RULES ARE CONTAGIOUS.
In Fizzburg, physics isn't a setting — it's an epidemic. Scoop up the
Bounce rule, pour it on a barrel — now the barrel hops. Smear
Slippery on a chicken and it becomes an ice-skating disaster. Five rules —
Bounce, Slippery, Sticky, Light, Heavy — leak from pipe vents into town, changing whoever carries them.
BUILD TOGETHER.
Every round the town needs something: a broken bridge repaired, a giant plug hauled to the hole, a cauldron filled. Beams are heavy — that's a two-Kap job. Unless you carry the
Light rule as cargo. Every solution is physics, and every physics is a fresh accident.
BUT NOT EVERYONE IS ON YOUR SIDE.
Some of you are
saboteurs. No meetings, no voting, no bodies — just the question "why does this beam keep falling in the creek?" If you suspect someone, your evidence is physical:
GRAB the suspect,
CARRY them to the judgment pier,
THROW them in the lake. But you can't do it alone — three holders or nothing. Guess wrong, and the town just lost a worker.
THE REVEAL COMES LAST.
The game confirms nothing. Who was what, who sabotaged which beam, who got launched into the lake while innocent — it all detonates on the end-of-round reveal screen. Then one more round. Because this time it's
definitely Kemal.
- 4-8 players, friend lobbies + room codes (public matchmaking post-EA)
- 15-20 minute rounds, frictionless loop
- 5 contagious physics rules, 6 town projects, 40 personal contracts
- Physical judgment: no vote screen — carry-and-throw
- A goat, a duck gang, chickens and pigs — all infectable
- Dress your Kap: 3 forms, lids, labels, liquid effects
- No horror, no blood, no death — daytime, colorful, storybook chaos