Multiplayer Office

Arrange a private contest or search for a live or correspondence opponent.

Authoritative play: every move is resolved by the server against a versioned deterministic battlefield. Reconnect loads the latest accepted state; stale or illegal moves are rejected. A private lobby starts automatically when both players have accepted the same criteria and are ready. Invite-only spectators receive a server-redacted read-only view, and completed replay links enforce the accepted participants/friends/public policy whenever opened. Shared friends, persistent direct messages, privacy, blocking, reporting, and opponent-only match chat are available here; ranked seasons remain a future system.

Correspondence notifications

Champions alerts are stored with your Poor Camp account, so you can close this tab and return later. Choose which kinds of match activity should appear here.

Create a private lobby

These criteria become an immutable invitation contract. To change them, cancel this lobby and create another.

Review and accept an invitation

Enter the code and review the contract before choosing a deck.

Skill-matched play

Order chooses its Champion first and takes the first turn. Provision must use a different Champion. No hidden unit-stat bonuses are applied.

Player profile

Player privacy & friends

These settings belong to your Poor Camp account and follow you across participating games. Accepted friends can use persistent direct messages. Blocking removes any friendship or pending request and prevents messages, private invitations, matchmaking, and match chat with that player.

Friends

Incoming requests

Sent requests

Blocked players

Your multiplayer matches

Lobby and correspondence records refresh automatically while this page is open. Unread match messages are marked below. Use the player actions beside an opponent to send a separate direct message to an accepted friend, send a friend request, block them, or submit a private safety report.