is.
Get notifiedTable companion
LiveFor playtest and print-and-play tables: draw crises, track DEFCON and the seasons, and run the three-minute timer from a phone.
Open companion
Solo and online games use four of the five victory paths. Community needs a full table.
“There are only nine meals between mankind and anarchy.”
The grid is down, the shelves are bare, and the country has split into six regions that each have something the others need. Every round brings a crisis and a choice: face it, take the fallout, or make a sacrifice to get through. Trade, ally, scavenge, or betray. The choices are yours. So are the consequences.

A hundred crises
Seventy-five grounded in real preparedness. Twenty-five that go off the map.
Boil-water notices, cascading grid failures, a polar vortex that will not move, pharmacies sold out by noon, a bridge that is not there anymore. The Easy, Moderate, and Hard tiers come from real preparedness thinking. The Extreme tier is speculative fiction on purpose, for the years when nothing goes to plan.






Swipe through the cards.
A nation in six pieces
The prototype board is a painted map of the fractured United States: six regions, thirty resource sites, and twelve safe havens. No region has everything it needs, so every route is a trade lane and a risk.


Pacific Wasteland
Quakes and wildfire
Rich in water, no ammo sites

Mountain Stronghold
Avalanches and long winters
Rich in ammo, no fuel sites

Desert Confederation
Drought and dust storms
Rich in fuel, no medical sites

Heartland Territories
Tornadoes and failed harvests
Rich in food, no medical or ammo sites

Gulf Disaster Zone
Hurricanes and floods
Rich in fuel, no food sites

Eastern Seaboard
Crowded ruins and failing infrastructure
Rich in medicine, no fuel sites
One round. Six phases. Three minutes to decide.
At the table, everyone plans in secret behind a screen. Then a crisis lands and the three-minute timer starts. Twelve rounds carry you across three years while the DEFCON track, the nation’s stability, slides toward collapse. The browser game runs these phases for you and asks for one decision per round.
Dawn
Assign your family in secret.
Scenario
Draw a crisis. Three minutes on the clock.
Actions
Scavenge, guard, work, trade, fight.
Crisis
The nation lurches and DEFCON shifts.
Consumption
Feed and water everyone, or lose them.
Night
Raiders come, alliances form, the season turns.
Five ways to win, or none at all
You pick a path at the start. Exact targets are shown in each game and may change as playtesting tunes the balance.
- Survival
- Keep your family alive to the end of the third year.
- Restoration
- Complete restoration missions and pull the nation back to DEFCON 5.
- Dominance
- Take and hold eight resource sites.
- Escape
- Pay into an Escape Fund until you can buy passage out.
- Community
- Build an alliance that spans the map. Boxed game only: it needs a full table.
The boxed edition is in development
Everything on this page comes from a Founder’s Edition prototype. The browser game shows you the decisions. The box is about the table: three-minute arguments, responses revealed all at once, named family members you will hate to lose, and alliances you have to look someone in the eye to break.
It is in playtesting now, and the numbers below are design targets until real groups have played it.
Get a playtest invite- Status
- Founder's Edition prototype, in playtesting
- Players
- 2 to 6, plus a solo mode
- Play time
- About 2 to 3 hours (target, not yet timed at outside tables)
- Ages
- 14 and up (target)
- Ways to play
- Competitive, cooperative Family Mode, and a hidden-traitor variant
- Price and release
- Not set yet. The list hears first.
Get playtest invites and launch news
Join the list for outside playtests, print-and-play files, and word when the boxed edition has a date.
Know a family that would argue about this game? Send it their way.