LATIN: “I BELIEVE”
A card game about where money actually comes from.
Try it in ten seconds
Most people believe: from somebody else's savings. The reality of every bank on earth is a different one, and the game is built on reality.
What it is
If you want to sign a customer, you issue the money — it did not exist a second earlier, and nobody handed it over.
What you can run out of is reserves — central bank money, the only thing that settles a debt to another bank.
No rule in the book says the economy has to grow. Players work it out, usually while trying to explain to the table why they can't pay.
01
Issue the loan, and hope they keep up their payments.
02
Your customers push money through the sectors. It passes through rival banks while their money passes through yours.
03
Buy financial products from a shared pot that only pays out while new money keeps arriving.
04
Every round your rivals present their claims. Reserves, a rescue deal, or the central bank's terms.
The deck
Households, corporations, the public sector, and the financial products that bundle them up and sell them onward. Individually reasonable. Collectively, the whole reason this game exists.
Asymmetric starting conditions
Every bank has a different identity, coming with two specific customers already in play. The asymmetry is entirely in who you're dealt on turn one, and opens strategic directions.
Defence Supplier · Prime Contractor
Lends to whoever the state is already paying.
Defence Supplier · Property Owner
Owns the block. Fixes nothing.
Tech Startup · Social Pioneer
Funds companies with equity instead of debt — the one bank that can lend without a contract.
Social Pioneer · Housing Co-op
Regenerative lending. Worse margins, until enough of the table joins in.
Power Plant · House Flipper
Heavy assets, heavier leverage.
At the table
Arrived at the latest prototype during a dedicated design residency.
In the box
For publishers
CREDO is a complete, playtested design: print-and-play ready, with finished prototype artwork and a working preliminary rulebook.
What you see here is a prototype, not final art. The illustrations give CREDO its voice and its direction, but they exist to make the design playable and legible — not as the intended final look. The published edition will go through its own design and art pass, most likely with human illustration rather than the AI-generated placeholder art shown here, developed together with a publisher or ahead of one.
The same is true of the rulebook: what's written works, and has been read cover to cover by real playtesters, but it's a designer's working draft. A published edition deserves a properly designed rulebook, not this one.