The Chaos Party Card Game

MER'CA

Bring everyone to the table. Ruin their regions one at a time.

A take-that party card game for 3–8 players. Stack Chaos on your enemies' regions until they collapse. Form alliances. Betray them. Last region standing wins. The Swamp doesn't count.

● PRELAUNCH IS LIVE  ·  FULL CAMPAIGN LAUNCHES SEPT 1
Mer'ca star
12 U.S. Regions
3–8 Players
45 Min Average Game
Ages 14+ Recommended
Betrayal is strategy Alliances are temporary Trust nobody Last region wins Absolutely corrupt behavior Game night ruined. As intended. Betrayal is strategy Alliances are temporary Trust nobody Last region wins Absolutely corrupt behavior Game night ruined. As intended.
Real Game Nights

Chaos-tested.
Bull-terrier-approved.

Mer'ca game night
Mer'ca game night
Lola — Original Chaos Master
@lolabullterrier16
Mer'ca game night
Mer'ca game night
See It In Action

This is what game night
actually looks like.

A Mer'ca game in progress — the full board of regions, cards, and chaos
Watch on YouTube ↗
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● PRELAUNCH IS LIVE
Full campaign launches September 1
Counting down…
Follow on Kickstarter → Notify Me
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You're in. We'll ping you the moment it launches.
Before You Ask

Will this start a fight
at dinner?

Only the fun kind.

Mer'ca doesn't take sides — it takes shots, at all of them. The Northeast thinks it's smarter than you. California's pivoting. Texas might secede before your turn ends. Nobody's the good guy here, which is exactly why everyone ends up laughing on the same side of the table.

This isn't left vs. right. It's you vs. your uncle — and you're both going down.

No party to root for, no point to prove. Just 12 regions, a swamp full of trouble, and the people you love trying to ruin each other for 45 minutes.

Then you order pizza.

How to Play

Simple rules.
Glorious chaos.

Play fast. Betray faster.

Mer'ca is a take-that party card game where you keep your regions alive while gleefully destroying everyone else's. Stack Chaos cards on regions until they collapse. Last player with any Region wins.

The Swamp gives power — but it's not a Region, and it won't save you. You are, however, always a target.

  • 1Every player starts with Regions. Guard them.
  • 2Cards do things — to you, to your Regions, and to everyone else's.
  • 3Too much Chaos on a Region and it's gone. Permanently.
  • 4Form alliances. Break them immediately. That's the spirit.
  • 5Last player with any Region alive wins.
Chaos Card example
Chaos Cards — Red Back
Stack disaster onto Regions — Dust Bowls, Political Scandals, Sewer Failures. Enough of these and the Region is gone for good.
Action Card example
Action Cards — Blue Back
Steal the Swamp. Block attacks. Win the Lottery. Rich Crazy Aunt Dies. These are the cards that end friendships.
Hero card example
Hero / Anti-Hero Cards
Hero Cards pull Chaos off Regions and save the day. Anti-Hero Cards move chaos somewhere worse. Choose accordingly.
The Displaced State
Lost all your Regions but still in the fight. You draw, you play, you cause problems. Some cards can claw you back in. Don't count yourself out yet.
The Unfit for Service State
Play “Not Fit for Service” on the President and they lose the die roll — stripped of Regions, locked out of Action cards, left with nothing but Chaos and the occasional Hero move. There is exactly one way back: the 25th Amendment Appeal. And someone else has to play it for you. Hope you were kind on the way up.
The whole game on one card
How to play Mer'ca: what's in the box, setup, turn flow, hand size, Region Chaos limits, card types, and player status
The Regions

Twelve Regions in the box. Alaska and Hawaii are bonus Regions — they only turn up when seven or more of you are playing.

From the Table

Game night ruined.
As intended.

"We played one round. Then four more. Three people no longer speak. This is the best game I've ever bought."*

Playtester — Portland, OR

"I formed an alliance in round one. Betrayed in round two. I would do it again. I would betray them first."*

Playtester — Austin, TX

"My entire Midwest strategy was perfect until someone played Dust Bowl. It's not political. It just feels personal."*

Playtester — Chicago, IL
Built by Friends

How Mer’ca
was born.

“What if all of America’s chaos was trapped inside a card game?”

The Mer'ca founders carved into a mountainside, holding a booking placard that reads: charges, felony jesting
The four original founders — plus one who joined later to bring the visuals to life.
The Spark
“I can’t believe you did that!” Four of us at a McMenamins in Portland asked one question and left with a prototype.
The Game
Over several months we revised it four times and playtested oodles of times. People kept asking the same thing: “Where can I buy one?”
The Magic
The best moments aren’t victories. They’re betrayals, desperate comebacks, and temporary alliances that last just long enough to stab someone in the back.
The Proof
“Let’s play again.” Built for game nights people talk about for weeks.

And now we’re bringing that chaos to tables everywhere.

Follow on Kickstarter → Notify Me
Back the Chaos

The Prelaunch
Is
Live Now

The Kickstarter prelaunch is live — the full campaign launches September 1. Follow the project and tap “Notify me on launch” so you're first in line for early-backer pricing when the chaos begins.

Follow on Kickstarter → Notify Me on LaunchFollow on Kickstarter
Counting down…
Or drop your email and we'll remind you too.
You're in. We'll ping you the moment the full campaign launches.