Two Loons

The .io part

One table. Eventually every game.

Underneath Frustration is a card engine that doesn't care what game it's running. It deals, it holds the rules, it keeps turn order, it seats people who are in the same room and people who are three states away at the same table, and it makes eleven cards legible on a phone. Every game we add is that same table wearing something different.

  • Pass one device round the table, or everyone on their own with a five-character join code. The engine doesn't care which, and a table can be both.
  • Get up mid-game. Your seat plays itself until you're back — politely, and badly. At fifteen seconds a loon dives; at zero it takes your turn for you.
  • A game is a rule set, and a rule is data. House rules are a setting you pick before the deal, not a different app.
  • An evening is booked as a game, then a format — the whole ladder, one quick hand, something you built — so the second game fits the day it exists.

Play Frustration About the game

A four-player Frustration table on a phone: green felt, four seats with avatars and card counts, a stock pile and a discard pile in the middle, and eleven cards fanned along the bottom.
The table, wearing Frustration. Four seats, everyone's melds in their own quarter, eleven cards you can read.

What the table does so the game doesn't have to

A card game on a phone is mostly not the card game. It's the seating, the turn, the deal, the part where somebody's kid needs putting to bed, and the part where eleven cards have to fit in a thumb's reach. That's the engine, and it's the same for every game.

Nobody shuffles

A cupboard of ten decks, each a back and its two jokers, and the dealer grabs a fresh handful every hand. No bent corners, no missing joker.

Nobody waits

Step away and the table keeps its shape. Your seat covers for you, the clock keeps everyone honest, and the game is there when you're back.

Nobody's crammed in

Same room, better chairs — or different rooms entirely. A seat is a seat whether the phone is being passed or is in somebody else's house.

Nobody ends it early

Somebody leaving at nine doesn't kill the game, and neither does starting one that takes three evenings to finish. The table remembers where you were.

You still have to argue about the rules. That part we would never automate.

The games

One is live. The rest are in the order the die-hards asked for them, and none of them starts until the one underneath actually works.

  1. Now

    Frustration, in beta

    Eleven levels, eleven cards a hand, only 2s are wild. Rummy with house rules mean enough to stay interesting. Free while it's in beta, and bugs come first: everything below this line waits on it, on purpose.

  2. Next

    Rummy and crazy eights

    The two for the long-standing-rules crowd, and the two the table already knows most of how to run — melds, runs, a draw pile and a discard pile are Frustration's own furniture.

  3. Then

    Cribbage, euchre, hearts, spades, pitch

    Tricks and partners, which the table hasn't dealt yet. Each with its own face, all on the same felt, all with a seat that covers for you while you get the door.

Frustration's six shapes of game, as the catalogue offers them

And a seventh, something you build — pick the levels, the clock and the rest yourself. A format is what an evening gets booked as, which is why a game has formats rather than a settings screen.

Started

Your family's rules

Every family plays it wrong, and differently. That isn't a problem to fix; it's the thing the engine is built around.

A preset fills the level list in and then gets out of the way. Untick the levels you haven't got time for, reorder the rest, and the match plays whatever's left. Set the clock, or switch it off. Turn on Jokers Wild, Attentive Mode, Pro Mode — every switch explains what it changes before you flip it.

The engine already treats a rule as data rather than as code. The work left is how much of it we're brave enough to expose, and in what order, so that a house rule stays a house rule and never becomes a second game nobody can find the settings for.

The table settings in the game: a turn timer, and toggles for Attentive Mode, Pro Mode, Icebreakers and Jokers Wild, each with a paragraph explaining what it changes.
House rules, as switches. Every one of them explains itself.

Someday

You build it, we run it, we split it.

Open the engine up. You bring a game, a rule set and a theme; the table handles dealing, turns, layout, payments and the part where it has to be fun on a phone. What it makes, we share.

Not live, and we're not going to pretend otherwise. No ads, no money, no open engine until the game works. This is a lake, not a roadmap conference.