For players

Four questions. Under three minutes.

No bio, and no “tell us about yourself” box. Just the handful of things that actually decide whether a group lasts, and every one of them is something a party can be matched on.

What we ask

When can you play?

A weekly grid, in blocks rather than hours, because nobody schedules a four hour session to the minute. This is the single biggest predictor of whether a table survives, and it works almost as a hard filter: no overlapping evening means no match, however well you would all get on.

Where can you play?

The areas you can actually get to on a weeknight, which is not the same as where you live. We hold both. Other players only ever see the areas, never your address, and plenty of good tables die because everybody assumed the other person could reach them.

Where will you sit?

A game master will come to you, or the table meets somewhere public. Whichever you leave unticked you are never offered, and you never have to explain why. A home game happens only when the whole table has agreed to one.

What is off the table?

Lines and veils: what is never in the game, and what can happen off screen. A hard filter, never a suggestion. A party that conflicts with a line of yours does not reach you, and nobody is told which of you set it.